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Hereditary Builder Pt. 4

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(A Multi-civ game)

In the year, [Turn 0], the Empire boasts its strengths in having a cooperative multi-racial nation. Through the unique skills presented by each different race, the Empire led in many aspects of advancements. Of course, this couldn't have been done without the leadership skills of Emperor Bello, the Reborn-er. Through his leadership, the Empire was happy, successful, and great.

Until, the Emperor died that is.

[Now you play as a noble, who has to lead in this time of need when the Empire is leaderless, a powder-keg of racial tension, and all the while other nobles get in your way in whatever your goal is.]

Hereditary, Noble Builder.

>Lord's Name:
>Fluff:
>Skill: (Keep blank)
>Bonus: (Keep blank)
>Kingdom's Name:
>Color: (Also write your location)
>Fluff: (Fantasy Races are allowed)
(Keep everything blank below)
>Military:
>Supply:
>Buildings:
>Technology:
>Storage:
>Magic:
>Bonus:

>New players:
Can take over/replace afk nations or become a supporter/hero/or solo person.


>Setting: Medieval Fantasy. All race is fine. Magic is severely limited.

>How to play?
Just think of a regular civ-game but each player controls one civ.
Each player has 2 actions.
Use these 2 actions to build your nation to whatever you wish.

>Location:
Give me the location you want to be placed.

>East, South, West Castle
Controlling one castle gives 1 bonus action.
-Requirements
Must control all the land around the castle or the players around the castle gives an unanimous vote to give you the castle.
Can not control another castle or the Capital.

>Capital
Controlling the Capital gives 2 bonus actions.
-Requirements
Must control the land around the castle.
Can not control a castle.
Players with 50% of the territory of the whole map must vote you in.
>>
>>1181657
>Turn 18

There is still time for people to post their turns.
>>
>>1181657
Reasking, What does Printing Press get me?
>>
Rolled 88, 2 = 90 (2d100)

>>1181657
>Lord's Name: Ser Keaghan of Colhen
>Skill: Leader, Charisma
>Bonus:
[Lord of the Commoners]
Every 5 turns, roll a 1d20 and ask for a gift from your people or from other supporters from other nations.
>Military:
1 Soldier [C: E, D: E, M: E]
1 Soldier [C: D, D: E, M: E]
Town Guard [ C: E, D: D, M : E]
Hero Seigfried, "Brash", Loran [C: B, D: C, M: C, Military Leader: C]
>Supply:
370
>Buildings:
-Farm+ [Supply Gain: C]
-Forge [Crafting : E]
-Roads [M:E]
-School [Research:E] [1/4]
-Homes[Happiness:E]
-Hospital [Happiness: E, Healing: E]
-Training Yard [Training: E]
-Printing Press
-Barracks 1/4
-Stone Quarry I [Construction : E]
>Storage
Poor Iron [Resource:E]
>Technology:
Hero Training [Max Heroes: 1]
>Bonus:
Start out with one hero. (Give a fluff if you want or I can make one for you)
Supplies needed for a military campaign is reduced heavily.

Improve Schools [1/4]

Send scouts out to discreetly look for talent.
>>
>>1181657
Baku Abaghdadi Reporting in.
>>
>>1182269
It's too unique that it really won't give an actual stat. It can be used as a tool for other means, of course.
>>
>>1182269
You can spread the truth(or an ideaology) to your people, also do you want to join our nations together to create one super nation bound under the rule of law made by it's people?
>>
>>1181657
confirming still in this. Do I need to repost my action for this thread, or no?
>>
>>1183032
no need
>>
>>1181657
confirming not afk
>>
Rolled 55, 74, 62 = 191 (3d100)

>Lord's Name: Lord Baeric Brundt
>Skill: Survivor
>Bonus:
[Leader of the Snowpeaks]
You can make [Snowpeaks Emblems]. For 5 turns, after a player uses an emblem, he/she can spend supply on points for buildings and technology with a 25% discount and get an extra roll with a -25 roll value just for buildings and technology. Only two can exist at a time.
+1 Snowpeak Emblem (Cost 2 points to make)
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 570
>Technology:
Bow+Arrows, Mountain Hooks and Rope, Snow Mask, Mining Tools
>Building:
Market [Trade Route: 1]
Mine [Supply Gain: D]
University [Research: E]
Coal Mine [Supply Gain: E]
Dock* [Trade Route: 2, Roa [D], Alberton [E]] *Elevator Bridge
>Culture
Ritual of Bones [Happiness: E, *] *Every [Turn 5n], your failing actions turns to successes.
>Bonus:
[Blessed3]
Unprepared soldiers lose one Combat(C) rank when fighting in your starting domain.
Every 5 turns, roll a 1d10 in hopes to find a [Precious Mineral]
Crossbow 5/6
Iron Mine 3/4
Hearth 2/4
Workshop 1/4
Stone Mine 3/8

1. The Dwarven Heart is built, and its warmth will bring new life to the dwarven race.

Hearth 2/4

2+3.Snowpeak Emblem (-25)

Work hard on the Precious Stone mine. It will allow us to build structures at an unparalleled pace.

Stone Mine 3/8
>>
>>1181657
Just w alting for the update.
>>
Rolled 6 (1d115)

>Lord's Name: Captain Ariela Nema
>Kingdom's Name: Captain Nema's Expedition
>Color: White?
>Skill:Engineer, Intelligent, Water-breather
>Bonus:
[The Best Atlantis Can Offer]
Every [Turn 5n], you get two Invention Token. Using one token lets you roll a 1d115 for a technology. Rolls 100-115 are considered as nat100s. A player can only use a token once every thread. You can give tokens to other players. Other players must may at least 25 supply to use the Token and you get 1/5 the profit. *A player can only use a token once every thread, but YOU can use it after every 5 turns and/or a new thread.

+2 Invention Token
(You can up the price of your tokens of course.)
>Military:
2 Soldiers [C: E, D: E, M: E]
Michael Jones [C: 0, D: E, M: E] *Innovative
1 Large Ship [M: D, Storage: 8]
>Supply: 350
>Buildings:
Market [Trade Route: 1]
Hangar Docks [Trade Route 2/2] [Upgrading Trade Route 3/3] - (Albreton)
Technician Castle [Defense: D, Rolls: E]
Research Facility [Research: E]
Common College [Research: E*] *Can share technology with other nations
Theater [Happiness: E]
Technology:
Altanteoan Projects
>Bonus:
Units can travel through water without the need of ships
Any players from any part of the world can buy your Invention Token.
You get 50% of the profit from selling your token to first-timers.

"Hey Michael! What was that idea of yours about using supplies to boost our actions? I think now's a great time to give it a try!"
>>
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Rolled 46, 76 = 122 (2d100)

>>1183497
1. Oh dear this IS very hard isn't it? Well, we'll just have to work even harder at it. I'll help Michael Jones with his idea about supply use!

2. The homonculi researchers will help too! When they're ready. Hopefully not too long from now, but they are all so. . .eccentric! Good thing we have plenty of places for them to study. 1/4

Research Facility [Research: E]
Common College [Research: E*]
>>
>>1179187
>>1179235
>>1179381

My actions this turn for easier reference
>>
>>Baka Abaghdadi
You finished the Constitution so fast that you spent the rest of the actions in the Barracks!
-100 Supply (Spent 2 Points on Barracks)

+Technology:
Constitution
+Building:
Barracks [Recruiting: E]

-30 Supply (Unit Cost)
+Military:
Longbow Men [C: E, D: E, M:E] *Ranged, Bow+Arrow

>>Treesonar
1066 / 1332

You started to create a unit! You get one roll to continue rolling until the warbeast is complete. It will cost 100 supply when the unit is complete.

+Building:
Bio Academy [Research: D]
-1 Charge, 1d50 for a warbeast
-2 Charge, 1d5 for a student's project

>>Count Sohnzwei
-1 Token
-150 Supply (3 Points for Barracks)

+Building:
Barracks [Recruiting: E]

You got yourself a team!
-20 Supply (An Unsouled Soldier Cost)
+Military:
Magic Team [C: 0, D: 0, M: E]

Unsouled soldiers are your special kind of soldiers. Weaker than most other soldiers, the Unsouled have an special effect right before their last breath.
Last-Gasp Soldier [C: E or A*, D: E or 0*, M: E] *Last breath

>>Valdean Rothouse
"I'm actually having fun playing a merchant. Could I keep playing a merchant while having a nation?"
I don't see why not.

The weather was good and your crew did very well!
You have arrived to Hawthorne!

Speed Sailing 1/4

>>Bob Hexxus
-200 Supply (Rothouse Investment)
Soldier 7/12
Cotton 2/10

Your Heir, Ruber, will begin his education! Luckily, Ruber is quite gifted and is already above his peers around his age.

Ruber will stay in Nepzusa for some Turns now.
>>
>>1183600
I am about to post soon.
>>
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Rolled 29, 48 = 77 (2d100)

>Lord's Name: Arthur Seaworth
>Skill: Leader, Charisma
>Bonus:
[Two Worlds, One Sea]
Every 5 turns, you and your the people trade with gets 1 free action. (Free Action = No rolls needed, just 1 success). For every 2 trade routes, you gain another free action. (Activates TURN 20)
>Military:
2 Soldiers[C: E, D: E, M: E] *1 Soldier C: E, D: E, M: E] *Injured till Turn20
1 Ship [M: C, Storage: 4]
Commercio (Tradeship) [C: 0, D: 0, M: E]
Samuel Lakefold [C: 0, D: 0, M: E] *Captain of Commercio, Trader and Merchant
>Supply: 93
>Buildings:
+Docks [Trade Routes: 4, Captain Nema[E], Epidemica [D-*1]] *1: Quarantine, Snowpeaks[E], Roa[E]]
Naval Academy [Recruiting: E, Training: E] Domestic Market [Happiness: E, Supply Gain: E]
School [Research: E]
Lumbermill [Construction: E]
>Technology:
Boatbuilding [D] Commerce
>Bonus:
Soldiers can move through water without the use of ships.
Can reduce the supplies needed for water-travel for you and your allies.
Trade Route w/ Dwarves 1/2
Seaweed Farm 1/4
School Upgrade 2/4
Joint-Stock Company 14 / 20
Upgrading Ship 2/12
New Docks 2/4

1. "Mr. Commercio, I am told you have a knack for discovering new trade routes and capitalizing on them.

As you know Albreton's goal is trade, and to show to the world that trade can be as profitable, if not more so, than production. If we are going to do that, we will need to consolidate the Empire's cargo merchants under the . . .Company's banner. Our banner.

I want you to start consolidating the civilian transport trader ships under Albreton. We need to develop a [Trade Trust Monpoly] by ensuring that our ships and our traders are the preferred method of transport throughout the kingdom from Epimedica to the Snowpeak. This will be done by the superiority of our cargo capacity and trade routes, so its up to you to get the rest of the trader ships and their captains to fall into line."

2. I will also continue work on the Joint Stock Company. Between Rothouse advertising for Albreton in Hawthorn and Commercio's efforts to unify the trade ships of the Empire under us, we will sorely need it. 14 / 20
>>
>>Tyandir Stormsong
Your leader is perfectly healthy now.

-100 Supply
+Building:
Gail's Magic Workshop [E]

Gail highly appreciates the workshop and will start her research soon. But first, she wants to get ready for the tournament because it might be a good observation.

-5 Supply
Spearmen [C: D, D, D, M: D] *Air Spears, Earth Shoes, Transmutation Armor

>>Xylophotous, Patriarchous Monolitheous

No need to spend supplies

+Building:
Synodotous [Supply Gain: E]
Liturgical School [Temple Study: E]

Ruber, the Heir of Epidemica, will now begin to study under you.
You get one extra roll that will be dedicated to teach Ruber in his study. However, if you become busy with other work then you will lose the extra roll.

Ruber is quite gifted and is already above his peers around his age.

>>Azok The Defiler

Brood Mothers 1/8

+Breeding Ground [Recruiting: D, Training: D]
Upgrading Breeding Ground 3/5

Insect 7/8
>>The Black Raven

Myin Search 1/3
It's a free action to continue the search.

Illusion Magic 9/10
Raven Enforcer 7/12

>>Jaundice
Upgrading Trade Route 2/3

Syndicate Trade Route 1/2

>>Nimble
Training 8/10

[Wizarding Rugby Cup]
You have full control in how you want to proceed this event.

I will only involve myself if you need me to say the results of some rolls.
Besides that you can choose the event, the name, the procedure, the prize, what type of dice needed, etc.
>>
>>1182323
+Building:
School [Research: D]

The people give their approval in all the improvements done to the nation so far.

>>1183464
Hearth 3/4

Stone Mine 6/8

>>1183497
-1 Invention Token
Michales Jones's Supply Generator 2/6 (+1 Point from Invention Token)

+Technology:
Hommonculi Improvements

>>1183634
Joint Stock Company 15/20

Your hero considered the offer, but before he can begin the project, he asked what's his reward

Ironically, it's said that a Merchant Hero is also the most expensive Hero.
>>
>>Events

Events will be next turn, because last thread was pretty short.
>>
>>1183674
>Your hero considered the offer, but before he can begin the project, he asked what's his reward
"I am willing to offer you an upfront payment of 80 supplies, plus 120 supplies after the establishment of our Trader Trust monpoly (and once Valdean Rothouse returns with our primary investments and profits from Hawthorns). In addition, you will automatically earn 10% of the profits of this monopoly and receive an automatic seat on the Board of Directors of the Company. Are these terms acceptable?"
>>
Rolled 91, 51, 31, 9 = 182 (4d100)

>Lord's Name: The Black Raven
>Fluff: The Black Raven Syndicate is a sophisticated network of master thieves, pirates, and other various criminals.
>Skill: Warrior, Manipulator
>Bonus: [The Title of the Black Raven]
Every five turns, gain a [Criminal Token]. Use a [Criminal] by selecting a player and then roll a 1d20. A certain effect will happen to the player. The token can be given to other players.
>Criminal Token Count: 4
>Military:
3 Raven Guardsmen [C: E, D: E, M: E]
1 Raven Guardsman [C: E, D: E, M: E]
1 Raven Thief [C: E*, D: E, M: E] (*noncombatant criminal)
>Supply: 435
>Buildings:
Market [Trade Route : 1, Bluholm [E]]
Barracks [Training: D* or E] *Train criminals faster
Workshop [Research E]
>Magic:
Illusion magic [E] (Reduced chance for criminals to get caught)
>Technology:
Bliss (Hallucinogenic Drug)
>Bonus:
Cost some supply. It's a free action to convert yours or allies' soldiers to non-combative criminal units; Thieves, Assassin, Dealers, etc.
>Works in progress: Gambling Den (3/8), Illusion Magic (9/10), Black Market (1/3), Raven Enforcer Training (7/12)

Actions:
1. Continue our research into Illusion Magic. (+Workshop)
2. Finish up our black market. Spend supplies as necessary to ensure completion.
3. Continue training our Raven Enforcer
4. Continue the search for Myin (with 3 Raven Guardsmen - excluding the one in training) and myself. Once we find him, the plan is to knock him out so we can have a "proper conversation".
>>
>>1183714
A private letter arrives to the Black Raven by a small fish, up stream.

"Albreton does not know why or for what reason, but our ally, Roa, has deemed you a viable trading partner. Anyone who our ally considers trustworthy enough to deal with, we are also willing to consider trustworthy enough.

That does not mean we have forgotten your history either, Lord Raven. Some would say you represent the very threats Albreton and her allies have fought since time immemorial. But these persons know little of the true meaning of opportunity.

We are aware that the smuggler Myin is in your territory and we are aware that you have the means and capability of magical subterfuge in other nations. For this reason we come to you with a proposal. We are willing to open up a trade route, as well as open the way for further economic boons, on the conditions that: The Syndicate is to deflect all manner of smuggling and piracy operation away from Albretonian trade routes. In exchange, Albreton will proceed with a 'defensive' anti-smuggling policy. We will ensure our own goods and those of our partners are not counterfeited, but we will not zealously pursue smugglers outside of our interests. You can inform Myin we may even compensate him for his losses with additional 'supplies and assets' if he continues his career in our favor. In times of war, Albreton is willing to offer letters of Marque and full pardons to any pirate or brigand who chooses to fight for our side.

This is our offer."
>>
Rolled 14, 72 = 86 (2d100)

>>1183652


Lord Aric Bryne, Raider Captain and Regent of Roa
>Skill: Military Leader, Fighter
>Bonus:
[Master of Sea]
Naval combat or raids do not cost an action.
Setting a new trade route gives you extra supplies and a bonus action the next turn.
Successful raids can steal rolls.
Every 5 turns, roll a 1d25 for a [Grand Fish]

ROA, The Empire's Southern Fishing Colony
>Military:
5 Raiders [C: D, D: E, M: D]
1 Ship [M: C, Storage: 4]
1 Warship [C: E, M: C, Storage: 6]
>Supply: 426
>Technology:
Boatbuilding
Mass Fishing
Rum-Making
>Buildings:
Docks: Upgraded 3/4, [Trade Routes: 3, Snowpeaks [D], Albreton E]
Fishing Port [Supply Gain: E]
Whaling Yard [Supply Gain: E]* SHUT DOWN
>MAGIC: Water [E]
>Bonus:
Supplies to build raiders or ships are halved.

Whale Oil Refinement 1/10

Cultural Hostility: With the Swarm.
Cultural Tension: With the Trolls.

1. Upgrade our trade route with Albreton. 2/3

2. Finish our trade route with the Black Syndicate. 1/2
>>
>>1183829
A letter arrives, more publicly, to the halls of Roa.

"Lord Bryne.

I write this letter informing you that Albreton thus far has no pressing concerns of the moment beyond expanding her trade interests and staying on guard against those who would molest it. We have not forgotten Roa's concern over events in the new insect territory and of trolls impinging on fishing lanes.

We reiterate that any moment we are prepared to answer a call for aid or support, if Roa has any concerns to voice it to Albreton.

I also write to say that I have now two grown children missing something of Roa. I found my eldest daughter writing letters to young Varic, and my own son wists over his time on your ships, or over someone pretty he met in Roa. I dare say, he certainly finds Albreton boring.

Albreton remembers her allies,

Arthur Seaworth."
>>
>>1183763

A reply arrives a short while later.

"Dear Mr. Seaworth:

It is agreed. We may be thieves, backstabbers, and the like but we are professionals foremost. This agreement will be honored. We'll construct docks at the next opportunity which will allow us to better trade with both you and Roa.

Do not make me regret this decision."
-The Black Raven
>>
Rolled 21, 23 = 44 (2d100)

>Lord's Name: Arthur Seaworth
>Skill: Leader, Charisma
>Bonus:
[Two Worlds, One Sea]
Every 5 turns, you and your the people trade with gets 1 free action. (Free Action = No rolls needed, just 1 success). For every 2 trade routes, you gain another free action. (Activates TURN 20)
>Military:
2 Soldiers[C: E, D: E, M: E] *1 Soldier C: E, D: E, M: E] *Injured till Turn20
1 Ship [M: C, Storage: 4]
Commercio (Tradeship) [C: 0, D: 0, M: E]
Samuel Lakefold [C: 0, D: 0, M: E] *Captain of Commercio, Trader and Merchant
>Supply: 93
>Buildings:
+Docks [Trade Routes: 4, Captain Nema[E], Epidemica [D-*1]] *1: Quarantine, Snowpeaks[E], Roa[E]]
Naval Academy [Recruiting: E, Training: E] Domestic Market [Happiness: E, Supply Gain: E]
School [Research: E]
Lumbermill [Construction: E]
>Technology:
Boatbuilding [D] Commerce
>Bonus:
Soldiers can move through water without the use of ships.
Can reduce the supplies needed for water-travel for you and your allies.
Trade Route w/ Dwarves 1/2
Seaweed Farm 1/4
School Upgrade 2/4
Joint-Stock Company 15 / 20
Upgrading Ship 2/12
New Docks 2/4

>>1183712
1. Make the offer with Commercio or haggle it out, I am wiling to hear his proposals for pay. But we must get to work on monopolizing a trader trust among the ships.

2. At this point I and Albreton are the primary investors and stockholders in the Joint Stock Company. We have invested a significant amount of both capital and effort into the endeavor. It should reflect well for our profits when the company comes into fruition. Joint Stock Company 15/20
>>
>>1183600
>Lord's Name: Baku Abaghdadi
>Skills: Military Leader, Power-Hungry
>Bonus:
[Eternal Dictator]
Twice per thread. You can reroll your actions. However, your rerolls are 2d80. Can not reroll a nat1. [][]
>Bluholm
>Military:
3 Soldiers [C: E, D: E, M: E]
Longbow Men [C: E, D: E, M:E] *Ranged, Bow+Arrow
1 injured soldiers
>Supply: 310
>Buildings:
University [Research : D]
Market [Trade Routes: 1(Trading with the black raven)]
Barracks [Recruiting: E]
Granaries[Supply:E]
Laboratory 1/4
>Bonus:
You can learn another player's technology very quickly but only with their consent
>Current tech
Bow+arrow
Constitution
upgraded Bow+arrows 1|8

1.Draft a constitution with the following tenets
1.Free and fair elections are to be held every 4 Turns
-The republic is to be a representative democracy, ( basically Parliamentary democracy)
2.Freedom of expression, Religion, and the press
3.Youth must serve a year in the military reserves
4.The people have the right to life, liberty, the pursuit of happiness, a fair trial, and education
5.Education in all levels are mandatory
6.During Times of war or crisis The republic shall relinquish it's power to the Dictator, Said dictator is bound by the following rules
1.May serve only 2 turns until the republic returns and reinstate a time of crisis
2.The dictator is a lifetime seat and is appointed by the republic, thus dictators is stuck as a dictator and is not allowed to hold any other office
3.All dictators must relinquish their old names and take on the name Baku Abaghdadi
7.To change the constitution the house representatives must unanimously vote on said change

2.Research Chemistry
>>
Rolled 55, 56 = 111 (2d100)

>>1184019
>>
Rolled 48, 86, 15 = 149 (3d100)

>>1181657
http://pastebin.com/3GyGygdn

Lord's Name: Bob Hexxus
Skill: Strong, Healthy
Bonus:
You can apply one of these bonuses per thread.
[Royal Blood - No Pain]
Gain 1 charge every 5 turns. Before rolling, you can get +2 succeed for both of your actions or you and 2 of your allies can get +1 succeed for both actions.
1 Royal Blood
Kingdom's Name: Epidemica
[Epidemic Religion]
Increase Hero Pool by +1
Military:
1 Soldiers [C: E, D: E, M: E]
1 Soldiers [C: D, D: E, M: E]
Supply: 333
45x [Alberton Supply - Forgery]
Buildings:
Market [Trade Route: 1, Nepzusa[E]]]
Cotton Factory [Supply Gain: B]
Textile Factory [Supply Gain: C]
Cove
Docks [Trade Route: 2, Alberton[D-*]] *Quarantine
Gym [Happiness: E, Training: D]
Technology:
Cotton (Bandages)
Commerce
Navy Patrol [Small Defense: E]
Bonus:
Crime [Supply Loss: E]
Criminals:
Smugglers
Every thread, upgrade any building with a rank of [E].
Linothorax 2/8
Upgrading Trade Route with Nepzusa 2/3
Upgrading Gym 1/6
Cotton Factory 2/10
Join Stock Company. Outer Imperial Trading Company 15/20. This is a shared project between Epidemica, Albretton and Nema
2 Pirates [Prisoner]
1 Ship [Storage:4] * Damaged (It was Storage 5 before, or is this because it is damaged?)
-200 Invested in Lord Rothouse
Training 7/12

Ruber will stay in Nepzusa for some turns
The Ex-Pirate that offered to join is still good yes? I Accept the ex-pirate's offer, he will join me "Myin left you for dead, I will make you a new man. A man capable of finding and eliminating Myin and those who follow his example. In death there is no chance for men to redeem themselves. Prepare yourself for the rigors that may follow you will need strength and vigor to survive here but it will be your duty to hunt down the rebels and pirates in their dens that would threaten us abroad." Convert this pirate into a pirate hunter, our man and our hero on land and sea.

1/2 Can't Let Albreton have all the fun, Epidemica will ensure they have a powerful say in the Joint Stock Company 15/20. And spend supply to finish it on our terms as it was born from Epidemican wisdom. We have already invested a substantial amount of supplies to start so we might as well finish it.
3 Free Action to train Soldier 7/12
>>
>>1183714
A letter tied to the back of a frog makes its way into the outskirts of The Black Raven's territory with a blank white wax seal

We of Epidemica know the pirate Myin to be within your borders. He has made threats against House Hexxus and I believe is steadfastly independent in order to achieve his goals. You have cunning to control your land so whether you hang him exile him or use him in some corner of the Empire one doesn't imagine it would be worthwhile to indulge Myin in a war agains't Epidemica. Yet we would feel more at ease if we were to have an understanding that will leave us both better off. The Syndicate holds to divert smugglers, pirates, saboteurs etc. away from Epidemica and her trade routes and we in turn do not pursue such agents. We protect our goods and our interests, you pursue your interests and if you so wish a trade route can be opened where such services as your people can provide is offered and our good cotton ropes, sails, and blankets are available to you at fair price without a middleman to pay. It hardly need be said but in war time any such fighting men and vessels you have available with a willingness to be paid could be offered Privateer's license and pardon. Such is our offer.
>>
>>1183652
>Lord's Name: Lord Tyandir Stormsong
>Fluff: Son of the old sorcerer king of Kol'Talla who fought the empire and died in the war. Seeing the devastation left upon his people Tyandir surrendered and was integrated into the empire. Tyandir had inherited the sorcerous bloodline of his lineage, which was said to have been given to the Stormsong line by the god of the sun himself, and has practiced relentlessly through Emperor Bello's lifetime. His people had lost due to their pride blinding them, but now he could see clear and he will not pride cloud their judgement again.
>Skill: Magician, Wise
>Bonus: [Sorcerous Bloodline]
You can flip the digits of a roll. Not applicable to a crit 1. Using this too much will kill you.

Ex: 18 -> 81. 09 -> 90.
>Kingdom's Name: Kol'Talla
>Color: Blue
>Fluff: A High Elf kingdom with a long history of pride and magic. That pride was shattered when the empire conquered their land and killed many of their sorcerers in the war. Even though they were treated well many of the elders still chafed under the rule of 'the lesser races', although many of the younger elves saw that as false pride. Now their pride no longer clouds their vision, they have been shown they are not invincible, and now they will show they world they will not be left behind.
>Military: 3 Soldiers [C: E, D: E, M, E]
1 Spearmen [C: D, D, D, M: D] *Air Spear, Earth Shoes, Transmutation Armor
Magic Team [C: 0, D: 0, M: E]
>Supply: 53
>Buildings: Market [Trade Routes: 1, Scythia [D]]
Magic School [Magic Research: D]
Yern Lumber Mill [Construction: E, Yern Gain: E*]*Every [Turn5n], gain a [RandomQuality] Yern Lumber
Upgrading Lumber Mill 3/8
Enchanting Workshop [Enchanting: E]
Training Yard [Training: E]
Gail's Magic Workshop [E]
>Technology:
Enchanting [E]
>Storage:
1 Slipnir (Movement Beast) a rare horse-like figure that could greatly improve movement and movement cost on a unit.
>Magic:
Geass [D]
Light [E]
Transmutation [D]
Earth E
Nature E
Air E
>Bonus: Gain a new bonus for each new magic you gain.
Every 5 turns, get +1 Supply for every magic you have. Higher ranked magic give more supply. Maximum of 20 supply gain.
Every 5n Turns, add one progress point in one of your Buildings.
Every thread, roll a 1d5 to tame a beast.
[Racial Tensions]
[Small Migration - Scythia(From)]

Stats
>>
Rolled 74, 90, 38 = 202 (3d100)

>>1184138
1. Continue to build palisades around our border towns. Use magic to speed up construction and enchant them to increase their durability and protective properties. 2/4
+Enchatment [E]
+Enchantment [E] from workshop
+Construction [E]
+Geass [D] (So dangerous bests ignore the towns)
+Transmutation [D] (So the walls are hardened and reinforced.)
+Earth E (So the foundation and earth around the walls are hardened)
+Nature E (So the wood of the paliside is strethened again)
+Air E (So projectiles coming towards the walls are weakened or pushed back.)
2. It is time for the games. We may be a bit late due to our late start moving, but it should be fine. Head out with the team to Nimledon's school and the Wizarding Rugby Cup!
3. Continue training the spearmen with all the new enchanted gear. (Dear god it never ends!)
+Nature Magic [E]: Added to the armor so that plants will not impede their travel.
+Light Magic [E]: Added with a magic latern to allow for continuous light no mater the weather.
+Enchanting [E]
+Enchanting [E] From workshop
+Training [E]
>>
Rolled 5 (1d5)

>>1184138
>>1184144
and 1d5 for a new beast to tame
>>
Rolled 58, 48, 55 = 161 (3d100)

>>1183652
>Lord's Name: AZOK THE DEFILER
>fluff: After having been asleep, for at long time Azok the defiler, the HiveKing(hive insect), has awoken in a new strange land, with some of his subjects. Now they must rebuild their Hive and return to their former strength. having a single queen with him, he plans to build his kingdom anew. Armed with his insect mutations, Azoks species, can adapt to any situation as long as they can eat some of the existing insects/fauna.
>Skill: Hive-Mind, Insect, Leader
>Bonus:
+200 [Swarm Points]
[Swarming the Rolls]
Every [Turn 5n], you can modify your rolls so that the sum of all dices equal to the amount of your [Swarm Points].
>Kingdom's Name: HiveKingHive
>Color: purple, Greenwhich
>Fluff: Greenwhich, is an inhospital place for humans. It is ruled by the insect, which produce various products, which they sell to the other empires, in exchange for various thins the hive needs. Other than this, the Kingdom of HiveKingHive, Is a hive where Azok rules over other of his species, where they see him as their god, and follows his orders no matter what. As such there’re is no place for a religion, and humans, although the insects do entertain the various merchants, diplomats and what not. However no humans are allowed permanent settlement in the lands, in order to avoid the insects from eating them when they are hungry.
>Military:
6 Insects [C: E*, D: E*, M: E*] *Values are all halved
>Supply: 320
>Buildings:
Market (?) [Trade Routes : 1]
Tunnels [M: C]
Breeding Ground [Recruiting: D, Training: D]
Insect (Product) Shop [Supply Gain: D]
>Technology:
Thinkers [Research: E]
>Storage:
>Magic:
>Bonus:
Population can't rebel, commit crime, or go against your orders.
You can train/recruit 2x units at a time.
Consuming OTHER player's supplies, buildings, armies, or leaders gives you more Swarm Points.

Events: Racial tensions have risen in following country: Expedition, Roa
Racial conflict: Krogar
Breeding Ground 3/5

Insect 7/8

Brood mothers 1/8

1.Azok commands his thinkers to keep researching for a way to allow his people to evolve into brood mothers
2. Azok commands his queens to keep breeding the insektz
3.The insekts try and improve the bredding ground in order to turn out better bug soldiers
>>
Question, Is there a difference between conscription and normally recruiting
>>
>>1184329
Conscription is instantaneous but still cost some supplies.

Conscripting also weakens your labor force so it'll lessen your supply drops.
>>
>>1183652
stat post

>Lord's Name: Xylophotous Patriarchatus Monolithious
>Fluff: Xylophotous, age 79, was a senior teacher of religious law and an assistant senior teacher of Etruro, the nepzusi language, at the School of St. Aegon the academic before he ascended the throne and became the Patriarch. Much earlier in life, (long before turn 0) Xylophotous didn't want a career in the church, but he was persuaded by an encounter with the then-still-living St. Nikon, the first patriarch, on a road, in which St. Nikon famously asked him "Quo vadis?".
>Skill: Intelligent, Research [A]

>Bonus: [The Religious Teacher]
Your leader is also considered as a hero with the Research [A] skill.
Characters (current leaders, future leaders, heirs, heroes) can learn under you and gain an extra bonus.

[epidemic religion: hero pool upgraded to 2]
[peaceful conversion, roll 3d110 instead of 3d100 for each action for 2 turns]

>Fluff: Nepzusa is a quiet backwater of the empire, situated north of the west castle, and notable for 2 things. First, nearly 1000 years before the game, a whale vomited a nearly 20 foot long monolith on the north coast, where the locals raised it in an event called the Advent of the First sign. The Church of the monolith believes primarily 1, that all gods who don't wantonly torture their follows, act villainously, or demand human sacrifices, are valid and worthy of worship, and 2, that many cultural practices of theirs, such as washing their hands before they eat, praying and temple-visiting mostly on 1 specific day of the week, giving charitably to other members of the church, and striving for greatness in craft, deed, or legacy, is the point of existence. Nepzusa is ruled by a Patriarchatus, who is elected by a synod of learned elders, teachers, and temple priests, it is an elected position, not a hereditary position, though Patriarchatus may sire children and may have a spouse, IF, they were married before they ascended to the holy office. Up until very recently, Nepzusi were a non-proselytizing religion, so they are primarily humans, with small numbers of other generally civilized fantasy races (such as dwarves and elves), and there is no onus on nonhuman members of the church, which is allowed.
>Military:
4 Soldiers [C: E, D: E, M: E]
>Supply: 363
>Buildings:
Market [Trade Routes: 2, Scythia [E], Epidemica [E]]
Monolith [Conversion Rate: C]
Church [Supply Gain: E, Conversion Rate: D]
School of St. Aegon the academic [Research: A, Conversion Rate: B]
Arch of Neutrality [Neutral ground]
The Fontino [Happiness: E]
The Synodotous [Supply Gain: E]
The Liturgical school [temple study: E]
>Bonus:
Once you convert a different domain, you and the converted player can NOT fail their actions next turn, besides a nat1.
>Storage
+SCUOLOREGIMENTIBUS
>Technology
+Tax Code

[racial tension] - elves of kol'talla
>>
Rolled 94, 10 = 104 (2d100)

>>1183600
>Lord's Name: Count Sohnzwei
>Fluff:
Its a hard knock life.

>Skill: Warrior, Mage
>Bonus:
Get two Bloodsucking Token for every [Turn 5n]
[Bloodsucking Bond]
Consume one Token. Choose one ally. Both yours and your ally rolls get amplified depending on the other persons rolls last turn.
[Bloodsucking Curse]
Consume two Token. Choose one player. Player gets a -5 on both actions, while you get +5 both actions for 3 turns.
>Bloodsucking Tokens: 4
>Kingdom's Name: County of Salvynia
>Color: A sad grey
>Fluff:
For us.
>Military:
+ Salvynian Dark-Stars [SDS] (Magic Team) [C: 0, D: 0, M: E]
+ 1 'Crimson Cloaks' Vampire [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Moon Disciples' Werewolf [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Swamp Daughters' Witch [C: E, D: E, M: E, Support: E]
+ 1 'Salvynian Guard' Last-Gasp Soldier [C: E or A*, D: E or 0*, M: E] *Last breath
>Supply: 150
>Buildings:
+ Market [Trade Route: 1, Hawthorne [E]]
+ 'House of Black Tomes' (Magic Library) (Research: E)
+ 'Iron Tower' (Barracks) [Recruiting: E]
>Technology:
+ Tax
>Storage:
>Magic:
+ Dark [C]
>Bonus:
+ Soldiers immediately upgrade to a [Cursed Lord] (Vampires, Werewolves, Necromancer, Witches...)
+ Heroes immediately upgrade to a [Cursed Lord]
>In Progress:
+ Dark Magic [B] 6/16

1. Salvynia would be faced with many more threats in the future. A new unit of Crimson Cloaks would be trained in the Iron Tower, ready to bring death to their count's enemies. Soon their training would grow more advanced, however for now simply more of them would be required.
+ 'Iron Tower' (Barracks) [Recruiting: E]

2. The Wizard Bowl was about to commence! Certainly with its limited budget Salvynia had not exactly brought its best or brightest, but Count Sohnzwei was certain that it would prove to be a spectacle none the less. Fair play and a 'have fun' attitude were essential to the team, after all their chances weren't all that good anyway.
+ Salvynian Dark-Stars [SDS] (Magic Team) [C: 0, D: 0, M: E]
>>
Rolled 34, 27, 9 = 70 (3d100)

>>1183600
>Name: Treesönar
>Fluff: One of the most talented necromancer Treesönar rose to prominence early, although he's talented in necromancy his true skill lies in his experimentation and creation of warbeasts whom serve him. He now rules over skallerskön with a great focus on experimenting on local animals although some rumours claim he has far more sinister things in the making.
>Skill: Necromancer, Experimenter, Dark Magic [A], Research [A]
>Bonus: [The Black Coat Experimenter]
Your leader is considered as a hero with the Research [A] skill and Dark Magic [A].
If your [Bio Academy] is up, you gain +1 Bio Charge for every failed roll. You can consume these bio charges to gain an effect. These effects are determined by the level of your Bio Academy.
>Kingdom's Name: Skallerskön
>Color: Orange
>Fluff: The lands of SkallerSkön used to be a dangerous land where wild beasts roamed the land terrorizing the people, Thus they had to turn to darker powers to stay alive. The power gave them the abilty to drive off the warbeasts from the lands temporarily. The powers that they were given came at a price, 1 in 8 died and thus the leader was forced to rule with an ironfist for decades. And now Treesönar coming back from his journey he took up the role of the leader when the previous one died of a mysterious heart disease...
>Military:
3 Soldier [C: E, D: E, M: E]
>Supply:
200
>Building:
Bio Academy [Research: D]
-1 Charge, 1d50 for a warbeast
-2 Charge, 1d5 for a student's project
Docks [Trade Route: 2]
Farm [Supply Gain: E]
>Technology:
Monster Creation
Biology
>Magic:
Dark Magic [D]
>Bonus:
You can create [Bio Academies] in other nations (with the Lord's permission). Other nations, with Bio Academies, boost both of your research level and gives you charges if they fail a roll.
Warbeast "Independent" "Hunter" 987 / 1332

Action 1: Finish the warbeast
Action 2: Look for talent within the country

Free action: warbeast
>>
Rolled 21, 85, 83 = 189 (3d110)

>>1184614
Actions

1-2: Build the Exchange, a neutral ground area near the arch of neutrality where guild representatives, brokers, and merchants can ply their trades.

3. Teaching Ruber action: Religious law, which in nepsuza is also civil law. So he doesn't get himself in trouble.

Xylophotous tells Ruber the parable of the Wise and Unwise kings. In the story, the unwise king's son is an evil doer who the unwise king protects for as long as he can, before being stabbed in the back and killed by his own son. The same story is then repeated with the Wise king, but the wise king sees the evil deeds and sentences his own son to death, with an execution at the end. The gods pardon the wise king, but send the unwise king to a torment-filled nightmare in which he burns in darkness while the red hot ground sweats acid.

The moral of the story is; truly just and fair laws apply to everyone, at all times and places.
>>
Rolled 36, 49 = 85 (2d100)

>>1183674
>Lord's Name: Ser Keaghan of Colhen
>Skill: Leader, Charisma
>Bonus:
[Lord of the Commoners]
Every 5 turns, roll a 1d20 and ask for a gift from your people or from other supporters from other nations.
>Military:
1 Soldier [C: E, D: E, M: E]
1 Soldier [C: D, D: E, M: E]
Town Guard [ C: E, D: D, M : E]
Hero Seigfried, "Brash", Loran [C: B, D: C, M: C, Military Leader: C]
>Supply:
370
>Buildings:
-Farm+ [Supply Gain: C]
-Forge [Crafting : E]
-Roads [M:E]
-School [Research:D]
-Homes[Happiness:E]
-Hospital [Happiness: E, Healing: E]
-Training Yard [Training: E]
-Printing Press
-Barracks 1/4
-Stone Quarry I [Construction : E]
>Storage
Poor Iron [Resource:E]
>Technology:
Hero Training [Max Heroes: 1]
>Bonus:
Start out with one hero. (Give a fluff if you want or I can make one for you)
Supplies needed for a military campaign is reduced heavily.

Improve School

Improve School
>>
Rolled 88, 83 = 171 (2d100)

>>Lord's Name: Professor Nimbledon
>>Fluff: Professor Nimbledon is the senior professor and Lord of Hawthorn Castle, and one of the oldest and most experienced Wizards of the age. a wise and intelligent leader, he treats both his students, staff, and their families with care and kindness. he has spent a lifetime studying the magical arts, and tries to pass on this knowledge to those he is charged with guiding and protecting.
>>Kingdom's Name: Hawthorn's Academy of Magic and Mystics
>>Color: Royal Blue. Location: south of the East Castle
>>Fluff: >>1083821
>>Skill: Wise, Intelligent
>>Bonus:
>[Magic Professor]
>Once per thread. After rolling, you can rearrange the order of the digits in any order. Not applicable to nat1 or 100. Has the potential to kill you.
>+Every thread, you gain a student. You can choose which nation this student came from.
>EX)
>Rolls: 18, 06
>New Rolls: 61, 80
>>Military:
Sally Sohel [C: 0, D; 0, M:E, Dark Magic: D] *Salyvania Witch
Trist Andels [C: 0, D: 0, M:E or C*] *Water, Mermaid, Engineer
>1 Soldier [C: E, D: E, M: E]
>1 Mage [C: E, D: D, M: E]
>>Supply: 35
>>Buildings:
>+Hawthorns Academy of Magic [Magic Research: B, Happiness: E*] *Can host major events
>Market[Trading Route : 1, Salvynia[E]] Upgrading Trade Route 1/3
>>Technology:
>Potion Brewing, Wandcrafting, Monster Charming
>>Magic:
>Fire [E]
>Water [E]
>Earth [E]
>Air Magic [B, Competitive]
>>Bonus:
>Start out with 4 [Magic].
>Every 5 turns, gain an extra action dedicated in increasing your [Magic]
>Beast Hunt 2/6
#1-2. this is the last chance for Hawthorn's team to finally get ready. we've trained longer and harder than a lot of other teams, and it would be a very sad day if we ended up late for the cup without a team. but Sally Sohel responds with a Salvynian fury to train. though the youngest of the team, she has become the emotional anchor of them all and a star among our students. win or lose, the Hawthorn Highfliers will participate in this game. 7/10
(a reminder of what units/magics were involved in the team)
+Sally Sohel [C: 0, D; 0, M:E, Dark Magic: D] *Salyvania Witch
+1 Mage [C: E, D: D, M: E]
+Fire [E] +Wandcrafting for flares and dazzle spells
+Water [E] +Wandcrafting for fog and clouds to cover the field
+Earth [E] +Wandcrafting to raise earth walls and lobs stones
+Air Magic [B, Competitive] +Wandcrafting for superior flying brooms and gust of wind spells
+Potion Brewing for healing potoins to keep our team fighting
+Monster Charming +Potion Brewing for tranquilizer darts
>NEXT UPDATE: WIZARDING RUGBY CUP
>I will write up the rules/intro soon, it should be simple enough that everyone should only need one post in.
>>
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there are at least several hundred rules and possible fouls to be made in the Wizarding World Cup or "Wizardbowl" as some would call it, and all can be found in the Da Big Rulesbook, but these are generally not very relevant. the more notable rules of the Wizarding cup are as follows.
1. the primary objective of the game is to get the indestructible ball of magic resistant material by *almost any means necessary to the otherside.
2. explicitly forbidden is: intentionally causing death, mutiliation, or permanent loss of magical ability and function to any opponent of another team
3. teleportation, portals, or dimensional rifts do not count. the ball must be moved by physical force, either by the players, summoned creatures, or by magical kinetic force
4. time travel is forbidden
5. mass memory charms, mind control, or geass of judges, crowd, and sentient players are forbidden. summoned creatures are fair game.
6. using wishes or reality bending to win the game is forbidden
6.5 using wishes or reality bending to change the rules is especially forbidden
7. moving the goal posts, both literally and figuratively, is forbidden
8. duplicating the ball or creating mass copies of the ball rendering it impossible to tell which is the real one is forbidden
9. the ball may not enter rifts to other dimensions nor may other dimensions terraform the field. summoned creatures may be called from other dimensions but will be immediately disqualified if they cause death, maim, or magical harm to crowd and players.
10. Da Big Rulesbook is subject to change by the whims of Da Big Rulesbook That being you Bello
>>
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as for how the actual game is played, if there are only two teams it is simply a case to get the ball to the other players side.
if there is more than one team (for example three) there will be three goals each spaced an equal distance apart with three long, narrow fields that meet in a triangle in the middle. the first team to move the ball to another player's field and then successfully carry it to their goal wins that match. the defending team, and the other team (since they would also lose the match if the ball reached its goal) would have to try to get the ball back into the middle ground. this means any time a team gets close to winning a goal it is likely they will have to face two, or more, teams trying to stop them (while also preparing to beat each other once the ball is returned to middle ground). players also receive a point for kicking a ball into another persons field, whether they bring it to goal or not, to resolve who gets 2nd or 3rd place.
>for clarity of what the players will do, next turn, since there are three teams each player will roll 3d100. each of the first dice is compared, and the person with the highest die is treated as winning 1st place for that match, while the other players get 2nd or 3rd. then the second pair of dice of each player is compared, and then the third. the person with the most 1st place matches wins 1st for the whole game, while the persons with the most 2nds in matches get 2nd place for the whole game. if there is a rare tie where each team gets a 1st place match, there will be a final overtime match to determine who wins the game
>also if there is a tie for 2nd place there will be a 2nd place overtime match
>exactly how each three matches went down would preferably be fluffed by you Bello, describing each of the teams and their abilities and how they and the dice affected the match
>the prize for winning first place for the whole game is The Lead Trophy, which was once a Golden Trophy transmuted into Lead using the most powerful transmutation magics the magical community currently is capable of and probably ever will be
>they also get one golden Leprechaun Lucky Charm, which can be spent to make a single action very very very very lucky or can be passively worn by a leader to prevent harm from coming to them. arrows will miss, swords will miss, rocks will miss, a lot of enemy misses (a person can only wear one Leperchaun Charm at a time) although its luck is mainly limited to protection
>2nd place winners receive the Silver Trophy and a single ingot of Magic Trophy Silver which is an enhanced version of silver only able to be taken from the Wizardbowl, and makes a very potent magic metal useful for a single magical tool or device
>3rd place winners receive the Bronze Trophy and a free heavy Bronze Elemental. comes with bronze polish.
>4th, 5th, 6th for larger games will be mainly participation trophies of different precious metals or jewels
>>
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the official match will begin as of the next update, to allow participating members to travel this turn to Hawthorn while the stadium makes its final preparations.
>I plan to fluff open up the match after the update Bello, but you can make any changes or adjustments to how the game is done as you like
>>
also, all the kingdoms are by default invited to watch the game, wherever the stadium is always built bigger on the inside than on the outside and a game has not once run out of room. the cup has been running for many generations now now and is a well known annual event (every 15 turns) that brings all the kingdoms together for something at least.
>>
>>1183712
"How about a counter-offer. I don't need any upfront cash, but I want 20% of the profits."
>>
Rolled 42, 9, 97 = 148 (3d100)

>Lord's Name: Lord Baeric Brundt
>Skill: Survivor
>Bonus:
[Leader of the Snowpeaks]
You can make [Snowpeaks Emblems]. For 5 turns, after a player uses an emblem, he/she can spend supply on points for buildings and technology with a 25% discount and get an extra roll with a -25 roll value just for buildings and technology. Only two can exist at a time.
+1 Snowpeak Emblem (Cost 2 points to make)
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 570
>Technology:
Bow+Arrows, Mountain Hooks and Rope, Snow Mask, Mining Tools
>Building:
Market [Trade Route: 1]
Mine [Supply Gain: D]
University [Research: E]
Coal Mine [Supply Gain: E]
Dock* [Trade Route: 2, Roa [D], Alberton [E]] *Elevator Bridge
>Culture
Ritual of Bones [Happiness: E, *] *Every [Turn 5n], your failing actions turns to successes.
>Bonus:
[Blessed3]
Unprepared soldiers lose one Combat(C) rank when fighting in your starting domain.
Every 5 turns, roll a 1d10 in hopes to find a [Precious Mineral]
Crossbow 5/6
Iron Mine 3/4
Hearth 3/4
Workshop 1/4
Stone Mine 6/8

1. Finish up the Hearth

2+3.Snowpeak Emblem (-25)

Finish up the Precious Stone Mine 6/8
>>
>>1183714
+Magic:
Illusion [D]

Upgrading Illusion 3 / 14
Black Market 2/3

Raven Enforcer 8/12

Roa wishes to make a trade route with you but you do not have extra space!
>Event
The happiness in your nation is almost non-existent.
So the people turned to drugs. Somehow, there's been a leak of drugs to the common populace. The drug is said to be a counterfeit of Bliss and have a much weaker effect.

The slang word for the drug is called, "Joy."
There's already cases of addicts popping around your city.
+Technology:
Joy (Weak Hallucinogenic Drug) *Addicts

>>1183829
>Extra action went towards Albreton trading route

The Black Syndicate does not have extra space for its trade route!
[Trade Routes: 3, Snowpeaks [D], Albreton [D]

>Event

Some of your Water Mages decided to hop a ship to Hawthorne and participate in the Wizardbowl.
They marked themselves independent from your nation and you will receive none of the prizes if they do win.

One trader comes to visit your Docks. He wishes to gain large quantities of your Rum [80 Supply] and give these offers.
>Choose one
[150 Supply]
[2 Slaves (2d70 for one turn)]
[+Storage: 2 Good Yern Wood from Kol'Talla] (Yern Wood gives points to projects with Wood)
[+Storage: 5 Good Banadages from Epidemica] (Bandages shortens injuries or prevents death)
>>1183905

Roa upgraded your trade route to [D]!
Joint Stock 19/20

>Event

Through the trade route from Epidemica, converters of The Church came to your islands and spread their religion to the populace.

+Bonus: Very Slightly Converted

Samuel contacted some traders to go around the Empire and acquire resources. You will receive some of the profits gained by this project.

>>1184019
The Constitution have been drafted with said tenets.
+Technology:
Constitution (Tenets from Turn 19)

Chemistry 1/8

>Event
The happiness in your nation is almost non-existent.
Some of the people ran to Colhen, where it's known to be a nation that gives a lot to the people.
+Bonus: Small Migration to Colhen

A trader comes to your nation and gives you an offer. Also, he wishes that this deal be under the wraps. He doesn't want people to know that he's trading with some rebels.

He wishes to have some of your advanced Bow+Arrows [100 Supplies] and give these offers.
>Choose one
[170 Supply]
[1 Mercenary [C:E, D: E, M: E]*Unloyal]
[+Storage: 3 Okay Yern Wood from Kol'Talla] (Yern Wood gives points to projects with Wood)
[+Storage: 6 Good Banadages from Epidemica] (Bandages shortens injuries or prevents death)
[+Storage: 2 Good Iron from Snowpeaks] (Iron gives points to projects with Iron)

Your Injured Soldier is now okay! In fact, he says he feel better then ever. Like the healthiest he ever felt in his life.
+1 Soldier [C: D, D: D, M: D]
>>
>>1184044
Joint Stock 19/20
Soldier 8 / 12

>Event
Some of your believers went to Albreton and spread their religion.
They also wished for something to be built in the nation that shows their devotion.

Lyan Fendrik, the Ex-Pirate, will now begin his hero training.
You would need to devote 100 supplies and begin his training after you are done training your soldier.

>>1184144
+Building:
Palisades [Defense: C]

Your team is now pumped! They feel like they just might get first place this year!
Magic Team [C: 0, D: 0, M: E] Lvl2

Spearmen Training 1/4

>Event
The happiness in your nation is almost non-existent.
They start to lose nationalism and lack some will to continue working.
+Bonus:
Lack of Will

You found a [Potential Hero]!
A small orphan girl, with a talent in Geass, has befriended a very strong beast, The Lyonear. (A mix of a Lion and a Bear)
The orphan has no name and is technically not a hero. She only has the potential to be one.

>>1184186
Brood Mothers 2/8
Breeding Ground 4/5
-10 Supply (Insect Cost)
+Military:
2 Insect [C: E*, D: E*, M: E*] *Values are all halved

>Event
One trader comes to visit your Docks. He wishes to gain large quantities of your Insect Products [50 Supply] and give these offers.
>Choose one
[100 Supply]
[10 Swarm Points]
[+Storage: 1 Good Iron from Snowpeaks] (Iron gives points to projects with Iron)
[+Storage: 2 Good Banadages from Epidemica] (Bandages shortens injuries or prevents death)

>>1184622
It will cost 30 Supplies once the unit is done.
Crimson Cloak 5/10
You get a free action to continue recruiting.
The Magic team is not all that motivated, but they do make it to Wizardbowl.

>Event:
The happiness in your nation is almost non-existent. But really, what's new?

With the sudden attraction of the Wizardbowl and the trade route with Hawthorne, a large amount of talented magician gathered around your nation.
They asked if you are willing to share some of your Dark Magic, and in return, they will offer you their knowledge.
>>
>>1184634
1159 / 1332
+1 Bio Charge

>Event:
Some of your Dark Magicians decided to hop a ship to Hawthorne and participate in the Wizardbowl.
They marked themselves independent from your nation and you will receive none of the prizes if they do win.

One trader comes to visit your Docks. He wishes to learn some of your Biology [100 Supply] and give these offers.
>Choose one
[170 Supply]
[+1 Bio Charge, 1 Okay Yern, 1 Good Bandage, 15 Supply]
[+Storage: 3 Okay Yern Wood from Kol'Talla] (Yern Wood gives points to projects with Wood)
[+Storage: 6 Good Banadages from Epidemica] (Bandages shortens injuries or prevents death)
>>
>>1188061
Hey Bello, I was waiting for you to show up. I'm planning on fluffing up my new nation, but I also want to finish my current trade mission. Just wanted you to know. Can you stay up a bit longer to stat and process my actions?
>>
>>1184672
Exchange 3/4

Ruber 83 / ? (Fair)

>Event:
The School of St. Aegon the Academic has attracted many bright minds!

Get to roll a 1d100 dedicated to only research.

After converting two nations, your people are becoming even more fervent in converting more people!
Some decided to make way for the WizardBowl and started preaching over there.

>>1185297
School 2/6

>Event
The people of Bluholm migrated to your lands as they heard you were also a rebel and provided care for his people.
+Bonus:
Small Migration from Bluholm

People from other nations have begun to heard tales of you improving the nation for the population.
The improved homes, schools, road, and hospitals were a great addition your land.

You slowly gained support from some of the other nations...
[NEW TAB]
>Support
Bluholm [E], Salyvania [E], Raven Syndicate [E], Kol'Tallha [E]

It's just a small enough of support that it wouldn't make a difference and the other Lords haven't noticed yet.

>>1185309
Your team is ready and fired up!
+Military:
Magic Team [C: 0, D: 0, M: E] *Lvl4

Sally even learned some few tricks in how to defend herself!
Sally Sohel [C: 0, D; E, M:E, Dark Magic: D]

>Event
The Wizarding World Cup has now started. You can make the fluff intro in however you want.

Merchants from all over the Empire started to trade around your land.
+50 Supplies

Talented Magicians from all over also gathered around.
+2d100 Actions dedicated in increasing Magic. (Can not fail or pass double-success)

Teams from Salyvania and Kol'Talla gathered.
Some teams from Roa and Skallerskon also gathered, however, they come as independent and do not represent their nation.
>>
>>1188090
Ya, don't worry. I'll wait.
>>
Rolled 61, 52 = 113 (2d100)

>Lord's Name:
Valdean Rothouse
>Skill: [C: E, D: E, M: E], Wit, Debt Collector
>Supply:
+200 Supplies (Epidemica's Cotton) {Epidemica}
+300 Supplies (Albreton's Investment of Goods) {Albreton}
+100 Supplies (Albreton's Commodities) {Myself}
+Military:
+1 Tradeship [D]
>Bonus:
[The Bonus Merchant]
You can buy any active Lord's [Tokens], [Charges], [Emblems], and [Points] from the Market.
1/4 Speed Sailing

1-2. I have 400 supplies worth of Albertonian goods and commodities, and the wizard tourney is about to begin. I will begin unloading and preparing vending operations for the great Tourney, filling marketplaces and shops to sell to the huge crowds that will gather. If I am fortunate in the profit I can make here, I will hopefully get at least 800 supplies worth of currency back.

The fishman traders had the intelligent idea of making quite the advertising campaign. They didn't make the cotton or the iron but they shipped them here faster, cheaper, and in greater supply than anyone else and in greater supply. I alone have 8 times the amount of supplies of the other imperial merchants put together here. I could sell these goods for dirt cheap and break the other merchants backs on my knee if I wanted.

It will show the world what we're capable of, and convince the other merchants to join us.
>>
>>1188129
Will you also make your nation stat sheet now?
>>
>>1188131
Yes, I am working on it. Is Krogar still considered active?
>>
>>1188134
Yes, he is.
>>
>Lord's Name: Valdean Rothouse
>Nation's Name: The Rothouse Estate
>Fluff: The bastard son of a sellsword, who once squired for a noble but was rejected for courting his daughter and being of low birth. Swearing to uplift himself, he rejected being a squire an apprenticed to a merchant, and found his talents and wit better suited there, far better, becoming one of the wealthiest merchants in the land. When he returned rich, and the noble offered his daughter's hand in marriage, he refused wanting to pursue his career and rising to the title of Imperial Treasurer. After the death of the Emperor, Valdean Rothouse assembled what was left of the Imperial coffers he could under his name and set about making a new fortune in the new order.

Valdean Rothouse was a debt collector and understood how to turn a profit from it. So when opportunity presented itself, he took it. The Black Legion mercenaries had been falling into dissaray, their leader more accustomed to leading than maintaining a standing army, so it was no surprise when the vaunted Black Legion fell to the trolls. Meanwhile Scythia, its leaders absent or decadent in pacifism, allowed their own walls to crumble and laws to break down leading to chaos and wasting. Taking two birds with one stone, Rothouse consolidated the Black Legion and Scythia, re-establishing it as the 'Rothouse Estate'. The first privately owned and operated kingdom, under him, and he intends to use it to further his ambitions of wealth and trade.

Valdean Rothouse was once a sellsword's bastard son with no gold, no land, and no armies. Now he is a man with all three, and aspires to be the single most wealthy man in the world.
>>
>>1188129
So far you currently sold 3/5 of your supplies.
The rest of the sales will happen once the event is over.
+226 Supplies
>>1188166
>Bonus:
[The Wealthy Merchant's Assets]
You can produce [Rothouse Traders]. You can send these traders without the use of actions. Depending on the trader's rank, they have access to special items.
>Military:
2 Soldiers [C: E, D: E, M: E]
2 Traders [E]
>Supply:
250
>Buildings:
Docks [Trading Route: 2]
Trading Center [Supply Gain: E]
Barracks [Recruiting: E]
Rothouse Trading House
-Trader[E] gain +1 [Free Action Item] when you get a roll a 90+.
>Technology:
Boatbuilding
>Bonus:
Get 1/4 of the trader's profit.
Get more profits when selling to new nations.
Every new sale, your traders gain some progress to rank up.


(The people of Scythia also believes in the religion of The Church)
>>
Rolled 18 + 1 (1d50 + 1)

>>1188053
>Lord's Name: AZOK THE DEFILER
>fluff: After having been asleep, for at long time Azok the defiler, the HiveKing(hive insect), has awoken in a new strange land, with some of his subjects. Now they must rebuild their Hive and return to their former strength. having a single queen with him, he plans to build his kingdom anew. Armed with his insect mutations, Azoks species, can adapt to any situation as long as they can eat some of the existing insects/fauna.
>Skill: Hive-Mind, Insect, Leader
>Bonus:
+210 [Swarm Points]
[Swarming the Rolls]
Every [Turn 5n], you can modify your rolls so that the sum of all dices equal to the amount of your [Swarm Points].
>Kingdom's Name: HiveKingHive
>Color: purple, Greenwhich
>Fluff: Greenwhich, is an inhospital place for humans. It is ruled by the insect, which produce various products, which they sell to the other empires, in exchange for various thins the hive needs. Other than this, the Kingdom of HiveKingHive, Is a hive where Azok rules over other of his species, where they see him as their god, and follows his orders no matter what. As such there’re is no place for a religion, and humans, although the insects do entertain the various merchants, diplomats and what not. However no humans are allowed permanent settlement in the lands, in order to avoid the insects from eating them when they are hungry.
>Military:
8 Insects [C: E*, D: E*, M: E*] *Values are all halved
>Supply: 360
>Buildings:
Market (?) [Trade Routes : 1]
Tunnels [M: C]
Breeding Ground [Recruiting: D, Training: D]
Insect (Product) Shop [Supply Gain: D]
>Technology:
Thinkers [Research: E]
>Storage:
>Magic:
>Bonus:
Population can't rebel, commit crime, or go against your orders.
You can train/recruit 2x units at a time.
Consuming OTHER player's supplies, buildings, armies, or leaders gives you more Swarm Points.
your units can evolve
Events: Racial tensions have risen in following country: Expedition, Roa
Racial conflict: Krogar
Breeding Ground 4/5

Brood mothers 2/8

Azok takes the increase in SP and choses to use it

1. The work on the brood mother continues
2. The insekt keep on working in the improvment of the breeding grounds
>>
Rolled 15 (1d160)

>>1188328
dont know why it didnt take the dice the 1d50 was supposed to be for number 2 roll and this one for number 1.
>>
>>1188290
>So far you currently sold 3/5 of your supplies.
>400 * 3/5 = 200
>+226 Supplies
just checking but are you implying i keep original investment I'm selling because at this rate I'm making a net loss if I am giving away the 400, just checking.
>>
>>1188513
Not 200, 400 * 3/5 = 240. Sorry. Asking this because I did in fact mentioned ideas about selling for cheap to make us popular and show off to the other merchants and want to know if that was what you rolled with.
>>
Rolled 84, 14 = 98 (2d100)

>Lord's Name:
Valdean Rothouse
>Bonus:
[The Wealthy Merchant's Assets]
You can produce [Rothouse Traders]. You can send these traders without the use of actions. Depending on the trader's rank, they have access to special items.
>Military:
2 Soldiers [C: E, D: E, M: E]
2 Traders [E]
1 Tradeship [D]
>Supply:
250 {Myself}
+200 Supplies (Epidemica's Cotton) {Epidemica}
+300 Supplies (Albreton's Investment of Goods) {Albreton} (3/5 Sold)
+100 Supplies (Albreton's Commodities) {Myself} (3/5 Sold)
Profits from Hawthorns Game: +226 Supplies
>Buildings:
Docks [Trading Route: 2]
Trading Center [Supply Gain: E]
Barracks [Recruiting: E]
Rothouse Trading House
-Trader[E] gain +1 [Free Action Item] when you get a roll a 90+.
>Technology:
Boatbuilding
>Bonus:
Get 1/4 of the trader's profit.
Get more profits when selling to new nations.
Every new sale, your traders gain some progress to rank up.

1-2. I continue the sales throughout the game. It's an exhilarating rush, I think no one has ever sold this much bulk to so many at one time. I do my best to keep up with our sales, and see if we are ultimately making a profit.
>>
>>1188053
>Lord's Name: Lord Tyandir Stormsong
>Fluff: Son of the old sorcerer king of Kol'Talla who fought the empire and died in the war. Seeing the devastation left upon his people Tyandir surrendered and was integrated into the empire. Tyandir had inherited the sorcerous bloodline of his lineage, which was said to have been given to the Stormsong line by the god of the sun himself, and has practiced relentlessly through Emperor Bello's lifetime. His people had lost due to their pride blinding them, but now he could see clear and he will not pride cloud their judgement again.
>Skill: Magician, Wise
>Bonus: [Sorcerous Bloodline]
You can flip the digits of a roll. Not applicable to a crit 1. Using this too much will kill you.

Ex: 18 -> 81. 09 -> 90.
>Kingdom's Name: Kol'Talla
>Color: Blue
>Fluff: A High Elf kingdom with a long history of pride and magic. That pride was shattered when the empire conquered their land and killed many of their sorcerers in the war. Even though they were treated well many of the elders still chafed under the rule of 'the lesser races', although many of the younger elves saw that as false pride. Now their pride no longer clouds their vision, they have been shown they are not invincible, and now they will show they world they will not be left behind.
>Military: 3 Soldiers [C: E, D: E, M, E]
1 Spearmen [C: D, D, D, M: D] *Air Spear, Earth Shoes, Transmutation Armor
Magic Team [C: 0, D: 0, M: E] Lvl2
>Supply: 53
>Buildings: Market [Trade Routes: 1, Scythia [D]]
Magic School [Magic Research: D]
Yern Lumber Mill [Construction: E, Yern Gain: E*]*Every [Turn5n], gain a [RandomQuality] Yern Lumber
Upgrading Lumber Mill 3/8
Enchanting Workshop [Enchanting: E]
Training Yard [Training: E]
Gail's Magic Workshop [E]
Palisades [Defense: C]
>Technology:
Enchanting [E]
>Storage:
1 Slipnir (Movement Beast) a rare horse-like figure that could greatly improve movement and movement cost on a unit.
>Magic:
Geass [D]
Light [E]
Transmutation [D]
Earth E
Nature E
Air E
>Bonus: Gain a new bonus for each new magic you gain.
Every 5 turns, get +1 Supply for every magic you have. Higher ranked magic give more supply. Maximum of 20 supply gain.
Every 5n Turns, add one progress point in one of your Buildings.
Every thread, roll a 1d5 to tame a beast.
[Racial Tensions]
[Small Migration - Scythia(From)]
[Lack of Will]

Stats
>>
>>1188053
In case you actually check this thread before showing up in chat.

Should I put in an action towards the Magicians who want to know stuff?

If not, is a roll still required?
>>
Rolled 62, 72, 76 = 210 (3d100)

>>1188709
1. Yes, yes. I'm sorry my people, there has been much to do but now your safety is mostly assured and now it is time to give you something to aid your spirits. Begin construction of a public garden that will allow those of our people to relax in the scent of flowers and sight of nature and art. Have some local artists to construct statues and other artwork. Enchant some posts to give constant lights.
+Construction E
+Enchantment E
+Enchantment E (from workshop)
+Nature Magic E
+Light magic E
+Air magic E
2. Offer the girl the opportunity to study and improve her natural talent in magic under full scholarship.
3. Continue training the spearmen with all the new enchanted gear. (Dear god it never ends!) 1/4
+Nature Magic [E]: Added to the armor so that plants will not impede their travel.
+Light Magic [E]: Added with a magic latern to allow for continuous light no mater the weather.
+Enchanting [E]
+Enchanting [E] From workshop
+Training [E]
>>
it is nighttime, the stadium is held under a perpetual nightspell so that Salvynians can play for long matches. magical lights illuminate the field as thousands of people gather in the great stadium. the stadium benches are divided among kingdoms, one for each kingdom. the Salvynian section is covered by tinted glass to protect against the sun, an Albretonian section is half underwater and half above, an Epidemican section is air tight with thick glass walls and an air recycle spell as the Emperor decree'd of their people in mass events. the ground in the center is divided into five fields each connected to a single side of a pentagon in the middle with a goal at each end of the field. five teams have arrived, five teams will compete for the grand title and the Lead Trophy.
Hawthorne's cheerleader team and school band is present on the lower benches, composed of students, many of them of different species. the school mascot dances, a student in a large stereotypical wizard costume with a giant head and a big cartoony magic broom.
all across the empire, wizards at home who didn't show up tune into their crystals to watch the game in their homes, just as excited and full of cheer and hype as those who have arrived.
a wizard steps onto the field, holding a speaker wand up to his face. he is a professional mage bard who specializes in projecting his voice across the impossibly large stadium (which is bigger on the inside than on the outside)
"ladies and gentlemen, welcome to the 467th annual World Cup!"
"but first, a word from one of our sponsors. tonight's refreshments and souvenirs were provided by the Outer Imperial Trading Company. Outer Imperial Trading Company, bringing the world to your doorstep at the fairest price and fastest speeds."
the OITC Logo appears in magic lights int he sky.
"And now, Ladies and Gentlemen. . .welcome to the main event!"
fireworks light up the sky, and the music begins to play as the announcer prepares to roar world renounce catchphrase to millions of people here and on CV
https://www.youtube.com/watch?v=nendMLrpI-s
"LET'S GET READY TO RUMBLE!!!!!"
>>
Rolled 85, 21, 51, 44, 48 = 249 (5d100)

the Hawthorn Highfliers descend from the sky on flying brooms through the fireworks, launching fireworks from their own wands as the Hawthorn's section cheers, the star of the team is Sally Sohel, the pale Salvyian girl taking the student hearts by storm. they assemble to their field goal in a flying formation, ready to blitz the ball to one of the other four teams field goals.
>write up an intro for your team!
>then roll 5d100. I leave Bello to account for bonuses and the likes
>Bello also roll 5d100 for each of the independent teams too, and an intro for them if possble
Hawthorn High-fliers:
Magic Team [C: 0, D: 0, M: E] *Lvl4
Sally Sohel [C: 0, D; E, M:E, Dark Magic: D]
>Technology:
Potion Brewing, Wandcrafting, Monster Charming
Magic:
Fire [E]
Water [E]
Earth [E]
Air Magic [B, Competitive]
>>
Rolled 79, 70 = 149 (2d100)

>>1187994
Take 270 supplies and accept said offer

>Lord's Name: Baku Abaghdadi
>Skills: Military Leader, Power-Hungry
>Bonus:
[Eternal Dictator]
Twice per thread. You can reroll your actions. However, your rerolls are 2d80. Can not reroll a nat1. [][]
>Bluholm
>Military:
3 Soldiers [C: E, D: E, M: E]
1 Soldier [C:D, D:D, M:D]
Longbow Men [C: E, D: E, M:E]
>Supply: 210
>Buildings:
University [Research : D]
Market [Trade Routes: 1(Trading with the black raven)]
Barracks [Recruiting: E]
Granaries[Supply:E]
Laboratory 1/4
>Bonus:
You can learn another player's technology very quickly but only with their consent
>Current tech
Bow+arrow
Constitution
upgraded Bow+arrows 1|8
Chem 1/8

1. Research Chemistry
2. Build free housing(use 270 supplies)
>>
>>1188812
Hawthorn's intro music
https://www.youtube.com/watch?v=VzpWJx3I2DY
>>
Rolled 53, 45, 14, 19, 52 = 183 (5d100)

>>1188778
Right behind tinted glass sat Count Sohnzwei flanked by several Cursed Lords who stared at the spectacle in eery silence. Though he had spent most of his life with them it was hard for the Count to tell whether they were anticipating the match or eyeing up the various people from other Counties who had come to spectate. Behind them gathered the less elegant elements of the Salvynian congregation, mostly humans who had managed to tag along for one reason or another. Merchants, personal assistants, guards and simply people the Cursed Lords had picked an interest in, they all broke into cheer as the Salvynian Dark Stars walked onto the field.

A group of mostly Witches and Vampires with one or the other Undead Forrest Dweller whom Sohnzwei had trouble categorizing. In their All-Black Uniforms they looked just gloomy enough to accurately represent Salvynia. Certainly one or two of them who served other Cursed Lords had received a threat or two regarding their performance, but once they had hopefully made the third place and Sohnzwei had obtained that magnificent Bronze Golem he would make sure that the team remained intact, both physically and mentally.

Naturally there had been a lot of talk on Sally Sohel. The pretty young Salvynian girl who had left for Hawthorne to now make the Star of its team. Some were resentful of this and wished her harm, especially the older Cursed Lords were swift to demand retribution for anything they deemed even remotely insulting to their great heritage. The common folk however were much more accepting of the fact and were ready to take pride in just about anything that they could associate with Salvynia. Eventually Sohnzwei would have to take an official stance on the matter but for now he would simply get up and cheer loudly for the Salvynian Dark Stars.

>Stuff:
+ Salvynian Dark-Stars [SDS] (Magic Team) [C: 0, D: 0, M: E]
+ Dark [C]
>>
>>Lord's Name: Professor Nimbledon
>>Fluff: Professor Nimbledon is the senior professor and Lord of Hawthorn Castle, and one of the oldest and most experienced Wizards of the age. a wise and intelligent leader, he treats both his students, staff, and their families with care and kindness. he has spent a lifetime studying the magical arts, and tries to pass on this knowledge to those he is charged with guiding and protecting.
>>Kingdom's Name: Hawthorn's Academy of Magic and Mystics
>>Color: Royal Blue. Location: south of the East Castle
>>Fluff: >>1083821
>>Skill: Wise, Intelligent
>>Bonus:
>[Magic Professor]
>Once per thread. After rolling, you can rearrange the order of the digits in any order. Not applicable to nat1 or 100. Has the potential to kill you.
>+Every thread, you gain a student. You can choose which nation this student came from.
>EX)
>Rolls: 18, 06
>New Rolls: 61, 80
>>Military:
Magic Team [C: 0, D: 0, M: E] *Lvl4
Sally Sohel [C: 0, D; E, M:E, Dark Magic: D]
Trist Andels [C: 0, D: 0, M:E or C*] *Water, Mermaid, Engineer
>1 Soldier [C: E, D: E, M: E]
>1 Mage [C: E, D: D, M: E]
>>Supply: 85
>>Buildings:
>+Hawthorns Academy of Magic [Magic Research: B, Happiness: E*] *Can host major events
>Market[Trading Route : 1, Salvynia[E]] Upgrading Trade Route 1/3
>>Technology:
>Potion Brewing, Wandcrafting, Monster Charming
>>Magic:
>Fire [E]
>Water [E]
>Earth [E]
>Air Magic [B, Competitive]
>>Bonus:
>Start out with 4 [Magic].
>Every 5 turns, gain an extra action dedicated in increasing your [Magic]
>Beast Hunt 2/6
>>
Rolled 26, 72, 95, 44 = 237 (4d100)

#1 Trist observes the game from a tub of water along with some other water breathing students, knowing no doubt his girlfriend was somewhere out there watching the game too studying magic herself. they would have seemed a very strange couple, more interested in competing theories and ideas against each other than romance, but that might be why they were so infatuated with the other.
#2 Professor Nimbledon had asked young Trist to make a thesis statement and explanatory essay about his ideas on Magitechnology, and why he thinks his version is better than Gail Jone's version of Technomancy. this is for practical purposes as no one in the faculty has a grasp on magictechnology or technomancy. Trist doesn't just write an essay, he pushes the envelope and tries to design a workshop blueprint and present it to the school faculty to gain permission to build one and show them personally his ideas in practice. for now, Trist starts jotting down his essay and develops his Theory of Magitechnology.
#3 (free magic action) the broom makers and air magicians of Hawthorn's observe the game carefully studying their work, watching for flaws or room for improvement in Air Magic, they even invite other air magicians to observe. Hawthorn's was very close to recieving an A-rank in air magic, and once they did they could then proceed to advance the other neglected magics.
#4 (free magic action) some faculty however decided to take up that job themsleves too, as the earth magicians and geomancers studied the teams use of earth magic. the schools next agenda was to advance earth magic to A class anyway, as part of the ongoing attempt to make Hawthorn's an A+ school in the four basic elements. they chat with some of the other geomaners from around the Empire who have arrived to watch the game.
>>
Rolled 87, 73, 84, 20 = 264 (4d110)

>>1188104
>Lord's Name: Xylophotous Patriarchatus Monolithious
>Fluff: see >>1184614
>Skill: Intelligent, Research [A]

>Bonus: [The Religious Teacher]
Your leader is also considered as a hero with the Research [A] skill.
Characters (current leaders, future leaders, heirs, heroes) can learn under you and gain an extra bonus.

[epidemic religion: hero pool upgraded to 2]
[peaceful conversion, roll 3d110 instead of 3d100 for each action for 1 turns (final turn)]

>Fluff: see >>1184614
>Military:
4 Soldiers [C: E, D: E, M: E]
>Supply: 363
>Buildings:
Market [Trade Routes: 2, Scythia [E], Epidemica [E]]
Monolith [Conversion Rate: C]
Church [Supply Gain: E, Conversion Rate: D]
School of St. Aegon the academic [Research: A, Conversion Rate: B]
Arch of Neutrality [Neutral ground]
The Fontino [Happiness: E]
The Synodotous [Supply Gain: E]
The Liturgical school [temple study: E]
The Exchange 3/4
>Bonus:
Once you convert a different domain, you and the converted player can NOT fail their actions next turn, besides a nat1.
>Storage
+SCUOLOREGIMENTIBUS
>Technology
+Tax Code

[racial tension] - elves of kol'talla

ACTIONS
1: finish the exchange
2: build housing for the native population of nepzusa.
3. teach ruber: letting ruber see how the religious laws are actually used in daily practice.
4. research: minting coinage.
>>
Rolled 75, 15, 47, 46, 56 = 239 (5d100)

>>1188812
As the Kol'Talla Shapers take the field the elves lucky enough to be able to come watch cheered out. Some were those who lost to this team in the qualifying rounds. There were many unique and interesting strategies seen in the qualifying rounds, including some attempts to copy the aerial nature of Hawthorn's team. The Shapers, however, focused their strategy on using temporary enchantments on their gear and using magic to control the movement of the enemy team and flinging balls of plant matter to hamper flyers.

Lord Stormsong settled himself in his seat, the games were about to begin.

Magic Team [C: 0, D: 0, M: E] Lvl2
Geass [D]
Light [E]
Transmutation [D]
Earth E
Nature E
Air E
Tech: Enchanting E
>>
>>1188513
Yes, you keep the original investment so you currently have 626 supply.

>>1188732
Yes.
>>
>>1189156
Woop woop! Illegal use of Geass! Reported to the authorities!
>>
>>1188290
>Lord's Name: Count Sohnzwei
>Fluff:
Its a hard knock life.

>Skill: Warrior, Mage
>Bonus:
Get two Bloodsucking Token for every [Turn 5n]
[Bloodsucking Bond]
Consume one Token. Choose one ally. Both yours and your ally rolls get amplified depending on the other persons rolls last turn.
[Bloodsucking Curse]
Consume two Token. Choose one player. Player gets a -5 on both actions, while you get +5 both actions for 3 turns.
>Bloodsucking Tokens: 4
>Kingdom's Name: County of Salvynia
>Color: A sad grey
>Fluff:
For us.
>Military:
+ Salvynian Dark-Stars [SDS] (Magic Team) [C: 0, D: 0, M: E]
+ 1 'Crimson Cloaks' Vampire [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Moon Disciples' Werewolf [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Swamp Daughters' Witch [C: E, D: E, M: E, Support: E]
+ 1 'Salvynian Guard' Last-Gasp Soldier [C: E or A*, D: E or 0*, M: E] *Last breath
>Supply: 150
>Buildings:
+ Market [Trade Route: 1, Hawthorne [E]]
+ 'House of Black Tomes' (Magic Library) (Research: E)
+ 'Iron Tower' (Barracks) [Recruiting: E]
>Technology:
+ Tax
>Storage:
>Magic:
+ Dark [C]
>Bonus:
+ Soldiers immediately upgrade to a [Cursed Lord] (Vampires, Werewolves, Necromancer, Witches...)
+ Heroes immediately upgrade to a [Cursed Lord]
>In Progress:
+ Dark Magic [B] 6/16
+ Crimson Cloak 5/10 (30 Supplies)
>>
Rolled 58, 70, 70 = 198 (3d100)

>>1189374
1. People came and wanted access to the House of Black Tomes? Naturally the Librarian would be weary of their intentions. Every one of them would be asked about their story and written into the Big Book of Visitors. They would then be required to pay a tribute to the Library. A new scroll or book, a piece of knowledge not present in the Library. Donations of doubles would be welcome naturally, but not sufficient to gain access. At first they would be allowed to have limited access under supervision, though repeated visitors who had provided many tributes and were considered reliable and honest would be subject to more preferential treatment.

For any damages the person in question would be required to pay reparations, either the exact same work or a work of equal or greater importance, to be determined by the Count (or a Librarian).

2. It was somewhat ironic that it had taken foreigners seeking to understand the Dark Arts for Count Sohnzwei to realize that he too had strayed from the true path. For too long had he gotten preoccupied with other matters. The people to his North sought to gain liberty and rule themselves. So what? Colhen ruled himself and he had never attacked another Count. It was time for Sohnzwei to take care of his own business and leave other people to theirs.

Taking a book with dark red binding from one of the many high shelves the Count placed it on a table, sitting down silently he skimmed through the pages, they were as black as coal. It had been far too long.
+ Dark Magic [B] 6/16
+ 'House of Black Tomes' (Magic Library) (Research: E)

3. Meanwhile in the Iron Tower a new group of warriors were trained. It would be centuries until they too would become as frightening beings as the Cursed Lords whom their families served. And that only if any of them managed to survive long enough. The Cursed Lords were a paranoid bunch not afraid to eat their own children if it meant preserving their power. Both figuratively and literally.
+ Crimson Cloak 5/10 (30 Supplies)
>>
>>1187994

Shouldn't the market be done by now? Is spending supplies to complete your buildings faster not a thing? >>1183714
>>
File: hqdefault (13).jpg (27KB, 480x360px) Image search: [Google]
hqdefault (13).jpg
27KB, 480x360px
Rolled 80, 31, 7, 77 = 195 (4d100)

>Lord's Name: Captain Ariela Nema
>Kingdom's Name: Captain Nema's Expedition
>Color: White?
>Skill:Engineer, Intelligent, Water-breather
>Bonus:
[The Best Atlantis Can Offer]
Every [Turn 5n], you get two Invention Token. Using one token lets you roll a 1d115 for a technology. Rolls 100-115 are considered as nat100s. A player can only use a token once every thread. You can give tokens to other players. Other players must may at least 25 supply to use the Token and you get 1/5 the profit. *A player can only use a token once every thread, but YOU can use it after every 5 turns and/or a new thread.
+1 Invention Token
(You can up the price of your tokens of course.)
>Military:
2 Soldiers [C: E, D: E, M: E]
Michael Jones [C: 0, D: E, M: E] *Innovative
1 Large Ship [M: D, Storage: 8]
>Supply: 350
>Buildings:
Market [Trade Route: 1]
Hangar Docks [Trade Route 2/2] [Upgrading Trade Route 3/3] - (Albreton)
Technician Castle [Defense: D, Rolls: E]
Research Facility [Research: E]
Common College [Research: E*] *Can share technology with other nations
Theater [Happiness: E]
Forge [E]
Technology:
Altantean Projects
Hommonculi Improvements
>Bonus:
Units can travel through water without the need of ships
Any players from any part of the world can buy your Invention Token.
You get 50% of the profit from selling your token to first-timers.
Michales Jones's Supply Generator 2/6

1-2. Yay, we've got homonculi researchers now! They'll help us ith this generator project!

After we're done watching the Wizardbowl game, of course, can't miss that! 2/6

Research Facility [Research: E]
Common College [Research: E*
Hommonculi Improvements
Michael Jones [C: 0, D: E, M: E] *Innovative

3-4. The forge we built a isn't really Atlantean! It's not even a real steel mill. . . I need more steel to make big parts for my ship! Arthur is getting iron ore from the dwarves but I have no way to turn it into steel quickly. But now we have a movie theater and the Atlantean reels!

I'll be able to show Michael and my Engineers how Atlanteans were able to smelt steel en masse using a steel mill. My engineers are going to learn how to improve our forge into a proper Atlantean Steel Mill.

Research Facility [Research: E]
Common College [Research: E*] *Can share technology with other nations
Theater [Happiness: E]
Technology:
Altantean Projects
Hommonculi Improvements
>>
>>1188778
Question can nations without magi tech enter the wizardbowl?
>>
File: Ebirah.jpg (126KB, 453x240px) Image search: [Google]
Ebirah.jpg
126KB, 453x240px
>>1188778
All the homonculi and deep ones of Captain Nema's Expedition are excited as her giant ship parks on a section of water in the big wizard stadium.

Everyone takes a break from researching and studying to grab some popcorn shrimp and some drinks, pulling up a seat near the ship windows. Captain Nema is able to see the whole game from her captains chair.

"Oh this is so exciting, I can't believe I'm actually going to see the Wizardbowl for real! I could only see footage before."
>>
>>1189441
Sorry didn't see that.
-50 Supplies
+Building:
Black Market [Crime: E, Trade Route: 2]
You also established the new trade route with Roa! >>1183829
>>
Rolled 72, 65 = 137 (2d100)

>>1188104
>Lord's Name: Ser Keaghan of Colhen
>Skill: Leader, Charisma
>Bonus:
[Lord of the Commoners]
Every 5 turns, roll a 1d20 and ask for a gift from your people or from other supporters from other nations.
>Military:
1 Soldier [C: E, D: E, M: E]
1 Soldier [C: D, D: E, M: E]
Town Guard [ C: E, D: D, M : E]
Hero Seigfried, "Brash", Loran [C: B, D: C, M: C, Military Leader: C]
>Supply:
370
>Buildings:
-Farm+ [Supply Gain: C]
-Forge [Crafting : E]
-Roads [M:E]
-School [Research:D] [2/6]
-Homes[Happiness:E]
-Hospital [Happiness: E, Healing: E]
-Training Yard [Training: E]
-Printing Press
-Barracks 1/4
-Stone Quarry I [Construction : E]
>Storage
Poor Iron [Resource:E]
>Technology:
Hero Training [Max Heroes: 1]
>Bonus:
Start out with one hero. (Give a fluff if you want or I can make one for you)
Supplies needed for a military campaign is reduced heavily.
>Support
Bluholm [E], Salyvania [E], Raven Syndicate [E], Kol'Tallha [E]


Improve Schools

Improve Schools
>>
Rolled 5, 9, 41, 23, 47, 58, 9, 54, 31, 61 = 338 (10d100)

>>1188778
Two independent teams that consists of Water mages of Roa, Dark mages from Skallerson, and other random mages also joined in the game!


Sadly they were clearly outmatched, however, they were just determined to try their best and enjoy their time.
It was a festive and happy day and they only wished to make the most out of it.

First 5 rolls - Water Mages
Last 5 Rolls - Dark Mages
>>
>>1181657
>Lord's Name: Hiram the Stargazer.
>Fluff: Hiram is a sorcerer and scholar who claims to receive visions from incomprehensible godlike being from beyond the void. He claims these beings are the true gods of the universe, and that all lesser beings must serve them or suffer their wrath. These gods have granted their him, their new prophet, strange and terrifying arcane knowledge, so that he might better demonstrate the power of his masters. Hiram now seeks to unite the remnants of the empire under his new faith. He has gathered a band of fanatics around him, with whom he travels from city to city, seeking converts for the new religion.
>Skill: (Keep blank)
>Bonus: (Keep blank)
>Kingdom's Name:
>Color: (Also write your location)
>Fluff: (Fantasy Races are allowed)
(Keep everything blank below)
>Military:
>Supply:
>Buildings:
>Technology:
>Storage:
>Magic:
>Bonus:
>>
Rolled 46, 50 = 96 (2d100)

>Lord's Name: Arthur Seaworth
>Skill: Leader, Charisma
>Bonus:
[Two Worlds, One Sea]
Every 5 turns, you and your the people trade with gets 1 free action. (Free Action = No rolls needed, just 1 success). For every 2 trade routes, you gain another free action. (Activates TURN 20)
>Military:
2 Soldiers[C: E, D: E, M: E] *1 Soldier C: E, D: E, M: E] *Injured till Turn20
1 Ship [M: C, Storage: 4]
Commercio (Tradeship) [C: 0, D: 0, M: E]
Samuel Lakefold [C: 0, D: 0, M: E] *Captain of Commercio, Trader and Merchant
>Supply: 93
>Buildings:
+Docks [Trade Routes: 4, Captain Nema[E], Epidemica [D-*1]] *1: Quarantine, Snowpeaks[E], Roa[D]]
Naval Academy [Recruiting: E, Training: E] Domestic Market [Happiness: E, Supply Gain: E]
School [Research: E]
Lumbermill [Construction: E]
>Technology:
Boatbuilding [D] Commerce
>Bonus:
Soldiers can move through water without the use of ships.
Can reduce the supplies needed for water-travel for you and your allies.
Trade Route w/ Dwarves 1/2
Seaweed Farm 1/4
School Upgrade 2/4
Joint-Stock Company 15 / 20
Upgrading Ship 2/12
New Docks 2/4
Bonus: Very Slightly Converted

1. The main Company Headquarters is in Albreton, as well as sister administration buildings branches in Epidemica and Nema's. Merchants, execuitive officers, accountants and workers, traders all had been hired. Trade routes had been mapped out, shipping schedules made, all the means and methods of a company in place. I prepare to open the doors to the Company HQ, welcoming the lords and board of directors from contributing nations

Epidemican manufacturing

Albretonian logistics

Expedition research

And Commercio and Rothouse association

The Outer Imperial Trading Company was about to begin 19/20

2. The new religion brings me concern. The Sea Emperor was the god and the patriarch of all sea based life. I myself along with thousands of my noble cousins once made a pilgrimage to Atlantis and swore allegiance to him and the Throne of Atlantis

I had seen him wield godlike power, using his Trident to smite the giant monsters of the bottomless crevice and send them fleeing, how at his will he could summon storms and control the seas at his fingertips

But there was also the fact that he had died. Or well, that it very much seemed he was dead. Nothing remains of Atlantis but lava and ruin, some say his brother the Earth God killed him or took him prisoner, but more believe that his body was only a mortal form and like the crab, he lives beyond his shell

Gods do not die.

So perhaps the Sea Emperor yet lived. That was what most merfolk and deep ones still believed. I too believe he might still be out there watching, so to show him homage and to preserve our faith, I commission the construction of an underwater temple in Albreton. Being underwater it should be safe from interloping by the Many-God-Faith and their missionaries, who may continue to preach their faith above the waves. But the sea belongs to the Sea God, and as merfolk we must never forget that.
>>
File: joy mutant.png (4KB, 204x204px) Image search: [Google]
joy mutant.png
4KB, 204x204px
Rolled 7, 74, 100, 65 = 246 (4d100)

>Lord's Name: The Black Raven
>Fluff: The Black Raven Syndicate is a sophisticated network of master thieves, pirates, and other various criminals.
>Skill: Warrior, Manipulator
>Bonus: [The Title of the Black Raven]
Every five turns, gain a [Criminal Token]. Use a [Criminal] by selecting a player and then roll a 1d20. A certain effect will happen to the player. The token can be given to other players.
>Criminal Token Count: 4
>Military:
3 Raven Guardsmen [C: E, D: E, M: E]
1 Raven Enforcer (in training) [C: E, D: D, M: E]
1 Raven Thief [C: E*, D: E, M: E] (*noncombatant criminal)
>Supply: 385
>Buildings:
Black Market [Crime: E, Trade Route: 2, Bluholm [E], Roa [E]]
Barracks [Training: D* or E] *Train criminals faster
Workshop [Research E]
>Magic:
Illusion magic [D] (Reduced chance for criminals to get caught) (Can imitate other people)
>Technology:
Bliss (Hallucinogenic Drug)
>Bonus:
Cost some supply. It's a free action to convert yours or allies' soldiers to non-combative criminal units; Thieves, Assassin, Dealers, etc.
>Works in progress: Gambling Den (3/8), Raven Enforcer Training (8/12), Find Myin (1/3)

1. Contain the drug problem by cracking down on dealers. Syndicate agents are forbidden from taking Joy - Bliss is a weapon, not a plaything, no matter the form.
2. Start up work on the gambling den once more. Maybe if people would get their heads out of their asses we wouldn't be having this "fun" problem to begin with. (Progress: 3/8)
3. Continue training the Raven Enforcer. (Barracks: D* *Recruit criminals faster) (Progress: 8/12)
4. Continue the search for Myin. Remember to knock him out, I want to interrogate him about this little drug problem. (Progress: 1/3)
>>
Rolled 9, 32, 48, 39, 49 = 177 (5d100)

well since the rules doesn't state that non magicians can't play

>>1188778
https://www.youtube.com/watch?v=x72w_69yS1A

In the bluholmian corner sat dwarves, elves, humans, and a handful of other races laughing, drinking, and cheering despite the fact that the bluholmian team has yet to enter the arena though this was to be expected. The people around him had relatives around the other kingdoms some are even related to the Hawthorne's Wizardbowl team. Whilst his people revelled baku scanned the other kingdoms especially the salvynians who had rumored to have released a beast into his homeland and the dwarves of the snowpeaks whom he had very little contact with since he was at the capital. Baku raised his hands and waved to the beer vendor passing him by and bought himself a beer and joined in at the merryment and mingled with his people before breaking out in song as the bluholmian "Wizards" entered the field.

A queer thing the rules of wizardbowl are, there are so many rules that take into account any use of magic yet none that prohibit non-wizards from playing. This oversight allowed the bluholmian "Wizards" team to play despite having no wizard nor mages in their team instead the "Wizards" were equipped with hooks, blunted arrows, longbows, and other strange and unorthodox gadgets that allowed them to compete with magic users despite having no magic of their own though they do insist that they are wizards of the muscle variety going as far as to name their tools as if they were spells an example of this is their arrows or as they like to call it "Magic Missile".
>>
Rolled 1 (1d20)

>>1189890
Forgot to add the joy to my technology tab, will do that later

>>1184071

A reply is sent back on the wings of a raven.

Dear Mr. Hexxus:

Myin's smuggling days are over, this much I can tell you. I intend to completely break him before he joins my ranks, and, should that fail, I'll send him to you bound and gagged so you can do whatever your little heart desires with him.

About the trade route, we can discuss this further at a later date, once I have the capacity to accept new trading partners. For now, I will hold you to your word to not interfere with our activities in exchange for us staying out of your affairs. Do not give me a reason to break this agreement.

Sincerely,
-The Black Raven


>>1189890

Now, it's finally time for us to act. I'm using a criminal token on HiveKingHive. Disguise our "criminal(s)" as trolls and no matter the result leave tons of evidence implicating the trolls in this matter. We'll be sure to come across things that we can use as we pass through their territory en route to HiveKingHive.

(pls no 1)
>>
FUCK WHY
>>
>>1189989
Look at it from the bright side. You got a 100 to deal with the diplomatic reprecussions.
>>
Rolled 15 (1d20)

>>1189985

Send another one to trollsville following the same strategy - implicate the insects no matter the result.
>>
>>1189942
>>1189529
a massive angry Da Big Rulesbook shows up in front of the Bluholm "team". it happens every other year, one plucky non-magical nation tries to host a team saying its not listed in the rules. but what they are forgetting is the ever present, almighty, unwritten rule 0. Da Big Rulesbook opens up its pages with thunder and lightning, and displays in big angry letters.
"RULE 0. ONLY MAGICIANS OR MAGICAL CREATURES MAY PARTICIPATE IN THE GAME. IT IS CALLED THE WIZARD CUP FOR A REASON."
>>
>>1183600
Never got my update boss
>>
>>1189890
Am I aware of your syndicate's existence or no? If I am, I may have a job for you.

>>1189768
Its up to the dice and you exactly how your people take this of course, but the Monolith religion does have a sea god already, Ylioud, usually depicted as a whale, and representing the sea and its bounty of food and supplies.
>>
>>1190839

We were present at the first meeting so yes I would assume so. Fire away
>>
>>1190800
Kek
>>
>>1190805
? Can you link me to your post
>>
>>1191270
This is the last one I saw of Krogar and there was an update linked to it.
>>
>>1191284
>>1171531
>>
As a hero, your actions mean very little to the greater scheme of things and control a much smaller population.
You will not have that much affect towards buildings, technology, magic or any big-scale changes to the entire kingdom.

This can change if you control a kingdom through...
-Taking over your lord's/other players' nation
-Inciting a rebellion of a large population
-Gain a following of a large population
-Other crazy means

While you don't have that much control over somethings, you can still make an influence through military, trade, or creating heroes.

So while nations have control in macro, heroes should care more about the micro of things.

Of course this is all subjective to the type of character and you should no means be forced to follow what was said above.
>>1189759
>Skill: Intelligent, _____
( _____ should be replaced with the magic of your choice)
>Bonus:
[The Vision of the Void]
Every new followers give you a [Void Token]. Spending X amount of tokens, lets you roll a 1dX0. Your magic increases depending on roll.
>Supply: 30
>Military:
2 Fanatics [C: 0, D: 0, M: E]
>Bonus:
Every Turn 5n, you get X amount of Void Tokens, where X is the 1/2 of the number of your followers.
>>
Rolled 32, 51, 61 = 144 (3d110)

>>1188053
http://pastebin.com/3GyGygdn

Lord's Name: Bob Hexxus
Skill: Strong, Healthy
Bonus:
[Royal Blood - No Pain]
Gain 1 charge every 5 turns. Before rolling, you can get +2 succeed for both of your actions or you and 2 of your allies can get +1 succeed for both actions.
1 Royal Blood
Kingdom's Name: Epidemica
[Epidemic Religion]
Epidemica-Nepzusa Student Exchange Program; Tenders access to St.Aegon's School [Research A]
Increase Hero Pool by +1
Military:
1 Soldiers [C: E, D: E, M: E]
1 Soldiers [C: D, D: E, M: E]
Supply: 333
45x [Alberton Supply - Forgery]
Buildings:
Market [Trade Route: 1, Nepzusa[E]]]
Cotton Factory [Supply Gain: B]
Textile Factory [Supply Gain: C]
Cove
Docks [Trade Route: 2, Alberton[D-*]] *Quarantine
Gym [Happiness: E, Training: D]
Technology:
Cotton (Bandages)
Commerce
Navy Patrol [Small Defense: E]
Bonus:
Crime [Supply Loss: E]
Criminals:
Smugglers
Every thread, upgrade any building with a rank of [E].
Linothorax 2/8
Upgrading Trade Route with Nepzusa 2/3
Upgrading Gym 1/6
Cotton Factory 2/10
Join Stock Company. Outer Imperial Trading Company 19/20. This is a shared project between Epidemica, Albretton and Nema
1 Pirates [Prisoner]
1 Ship [Storage:4] * Damaged (It was Storage 5 before, or is this because it is damaged?)
-200 Invested in Lord Rothouse
Lyan Fendrik, the Ex-Pirate, will begin his training and will have 100 supply devoted to him
Soldier Training 8/12

The Outer Imperial Trading Company building in Epidemica would soon be unveiled and the headquarters in Albreton across the channel was as near and easy to access for us as our own capital. Good Fortune for all.

Spend 1 Royal Blood for a +2 to everything

1 A Church to the Monolith would begin as requested by the people and preparations to portray important figures within.

2 Research Glass Blowing at St.Aegon's School [Research A]. The scholars of Epidemica are ever focused on looking for crafts that could be sold to produce another source of industry for their people. With Glass Blowing we can introduce a craft that would be used in any number of houses, churches, ships, palaces, art, devices, liquid storage and medicine storage. A new and better technique to craft glass means we will be the prime source for this material and all will desire Epidemican Glass and our trade will grow. We can use the sand of our shores.

3 Soldier Training 8/12 at Gym [Training D]. Lifting, running, throwing and wrestling.

Execute the prisoner for his crime of killing our soldier and many others. We will use the method prescribed by Xylophotous and Justice will be done to heal to wounds inflicted onto Epidemica.
>>
>>1190805
A band of Epidemicans wearing travel worn bandages arrives at the edge of Six Rivers, looking for trolls willing to talk. They seem to look fairly assured of their safety, eating one of their number would make even a stout troll sick to his several stomachs and deprive him of several meals.
"We are looking for trolls who can speak with us in length."
>>
>>1191813
Quick refresher since what I said isn't in this thread.

The method proscribed is; head hair is torn out, beard is torn out, pirate is blinded with red hot coals, then proceeds to the place of execution in a black tunic with the message 'I am a pirate' on it's chest (or a sign), and then is publically stoned to death, with the body either thrown in a garbage dump or hung upside down outside of a town, and no last rites either way.
>>
>>1190839
>>1189113
>>1171720

As was desired to give weight to the Sainthood of George Hexxus, a number of texts and records have been gathered that refer to George Hexxus the First. It describes his great need and prayers for an answer for the curse that had befallen the people who had scarcely known disease which summoned a magic bird bearing a golden horn of a narwhal which spoke the tongues of men and said it had come to George to tell him of a land in the West that would bring fortune and health to his people such that they could overcome any challenges and arise to become a great people again. It appeared out of the Sun as it emerged from the sea at dawn. Through his leadership he convinced his people to abandon their homes which had been wrecked by The Great Plague and to seek the home that would become Epidemica. The bird was surely miraculous for its appearance and George's leadership averted a second disaster when the earth swallowed the homes they had left and those who had not followed. When George had reached the land that was promised he witnessed a second miracle as the sun set in the north instead of the west and the bird departed. He took its silhouette as a symbol for House Hexxus to honor it and incorporated a tradition of using gold-mithril regalia to show that the family head and King leads his people to prosperity as the gold horned bird guided George Hexxus.
>>
>>1191868
Thanks and you can see I have fluff prepared to help with Sainthood. I would also like to recommend that Ruber be taught some Math, Geography or Engineering. I have some ambitious architectural plans for later.
>>
>>1191270
Sorry bout that missed the post, do you do make up turns?
>>
>>1192206
Yes, I do
>>
Rolled 34, 72, 92 = 198 (3d100)

>>1188061
>Name: Treesönar
>Fluff: One of the most talented necromancer Treesönar rose to prominence early, although he's talented in necromancy his true skill lies in his experimentation and creation of warbeasts whom serve him. He now rules over skallerskön with a great focus on experimenting on local animals although some rumours claim he has far more sinister things in the making.
>Skill: Necromancer, Experimenter, Dark Magic [A], Research [A]
>Bonus: [The Black Coat Experimenter]
Your leader is considered as a hero with the Research [A] skill and Dark Magic [A].
If your [Bio Academy] is up, you gain +1 Bio Charge for every failed roll. You can consume these bio charges to gain an effect. These effects are determined by the level of your Bio Academy.
>Kingdom's Name: Skallerskön
>Color: Orange
>Fluff: The lands of SkallerSkön used to be a dangerous land where wild beasts roamed the land terrorizing the people, Thus they had to turn to darker powers to stay alive. The power gave them the abilty to drive off the warbeasts from the lands temporarily. The powers that they were given came at a price, 1 in 8 died and thus the leader was forced to rule with an ironfist for decades. And now Treesönar coming back from his journey he took up the role of the leader when the previous one died of a mysterious heart disease...
>Military:
3 Soldier [C: E, D: E, M: E]
>Supply:
370
>Building:
Bio Academy [Research: D]
-1 Charge, 1d50 for a warbeast
-2 Charge, 1d5 for a student's project
Docks [Trade Route: 2]
Farm [Supply Gain: E]
>Technology:
Monster Creation
Biology
>Magic:
Dark Magic [D]
>Bonus:
You can create [Bio Academies] in other nations (with the Lord's permission). Other nations, with Bio Academies, boost both of your research level and gives you charges if they fail a roll.
Warbeast "Independent" "Hunter" 1159 / 1332

Charges 1
Action 1: Finish the warbeast
Action 2: Have a competition in the bioschool, we will have students creations go up against eachother. Hopefully the end result would be something we're all intresteded in using
Free action: warbeast
And i'm taking the supply and using however much left to finish muh warbeast
>>
Rolled 46, 100, 18 = 164 (3d100)

>>1191792

>Lord's Name: Hiram the Stargazer.
>Fluff: Hiram is a sorcerer and scholar who claims to receive visions from incomprehensible godlike being from beyond the void. He claims these beings are the true gods of the universe, and that all lesser beings must serve them or suffer their wrath. These gods have granted their him, their new prophet, strange and terrifying arcane knowledge, so that he might better demonstrate the power of his masters. Hiram now seeks to unite the remnants of the empire under his new faith. He has gathered a band of fanatics around him, with whom he travels from city to city, seeking converts for the new religion.
>Skill: Intelligent, Void Magic
>Bonus:
[The Vision of the Void]
Every new followers give you a [Void Token]. Spending X amount of tokens, lets you roll a 1dX0. Your magic increases depending on roll.
>Supply: 30
>Military:
2 Fanatics [C: 0, D: 0, M: E]
>Buildings:
>Technology:
>Storage:
>Magic:
>Void Tokens: 2
>Bonus: Every Turn 5n, you get X amount of Void Tokens, where X is the 1/2 of the number of your followers.

1: Attempt to recruit more followers for the new faith,

2: Send one of my followers to the whoever rules the area I'm in, offer them our support in exchange for them sponsoring our religion.

3: Send another follower to spy on the church, we want to know what the nonbelievers are up too.
>>
>>1188328
-50 Supplies [Trader]
+10 Swarm Points

>>1188588
You finished selling!

+150 Supplies [Profit]

Be warned, people have noticed you carrying a large amount of supplies.

>>1188744
Garden 3/4

The girl cares little about studying or some scholarship.
All she wants is to care for her pet, which can probably maul you if it gets angry.
(It's a free action to continue dialogue)

Training 3/4

>>1188813
+70 Supplies (Total)
---
-100 Supplies (Giving Trader some Bows and Arrow)
+170 Supplies (Gains)
---

Chemistry 3/8
-100 Supplies (For Housing)

+Building:
House (Happiness)

>>1188869
+Technology:
Thesis Paper of the Theory of Magictechnology

You gained a blueprint of a Magitechnology workshop!

Air Magic 8 / 20
Earth Magic 5 / 8

>>1189113
(Put the extra points in Exchange to Housing)
+Building:
The Exchange [Trade: E]
Housing [Happiness: E]

Ruber +84 / ? +(Religious Laws)
Minting 5 / 8

>>1189383
You gained some tribute and some magic knowledge!

>Storage:
The Book of Summoning [D]
Hellsfire Scroll [E]
Curses for Dummies [E]

(When researching, you can use an item to boost your research speed)

Dark Magic 9 / 16
Crimson Cloak 7/10

>>1189526
+Technology:
Supply Generator (Michael Jones)

Michael Jones has finished a project! He boasts how he is one step closer to beating his siblings.

Steel 4 / 10

>>1189619
+Building:
School [Research: C]

>>1189768
+Building:
The Outer Imperial Trading Company [Supply Gain: X*, Special: S*2] *X is determined by your stats. *2) Free action to talk and make deals to merchants, traders, and the such

Underwater Temple 1/4

>>1189890
Gambling Den 5/8

You didn't even have to search for Myin.
He came out of hiding and searched for you actually.
Your Raven Guardsmen surrounded him and tried to apprehend him, but Myin offered you a deal right before he was grabbed by the Guardsmen.

Myin wishes to work under you with the one condition being his safety from the other Lords who want his head.

>Myin wishes to be your hero!
Stats:
[C: C, D: D, M: D, Trickster: A*] Crime Leader, *Trickster - In optimal conditions, Myin vastly lowers enemy's stats.


(Regardless of your answer, you will still get a hero)
>>
Rolled 16, 43, 10 = 69 (3d100)

>>1188104
Lord's Name: Krogar, Lord of the Six Rivers
Fluff: Big scary troll the hates destiny
>Skill: Fighter, Military Leader
>Bonus:
[Defy Destiny]
Every failed action gives you [1 Vision Charge].
[1 Vision Charge] turn rolls of 20-29 into successes.
In the beginning of every thread, you can discard X amount of [Vision Charges]. You will then be presented X amount of [Good Events]. You can choose X/2 of these event to happen. (Rounded to the lowest #)
>Vision Charge: 2
>Supply: 319
>Military:
2 Trolls [C:D, D: D, M: E]
1 Ship [M: D, Storage: 3]
>Building:
Docks [Trade Route: 1]
Barracks [Recruiting: E]
Training Hall [Training: E]
Fishing Port [Supply Gain: E]
>Technology:
Boatmaking
>Bonus:
Your units roll a 2d6.
Boats gain +1 Movement while near your territory.
-----
1/4 Upgraded Training Hall
3/15 Warship
8/12 Trolls
----
1. Upgrade Training Hall 1/4
Research Throwing Spears
3. Trolls Training Roll 8/12
>>
Rolled 25, 96, 3 = 124 (3d100)

>>1193274
>Vision Charge: 4
1-2. Upgrade Training Hall 1/4
3. Train Training Roll 8/12
>>
Rolled 62, 29, 60 = 151 (3d100)

>>1193280
And I missed another turn....
>Vison Charge: 5
1-2. Research Throwing Spears
3. Troll Training Roll 8/12
>>
>>1189985
>>1190015

>From the Insects
+10 Supply
+Storage:
1 Insect Jelly
The robbers obviously left clues that it was humans who did this mess.
>Trolls
+40 Supply
+10 Roll Value next turn
+1 Free Action
You stole some trolls weaponry
1 Raven Guardsmen [C: D, D: E, M: E]

The robbers in this case left clues this was done by insects.
These players will be notified the next post.

>>1191797
Church 3/4
Glass Blowing 6 / 9
Soldier Training 10 / 12

-1 Pirate Prisoner

Right before his death, the prisoner yelled "Death to the Empire! Myin is the true Ruler!"

>>1192449
Warbeast 1285 / 1332

The competition is complete! Here were the notable creatures.
>1st Place: Slime-Like creature that aims to go inside a body and destroy it from the inside.
>2nd Place: Wolf creature that splits into multiple wolves if enough damage is done
>Notable : A "beast" that looks like a human boy. Bones are sharp metals that can be used for incognito kills. Lost in the first round.

>>1192796
It's two actions for post.

People were not impressed to hearing your "new faith". It seems like you need to show them something that shows them why they should follow you.

You found yourself in the "South Castle". You can send one of the followers to any of the nations that surround it.
(It's a free action to choose the nation. This action is still amplified by the 100)
>>
>>1189628
>>1189156
>>1188869
>>1188855
The games has begun!

First Match:
Right from the get-go, it was clear that Hawthorne had the clear advantage. They were more experienced, better, and playing at home-court. Kol'Talla did well to try and catch up and did well for an inexperienced team.
The other team didn't do as well, with the Water Mages from Roa not making a single point.
Hawthorne: 5 Points (1st)
Kol'Talla : 4 Points (2nd)
Salyvania: 3 Points (3rd)
Dark Mages : 2 Points (4th)
Water Mages : 1 Point (5th)

Second Match:
The last match was just going what most people expected. Everyone already concluded that Hawthorne will get first, the elves getting second, and the other formal team getting third.
However, the second match was something they didn't expect and probably the biggest turn-around ever in Wizardbowl's history.
Hawthorne and Kol'talla started to focus on each other and not really care for the weaker teams. Blinded by their rivaly to beat each other up, they didn't even see Salyvania's sneak attack and make the point, which led Salyvania to get first place.

Hawthorne: 9 Points (2nd)
Salyvania: 8 Points (1st)
Kol'Talla : 7 Points (3rd)
Water Mages : 3 Point (4th)
Dark Mages : 3 Points (5th)


Third Match:
Everyone started going crazy over the second match! The underdogs got first place in a round! This just made the game ever more exciting and people started to root for the underdogs, even including the independent mages! Which was pretty funny since how both independent teams beat Salyvania this round.

Hawthorne: 14 Points (1st)
Kol'Talla : 11 Points (2nd)
Salyvania: 9 Points (5th)
Dark Mages : 6 Points (3rd)
Water Mages : 5 Point (4th)

Fourth:
Nothing unusual from this game. The top teams learned their mistake and started to watch out for the other teams too this time.

Hawthorne: 19 Points (1st)
Kol'Talla : 15 Points (2nd)
Salyvania: 11 Points (4th)
Dark Mages : 9 Points (3rd)
Water Mages : 6 Point (5th)

Fifth:
Either they were tired or getting cocky, Hawthorne couldn't get the final win.
While the third match was the most unexpected, it was large undisputed that the fifth match was the most exciting.

Even with the players tired from playing all day, the fifth round was the longest one yet. Spells were flying left and right, people almost passing out from the loss of mana, and the colors of it all.

It wasn't until the very last minute, a clever elf created its own tactic. As soon as the balled dropped to the floor, he created a tunnel UNDER the ball. He then pushed the ball underneath the earth all the way to the goal! The Air Mages couldn't match against the Earth/Nature/Transmutation magic of the elves were powerless to do anything to stop this tactic.

Kol'talla takes first place of the final round.

Hawthorne: 23 Points (2st)
Kol'Talla : 20 Points (1nd)
Salyvania: 14 Points (3th)
Dark Mages : 11 Points (4rd)
Water Mages : 7 Point (5th)
>>
>>1193274
(Training and recruiting actions do not fail. )
>Total Void Charge: 1

+Building:
Training Hall [Training: D]

Upgrading Training Hall 3/6
-15 Supply (Training)
+1 Troll [C:C, D: C, M: D]

>>1193391
>Wizardbowl Tournament

>Hawthorne First Prize
+Storage:
Gold Trophy
Golden Leprechaun Lucky Charm (+1 Roll of 1d100 + 60 for one turn. Nat1 is impossible. 100 and 160 are counted as Nat100)
+Bonus:
Popular [From WizardBowl, 1st Place]

>Kol'Talla Second Prize
+Storage:
Iron Ingot of Magic
Silver Trophy
+Bonus:
Popular [From Wizard Bowl, 2nd place]

>Salyvania Third Prize
+Storage:
Bronze Elemental
+Bonus:
Popular [From Wizard Bowl, 3rd place]

>>1193274
(Recruiting and training actions do not fail)
>Total Vision Charge 1:
+Building:
Training Hall [Training: D]

Upgrading Training 3/6
Throwing Spears 3/8

-15 Supplies (Trolls Training)
1 Trolls [C:C, D: C, M: D]
>>
>>1193418
-94 supplies
+Military:
Warbeast [C: E, D: E, M: C] Hunter, Independet *Requires no action to be deployed
>>
File: Bootyboat.jpg (112KB, 1200x622px) Image search: [Google]
Bootyboat.jpg
112KB, 1200x622px
Rolled 98, 53, 35 = 186 (3d100)

>>1193418
Lord's Name: Krogar, Lord of the Six Rivers
Fluff: Big scary troll the hates destiny
>Skill: Fighter, Military Leader
>Bonus:
[Defy Destiny]
Every failed action gives you [1 Vision Charge].
[1 Vision Charge] turn rolls of 20-29 into successes.
In the beginning of every thread, you can discard X amount of [Vision Charges]. You will then be presented X amount of [Good Events]. You can choose X/2 of these event to happen. (Rounded to the lowest #)
>Vision Charge: 3
>Supply: 304
>Military:
2 Trolls [C:D, D: D, M: E]
1 Bigger Troll [C:C, D: C, M: D]
1 Ship [M: D, Storage: 3]
>Building:
Docks [Trade Route: 1]
Barracks [Recruiting: E]
Training Hall [Training: D]
Fishing Port [Supply Gain: E]
>Technology:
Boatmaking
>Bonus:
Your units roll a 2d6.
Boats gain +1 Movement while near your territory.
-----
1/6 Upgraded Training
3/15 Warship
----
1. Upgrade Training 3/6
2. Research Throwing Spears 3/8
3. Building Warship 3/15
>>
Rolled 92, 49 = 141 (2d100)

>>1193303

>Lord's Name: Hiram the Stargazer.
>Fluff: Hiram is a sorcerer and scholar who claims to receive visions from incomprehensible godlike being from beyond the void. He claims these beings are the true gods of the universe, and that all lesser beings must serve them or suffer their wrath. These gods have granted their him, their new prophet, strange and terrifying arcane knowledge, so that he might better demonstrate the power of his masters. Hiram now seeks to unite the remnants of the empire under his new faith. He has gathered a band of fanatics around him, with whom he travels from city to city, seeking converts for the new religion.
>Skill: Intelligent, Void Magic
>Bonus:
[The Vision of the Void]
Every new followers give you a [Void Token]. Spending X amount of tokens, lets you roll a 1dX0. Your magic increases depending on roll.
>Supply: 30
>Military:
2 Fanatics [C: 0, D: 0, M: E]
>Buildings:
>Technology:
>Storage:
>Magic:
>Void Tokens: 2
>Bonus: Every Turn 5n, you get X amount of Void Tokens, where X is the 1/2 of the number of your followers.

1: Preform a miracle at the South Castle to demonstrate the power of our gods [Void Magic][Spend one Void Token]

2: Attempt to recruit more followers from the people who witness my magical demonstration

I'll also send an emissary to Skallerskon (using that nat100)
>>
File: Krog Village.jpg (543KB, 1200x772px) Image search: [Google]
Krog Village.jpg
543KB, 1200x772px
>>1191813
The sickly and diseased ambassadors were lead into a rough village built in the shadow of the great waterfall Trul from which the Six Rivers flow. They are lead through the bustling village given many odd looks from the various troll-kin, it seems the great Trolls are not the only inhabitants of this land but goblins, orcs and ogres also call this land their own. Eventually the men are lead into a massive hunt in which perched on a throne of skulls sits the Troll Lord Krogar.

"So what brings you Umies into ma fine territory? It ain't often I get company that isn't staying for dinna."
>>
>>1193244

So did that enforcer I was training turn into Myin or do I get my (assumingly upgraded) enforcer as well?
>>
>>1193566
If you accept Myin as your hero, he will be your Hero with Enforcer gear.
If you don't accept Myin, then you will get a upgraded Enforcer that will act as a different hero.
>>
>>1193244
>Lord's Name: Count Sohnzwei
>Fluff:
Its a hard knock life.

>Skill: Warrior, Mage
>Bonus:
Get two Bloodsucking Token for every [Turn 5n]
[Bloodsucking Bond]
Consume one Token. Choose one ally. Both yours and your ally rolls get amplified depending on the other persons rolls last turn.
[Bloodsucking Curse]
Consume two Token. Choose one player. Player gets a -5 on both actions, while you get +5 both actions for 3 turns.
>Bloodsucking Tokens: 4
>Kingdom's Name: County of Salvynia
>Color: A sad grey
>Fluff:
For us.
>Military:
+ Salvynian Dark-Stars [SDS] (Magic Team) [C: 0, D: 0, M: E]
+ 1 'Crimson Cloaks' Vampire [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Moon Disciples' Werewolf [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Swamp Daughters' Witch [C: E, D: E, M: E, Support: E]
+ 1 'Salvynian Guard' Last-Gasp Soldier [C: E or A*, D: E or 0*, M: E] *Last breath
>Supply: 150
>Buildings:
+ Market [Trade Route: 1, Hawthorne [E]]
+ 'House of Black Tomes' (Magic Library) (Research: E)
+ 'Iron Tower' (Barracks) [Recruiting: E]
>Technology:
+ Tax
>Storage:
+ The Book of Summoning [D]
+ Hellsfire Scroll [E]
+ Curses for Dummies [E]
>Magic:
+ Dark [C]
>Bonus:
+ Soldiers immediately upgrade to a [Cursed Lord] (Vampires, Werewolves, Necromancer, Witches...)
+ Heroes immediately upgrade to a [Cursed Lord]
>In Progress:
+ Dark Magic [B] 9/16
+ Crimson Cloak 7/10 (30 Supplies)
>>
>>1187955
+Building:
Hearth (Happiness: E)
Precious Stone MIne [Supply Gain: E] *Every turn 5n, you get a random precious stone.

>Event:
Winter has lessen in severity this turn.

Your people had much more freedom to do what they pleased this year!
+30 Supply

However, rebels from the north also decided to make an outpost near your mountains.
>>
Rolled 23, 4, 86 = 113 (3d100)

>>1193303
>Name: Treesönar
>Fluff: One of the most talented necromancer Treesönar rose to prominence early, although he's talented in necromancy his true skill lies in his experimentation and creation of warbeasts whom serve him. He now rules over skallerskön with a great focus on experimenting on local animals although some rumours claim he has far more sinister things in the making.
>Skill: Necromancer, Experimenter, Dark Magic [A], Research [A]
>Bonus: [The Black Coat Experimenter]
Your leader is considered as a hero with the Research [A] skill and Dark Magic [A].
If your [Bio Academy] is up, you gain +1 Bio Charge for every failed roll. You can consume these bio charges to gain an effect. These effects are determined by the level of your Bio Academy.
>Kingdom's Name: Skallerskön
>Color: Orange
>Fluff: The lands of SkallerSkön used to be a dangerous land where wild beasts roamed the land terrorizing the people, Thus they had to turn to darker powers to stay alive. The power gave them the abilty to drive off the warbeasts from the lands temporarily. The powers that they were given came at a price, 1 in 8 died and thus the leader was forced to rule with an ironfist for decades. And now Treesönar coming back from his journey he took up the role of the leader when the previous one died of a mysterious heart disease...
>Military:
3 Soldier [C: E, D: E, M: E]
Warbeast [C: E, D: E, M: C] Hunter, Independet *Requires no action to be deployed


>Supply:
276
>Building:
Bio Academy [Research: D]
-1 Charge, 1d50 for a warbeast
-2 Charge, 1d5 for a student's project
Docks [Trade Route: 2]
Farm [Supply Gain: E]
>Technology:
Monster Creation
Biology
>Magic:
Dark Magic [D]
>Bonus:
You can create [Bio Academies] in other nations (with the Lord's permission). Other nations, with Bio Academies, boost both of your research level and gives you charges if they fail a roll.


Charges 1
Action 1: Test warbeast on local wildlife, see what needs to be improved
Action 2: Create a academy in Hive king's lands
Free action warbeast Wolf creature that splits into multiple wolves if enough damage is done
>>
Rolled 58, 8, 76 = 142 (3d100)

>>1193594
>Bonus:
Use my bonus to leech of this >>1189890 100. (Token not yet substracted)

1. Count Sohnzwei sat in the House of Black Tomes, open before him, slightly at an angle the Ancient Book of Advanced Dark Magic. The Count eyed a passing visitor who quickly disappeared into one of the many side corridors again, carefully switching pages of the "Curses for Dummies" issue he had hidden inside the larger book.

+ Curses for Dummies [E]
+ Dark Magic [B] 9/16

2. In the Iron Tower the Salvynian Military trained its new recruits. Past that point however little training was conducted. An unfortunate situation the Count looked to fix. A new building would be constructed where all of Salvynia's Units would be required to undergo regular training, to keep their skills sharp and to ensure a higher quality of the Counties' troops.

3. But still people were training in the Iron Tower. After all more people were always better. Or at least sometimes.
+ Crimson Cloak 7/10 (30 Supplies)
>>
>>1193631
Put some supplies towards the second action to not make it a complete fuckup.
>>
Rolled 16, 9, 75, 11 = 111 (4d100)

>>1193244
>Lord's Name: Xylophotous Patriarchatus Monolithious
>Fluff: see >>1184614
>Skill: Intelligent, Research [A]

>Bonus: [The Religious Teacher]
Your leader is also considered as a hero with the Research [A] skill.
Characters (current leaders, future leaders, heirs, heroes) can learn under you and gain an extra bonus.

[epidemic religion: hero pool upgraded to 2]

>Fluff: see >>1184614
>Military:
4 Soldiers [C: E, D: E, M: E]
>Supply: 363
>Buildings:
Market [Trade Routes: 2, Scythia [E], Epidemica [E]]
Monolith [Conversion Rate: C]
Church [Supply Gain: E, Conversion Rate: D]
School of St. Aegon the academic [Research: A, Conversion Rate: B]
Arch of Neutrality [Neutral ground]
The Fontino [Happiness: E]
The Synodotous [Supply Gain: E]
The Liturgical school [temple study: E]
The Exchange [Trade: E]
Housing [Happiness: E]
>Bonus:
Once you convert a different domain, you and the converted player can NOT fail their actions next turn, besides a nat1.
>Storage
+SCUOLOREGIMENTIBUS
>Technology
+Tax Code
+Minting 5/8

Ruber: +84/ ? +(Religious Laws)
[racial tension] - elves of kol'talla

ACTIONS
1-2: Begin to systematize and categorize the teachings of our religion into a book.

Ruber action: Teach ruber geography.

Research: Research into minting coinage continues.
>>
>>1191875
A message is sent back some time later with a special seal. Instead of the usual seal, this seal is a picture of all the gods standing around the monolith. The Etruro motto on the seal is 'MAGNANIMOUS MAJOROUS DEIUM CONVOKIBUOS". Which means 'the gods agree that (the subject of conversation) is worthy'.

Below lies the more usual seal of the office of the patriarch, steeple cap and 2 keys, and the seal of the Patriarch, A holy man standing on a whale's forehead between the gods and the monolith, with the motto 'EXTRIPANDO IGNORAMUSI'.

"We have found the subject of our inquiry to be of sufficient holiness to be invoked as a saint, and by this seal as presented we hereby give our permission and formal recognizing of the subject as such. This entitles the subject of the inquiry to the following special privileges."

>1, their body may be exhumed by the family, a single bone then chosen and removed to a reliquarium, this accruing absolutely no sin on the family, if the location of the body is known. Alternatively, if the person was cremated, up to 7 oz.'s of ash may be removed and placed in said reliquarium.
>2, that it is not a vanity for this person to be depicted as a statue, mosaic, or painted image within holy buildings, so long as this person never overshadows a deity, meaning this in the literal sense of they cannot be shown above an image of a deity or be larger than the largest deity depicted.
>3: That the day of this person's birth, if known, shall have consideration as a holy day or holiday of some kind, so long as it doesn't overshadow a deities holy day or a long established saint's holy day.
>4: That this person may be depicted as an image used on the flags of a nation or army, and it is not a vanity to do so, so long as this person was a warrior.
>5: That someone who disturbs this person's bones intentionally or with foul magic, here defined as necromancy, demonology, or any sub-servient art to those two schools of magery, shall suffer extreme torture of 3 lifetimes in the pit of inferno, with a lifetime there totaling not less than 1,500 years.

There are then 14 seals from cardinals, 7 seals from epistolousi, and 7 seals from Liturgosi.
>>
Rolled 89, 100, 32 = 221 (3d100)

>>1193244

>Lord's Name: The Black Raven
>Fluff: The Black Raven Syndicate is a sophisticated network of master thieves, pirates, and other various criminals. While in the past they served as Emperor Bello's hidden hand - in other words, taking care of his dirty work, a.k.a. assassination and subterfuge. Now, with Emperor Bello gone, they are free to pursue their own agenda.
>Skill: Warrior, Manipulator
>Bonus: [The Title of the Black Raven]
Every five turns, gain a [Criminal Token]. Use a [Criminal] by selecting a player and then roll a 1d20. A certain effect will happen to the player. The token can be given to other players.
>Kingdom Name: The Black Raven Syndicate (territory's name is Raven Watch)
>Criminal Token Count: 4
>Military:
Myin [C: C, D: D, M: D, Trickster: A*] Crime Leader, *Trickster - In optimal conditions, Myin vastly lowers enemy's stats.
3 Raven Guardsmen [C: E, D: E, M: E]
1 Raven Guardsman [C: D, D: E, M: E]
1 Raven Thief [C: E*, D: E, M: E] (*noncombatant criminal)
>Supply: 435
>Buildings:
Black Market [Crime: E, Trade Route: 2, Bluholm [E], Roa [E]]
Barracks [Training: D* or E] *Train criminals faster
Workshop [Research E]
>Magic:
Illusion magic [D] (Reduced chance for criminals to get caught) (Can disguise as other people)
>Technology:
Bliss (Hallucinogenic Drug)
Joy (weak knockoff of Bliss) *Addicts
>Storage:
1 Insect Jelly
>Bonus:
Cost some supply. It's a free action to convert yours or allies' soldiers to non-combative criminal units; Thieves, Assassin, Dealers, etc.
>Works in progress: Gambling Den (5/8)

(+10 roll value in effect)

Actions:
1. We need to continue the gambling den. I'm getting pretty bored myself and would kill for a good game of blackjack. (Progress: 6/8)
2. Alberton and Epidemica may prove to be useful clients. Build them a dock so that their ships may trade with us.
3. (Free Action): Our operations in setting up the troll/insect war were nearly compromised. I suspect it has been because people have been relying too much on their new illusion tricks to get their jobs done that they forget to realize that the art of subterfuge is not merely about magical tricks where one simply waves his hand and makes it so - it is a technique, and must be constantly honed and practiced. Begin construction of the Hall of Shadows, a training facility where we can take our skills to the next level. (essentially upgrading my barracks to the next rank)
>>
As for this Myin, I have conditions of my own. First, he is to be inducted as a Raven - this means giving up any previous titles and independent operations. Second, he is to respect our arrangements with our trading partners - any action against Roa, Epidemica, Bluholm and Alberton without my express consent will be punished severely. Everywhere else is fair game for the time being but no operations may be carried against them without my word. Third, as stated above in the first agreement, any independent operations he conducts are over. This includes his smuggling ring. If he agrees to this, he is free to stay.
>>
>>1193739

Criminal token count is also at 2 so I don't forget
>>
>>1193739
A formal request for a diplomatic meeting between a representative of the black raven and a representative of nepzusa is sent to the black raven. It is a form letter that simply states that the meeting is to take place at the Arch of Neutrality, which is recognized neutral ground with laws applying as such (no non-display weapons or armor permitted, but display only or ceremonial weapons and armor is permitted), and that the agenda of said meeting is to be a concordat between the Black Raven and Nepzusa.

The message is sealed with the Office of the Patriarch seal, a steeple cap and 2 keys, and the seal of the patriarch, a holy man holding holy books standing on the forehead of a whale, gods and goddesses to the right, a monolith to the left.
>>
>>1193793

A reply arrives in return bearing the raven-on-skull seal stating that a representative will be sent, but don't expect him to follow all the religious formalities or sit around for sermons.

The Raven middleman, disguised as a priest of Nepzusa for privacy reasons, enters the Arch at the time of the meeting. "Please excuse the disguise but we don't normally do things like this out in the open. I'm a middleman of the Syndicate, sent here to conduct business. Now, I assume I didn't just come here for tea and biscuits, right? What would you ask of the Black Raven?"
>>
>>1193891
"It is neutral ground, no one can report anything." A monk, xylophotous, in his old black teacher's robe with hood and no ornamentation at all, says to the raven middle man.

"We have heard of the horrid beasts who are a scourge on this land, the insects, and the creatures of darkness. May the gods smite them with fire and lightning. What we ask of you is a standing-agreement treaty, recognized for all time and applying in all places."

>Expunge all sins committed against creatures of darkness, here defined as demons, undead, and abominations, meaning that it is legal in the eyes of the gods to backstab rob blind and destroy them in whatever way is desired, and carries absolutely no sin if done against something truly in one of the categories here defined.
>That it is agreed that creatures of darkness, again defined as before, do not have any legal claim to any properties they might inhabit, are utterly bereft of every form of lordship, and may be killed tricked defeated expelled or enslaved in whatever way is desired with no sin there being accrued. Caveat: this applies to their servants as well unless they are being controlled by magic and thus not acting voluntarily.
>And finally, that in wars and military confrontations in which 1 side is of the monolith and the other side is not, that there is sin in stealing it from those of the monolith, but no sin in stealing it from those not of the monolith.

"In exchange for this agreement, we offer formal diplomatic ties, economic ties, and dual-citizen status to a formal standing embassy from the syndicate, the nature of which is known somewhat to us. These select few persons would have a dual-diplomatic protections as formal members of an embassy and as citizens of both nepsuza and ravenholm, with embassy here defined as a single building with a staff of 1 diplomat, 8 honor guards, and 12 clerks. Of course it is expected that they will avoid doing their works upon us, but it is also to be said that they couldn't, under the old laws, be made to answer for any charges they might face before any but an emperor."
>>
>>1194029

"Hmm, I'll have to talk to the boss about the embassy. Some of the boys might get soft. Anyway as far as jobs go we look at each one individually, we don't really look at permanent military alliances. And depending on the job we may ask for extra payment if it's particularly risky. We ain't martyrs, ya know.

Now, any job in particular you wanna discuss?"
>>
>>1194267
"Take it up with your bosses and return with an answer. As for jobs, while there will definitely be times in future we contact you, if all goes according to the great god's plan, at this present moment there is no specific job we would hire you fore. This concludes the agenda, though if there is another matter to discuss we are listening."

Xylophotous's face is difficult to read.
>>
>>1193244
>Lord's Name: Lord Tyandir Stormsong
>Fluff: Son of the old sorcerer king of Kol'Talla who fought the empire and died in the war. Seeing the devastation left upon his people Tyandir surrendered and was integrated into the empire. Tyandir had inherited the sorcerous bloodline of his lineage, which was said to have been given to the Stormsong line by the god of the sun himself, and has practiced relentlessly through Emperor Bello's lifetime. His people had lost due to their pride blinding them, but now he could see clear and he will not pride cloud their judgement again.
>Skill: Magician, Wise
>Bonus: [Sorcerous Bloodline]
You can flip the digits of a roll. Not applicable to a crit 1. Using this too much will kill you.

Ex: 18 -> 81. 09 -> 90.
>Kingdom's Name: Kol'Talla
>Color: Blue
>Fluff: A High Elf kingdom with a long history of pride and magic. That pride was shattered when the empire conquered their land and killed many of their sorcerers in the war. Even though they were treated well many of the elders still chafed under the rule of 'the lesser races', although many of the younger elves saw that as false pride. Now their pride no longer clouds their vision, they have been shown they are not invincible, and now they will show they world they will not be left behind.
>Military: 3 Soldiers [C: E, D: E, M, E]
1 Spearmen [C: D, D, D, M: D] *Air Spear, Earth Shoes, Transmutation Armor
Magic Team [C: 0, D: 0, M: E] Lvl2
>Supply: 53
>Buildings: Market [Trade Routes: 1, Scythia [D]]
Magic School [Magic Research: D]
Yern Lumber Mill [Construction: E, Yern Gain: E*]*Every [Turn5n], gain a [RandomQuality] Yern Lumber
Upgrading Lumber Mill 3/8
Enchanting Workshop [Enchanting: E]
Training Yard [Training: E]
Gail's Magic Workshop [E]
Palisades [Defense: C]
>Technology:
Enchanting [E]
>Storage:
1 Slipnir (Movement Beast) a rare horse-like figure that could greatly improve movement and movement cost on a unit.
>Magic:
Geass [D]
Light [E]
Transmutation [D]
Earth E
Nature E
Air E
>Bonus: Gain a new bonus for each new magic you gain.
Every 5 turns, get +1 Supply for every magic you have. Higher ranked magic give more supply. Maximum of 20 supply gain.
Every 5n Turns, add one progress point in one of your Buildings.
Every thread, roll a 1d5 to tame a beast.
[Racial Tensions]
[Small Migration - Scythia(From)]
[Lack of Will]

Stats
>>
>>1194304

"I'll let the boss decide that, and you remember - you got any jobs you come to us. We'll listen."

The middleman hands the Patriarch a note before he departs. It reads the following:

We have no love of the insects either. Jobs against them get a discount. We've already set the stage for some interesting things to happen, though. Keep your eyes south.
>>
>>1194345
1. Continue construction of a public garden that will allow those of our people to relax in the scent of flowers and sight of nature and art. Have some local artists to construct statues and other artwork. Enchant some posts to give constant lights 3/4.
+Construction E
+Enchantment E
+Enchantment E (from workshop)
+Nature Magic E
+Light magic E
+Air magic E
2. Give the Iron Ingot of Magic and the Silver Trophy to the Magic School. It was only due to the hard work and team spirit of their students that became the team to take second place that we were able to have this, it is their right to decide what is to be done with them.
3. Continue training the spearmen with all the new enchanted gear. (Dear god it never ends!) 3/4
+Nature Magic [E]: Added to the armor so that plants will not impede their travel.
+Light Magic [E]: Added with a magic latern to allow for continuous light no mater the weather.
+Enchanting [E]
+Enchanting [E] From workshop
+Training [E]

Free: Speak to Gail about her theories of Technomagic and what they could theoretically do.
Free2: "You have a powerful gift my dear. One that, if taught how to use, will allow you to better take care of your pet." To demonstrate this some berries are conjured with magic for the Lyonear.

Forgot to add the trophy and magic iron to stats as well as Popular [From Wizard Bowl, 2nd place]
>>
Rolled 68, 88, 62 = 218 (3d100)

>>1194418
Forgot dice
>>
File: button-up cotton uniform.jpg (33KB, 480x480px) Image search: [Google]
button-up cotton uniform.jpg
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>>1193526
The men remove their robes and decorative bandages to reveal cotton uniforms with colored-glass buttons that strike a dashing figure in the low light of the hut and bring out a colorful map of the Empire along with some other papers.

"This land here is Six Rivers and we are glad to see that it is indeed riverland and over here is Epidemica across the western sea. Our King Bob Hexxus has sent us, he would like to build a 'Seventh River' a canal that would connect the Epidemic-Albreton Sea and the Southern Ocean which would be a tremendous boon to trade. This is why we also at this time represent a part of the Outer-Imperial Trading Company which would like to buy the rights to some of your rivers and enough land to fit the canal, a port, roads, bridges and facilities to construct it. Your people would still be able to cross but they would have to yield to trade ships coming down the way. It will be the largest engineering feat the world has seen and you have quite the opportunity to profit as well. Would you be interested?"
>>
Rolled 72, 22 = 94 (2d100)

>>1193244
>Lord's Name: Baku Abaghdadi
>Skills: Military Leader, Power-Hungry
>Bonus:
[Eternal Dictator]
Twice per thread. You can reroll your actions. However, your rerolls are 2d80. Can not reroll a nat1. [][]
>Bluholm
>Military:
3 Soldiers [C: E, D: E, M: E]
1 Soldier [C:D, D:D, M:D]
Longbow Men [C: E, D: E, M:E] Ranged
>Supply: 280
>Buildings:
University [Research : D]
Market [Trade Routes: 1(Trading with the black raven)]
Barracks [Recruiting: E]
Granaries[Supply:E]
Laboratory 1/4
housing
>Bonus:
You can learn another player's technology very quickly but only with their consent
>Current tech
Bow+arrow
Constitution
upgraded Bow+arrows 1|8
chemistry 3/8

1.Research Chemistry
2,Finish Laboratory
>>
Rolled 42, 90, 40, 24 = 196 (4d100)

>>1193303
http://pastebin.com/3GyGygdn

Lord's Name: Bob Hexxus
Skill: Strong, Healthy
Bonus:
[Royal Blood - No Pain]
Gain 1 charge every 5 turns. Before rolling, you can get +2 succeed for both of your actions or you and 2 of your allies can get +1 succeed for both actions.
1 Royal Blood Gained from turn 20
Kingdom's Name: Epidemica
[Epidemic Religion]
Epidemica-Nepzusa Student Exchange Program; Tenders access to St.Aegon's School [Research A]
Increase Hero Pool by +1
Military:
1 Soldiers [C: E, D: E, M: E]
1 Soldiers [C: D, D: D, M: E]
Supply: 328
45x [Alberton Supply - Forgery]
Buildings:
The Outer Imperial Trading Company [Supply Gain: X*, Special: S*2] *X is determined by your stats. *2) Free action to talk and make deals to merchants, traders, and the such
Market [Trade Route: 1, Nepzusa[E]]]
Cotton Factory [Supply Gain: B]
Textile Factory [Supply Gain: C]
Cove
Docks [Trade Route: 2, Alberton[D-*]] *Quarantine
Gym [Happiness: E, Training: D]
Technology:
Cotton (Bandages)
Commerce
Navy Patrol [Small Defense: E]
Bonus:
Crime [Supply Loss: E]
Criminals:
Smugglers
Every thread, upgrade any building with a rank of [E].
Linothorax 2/8
Upgrading Trade Route with Nepzusa 2/3
Upgrading Gym 1/6
Cotton Factory 2/10
1 Ship [Storage:4] * Damaged (It was Storage 5 before, or is this because it is damaged?)
-200 Invested in Lord Rothouse
Lyan Fendrik, the Ex-Pirate, will begin his training and will have 100 supply devoted to him
Soldier Training 10/12
Church 3/4
Glass blowing 6/9

1 Finish the Church 3/4.
>>1193725
The House Hexxus possesses the most dear trust of the Epidemican people, blessing and recognition of divine right by its neighbors and of his sainted ancestry who according to the the rights of his status may now have his image shown in church as a statue; his image not being above a deity or larger then the largest deity depicted. Soon we will be able to put in stained glass windows made by Epidemican glass blowers .

2 Saint Reliquary. Descend into the Tomb of George beneath the palace and select his Skull to become a reliquary, prepare a gold-mithril cube frame to house a green cotton pillow on which the skull will rest with the new glass for viewing. Magnificent to behold as it represents sacred human form within divine frame of the world. For now it should remain in the possession of Bob Hexxus until such time as it can be placed in the Church with proper ceremony. It will be soothing to think I can look to my ancestor for guidance when I need it, and soon the people of Epidemica and Nepzusa may look upon it for wisdom as well.

3 Soldier Training 10/12 (another 5 supply when it is finished along with the third stat?)

[Two Worlds One Sea] Free Action
4 Glass Blowing 6/9
>>
>>1188328
>>1193469
A letter arrives
"As the new leader of my great nation i would like to invite you to a meeting to disscus the future of our relations and what we will be doing from now"

Signed Treesönar of skallarskön
>>
>>1194889
Glass Blowing 6/9 to be studied further at St.Aegon's School*
>>
Rolled 38, 66, 36, 54 = 194 (4d100)

>>1187994

Lord Aric Bryne, Raider Captain and Regent of Roa
>Skill: Military Leader, Fighter
>Bonus:
[Master of Sea]
Naval combat or raids do not cost an action.
Setting a new trade route gives you extra supplies and a bonus action the next turn.
Successful raids can steal rolls.
Every 5 turns, roll a 1d25 for a [Grand Fish]

ROA, The Empire's Southern Fishing Colony
>Military:
5 Raiders [C: D, D: E, M: D]
1 Ship [M: C, Storage: 4]
1 Warship [C: E, M: C, Storage: 6]
>Supply: 426
>Technology:
Boatbuilding
Mass Fishing
Rum-Making
>Buildings:
Docks: Upgraded 3/4, [Trade Routes: 3, Snowpeaks [D], Albreton [D], Black Syndicate [E]
Fishing Port [Supply Gain: E]
Whaling Yard [Supply Gain: E]* SHUT DOWN
>MAGIC: Water [E]
>Bonus:
Supplies to build raiders or ships are halved.

Whale Oil Refinement 1/10

Cultural Hostility: With the Swarm.
Cultural Tension: With the Trolls.

Choose the 5 Good Bandages to trade for our Rum.

1/2. Recruit more Raiders.

3/4. Improve our current knowledge of Water Magic.

>>1189768
A letter is returned, though with a bit of a delay.

"Lord Seaworth,

"If it may please you then we may yet soon have another exchange of our progeny. Varic has noted that he finds the climate of your Isles to be quite pleasant. And my other children are wanting to see some of your country as well.

"For now, it is most likely that the Trolls of the rivers will cause issue. They have already tried to push us out of our sovereign waters. We have had to respond with the threat of force. Make no mistake, we are fully prepared to call upon you if we are under threat, and that preparation extends both ways.

-Lord Bryne"
>>
Rolled 24 (1d25)

>>1195279
>>1187994
GREAT FISH ROLL
>>
Rolled 50, 40 = 90 (2d100)

>>1193244
>Lord's Name: Ser Keaghan of Colhen
>Skill: Leader, Charisma
>Bonus:
[Lord of the Commoners]
Every 5 turns, roll a 1d20 and ask for a gift from your people or from other supporters from other nations.
>Military:
1 Soldier [C: E, D: E, M: E]
1 Soldier [C: D, D: E, M: E]
Town Guard [ C: E, D: D, M : E]
Hero Seigfried, "Brash", Loran [C: B, D: C, M: C, Military Leader: C]
>Supply:
370
>Buildings:
-Farm+ [Supply Gain: C]
-Forge [Crafting : E]
-Roads [M:E]
-School [Research:C]
-Homes[Happiness:E]
-Hospital [Happiness: E, Healing: E]
-Training Yard [Training: E]
-Printing Press
-Barracks 1/4
-Stone Quarry I [Construction : E]
>Storage
Poor Iron [Resource:E]
>Technology:
Hero Training [Max Heroes: 1]
>Bonus:
Start out with one hero. (Give a fluff if you want or I can make one for you)
Supplies needed for a military campaign is reduced heavily.
>Support
Bluholm [E], Salyvania [E], Raven Syndicate [E], Kol'Tallha [E]

Research Chemistry

Research Chemistry
>>
Rolled 14 (1d20)

>>1195300
[Lord of the Commoners]
Every 5 turns, roll a 1d20 and ask for a gift from your people or from other supporters from other nations.

Ask them what it is they want, and I'll give it to them if possible.
It isn't their duty to give to me things.
>>
>>1195300
Dear Ser Keaghan

It has come attention that you're peoples are also researching Chemistry and it is in our interest that we collaborate and share notes so to speak so that we come to a better understanding of the wonders of chemistry

Sincerely, The temporary president of the Republic of bluholm, Baku
>>
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War_Wizard.png
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Rolled 1, 98, 45 = 144 (3d100)

>Lord's Name:
Valdean Rothouse
>Bonus:
[The Wealthy Merchant's Assets]
You can produce [Rothouse Traders]. You can send these traders without the use of actions. Depending on the trader's rank, they have access to special items.
>Military:
2 Soldiers [C: E, D: E, M: E]
2 Traders [E]
1 Tradeship [D]
>Investments
~300 Supplies (Albreton's Investment of Goods) {Albreton} (5/5 SOLD at Hawthorns)
~100 Supplies (Albreton's Commodities) {Myself} (5/5 SOLD at Hawthorns)
+200 Supplies (Epidemica's Cotton) {Epidemica}
>Profits and Dividends
Total Profits from Hawthorns Game: +376 Supplies (Currency)
Albreton's Dividends [300/400 supplies sold =75%. 376*75% = 282. 282*50% = 141
Net Profit for Albreton = +141 Supplies (Currency)
Personal Gain = +141 Supplies (Currency)
>At Home Supply
250 Supplies {Myself, General}
>On Hand Supply:
235 Supplies {Myself, Currency}
441 Supplies {Albreton, Curreny} (owed)
>FINANCIAL NOTES:
Hawthorn's Game Day: 400 units of [Albretonian domestic Goods/Commodities] sold. +376 Currency gained. 1.94 Currency per unit of A-Goods/Commodities.
>Buildings:
Docks [Trading Route: 2]
Trading Center [Supply Gain: E]
Barracks [Recruiting: E]
Rothouse Trading House
-Trader[E] gain +1 [Free Action Item] when you get a roll a 90+.
>Technology:
Boatbuilding
>Bonus:
Get 1/4 of the trader's profit.
Get more profits when selling to new nations.
Every new sale, your traders gain some progress to rank up.

1-2. In all walks of life, and all races, I find there are people with a sword and some of them willing to sell their sword. While I am here at Hawthorns and before the gathering of Wizards and Sorcerors. Before I set sail any further, I would like to hire some Magical Mercenaries, preferably two units of them.

3. Free Trader Action: I tell one of my traders that they are to stay here at Hawthorn's, where I want them to start tapping into the magical goods business. Certain useful magical items readily available here would make a lucrative business being sold elsewhere in the Empire. They are to stay here and start making connections to several local magical vendors and start gaining access to Hawthorn magical goods, which should earn a nice and tidy profit for ourselves and Hawthorn's.

>>1189768
"Lord Seaworth, it has come to my attention that there is an inherent danger in carrying such vast amounts of currency on my person at all times, and indeed, even my own Estate is not so easily defended. I would like to propose the establishment of a vault in Albreton, a place to safeguard wealth. Its location is ideal, an easily defensible island position and an established center of commerce in the Empire. With your permission I would like to begin construction of a Rothouse Bank in Albreton."
>>
>>1195642
>On Hand Supply:
*335 Supplies {Myself, Currency} (since I kept the initial investment of 100 Commodities)
>>
Rolled 4, 81, 8 = 93 (3d100)

>>1193244
>Lord's Name: AZOK THE DEFILER
>fluff: After having been asleep, for at long time Azok the defiler, the HiveKing(hive insect), has awoken in a new strange land, with some of his subjects. Now they must rebuild their Hive and return to their former strength. having a single queen with him, he plans to build his kingdom anew. Armed with his insect mutations, Azoks species, can adapt to any situation as long as they can eat some of the existing insects/fauna.
>Skill: Hive-Mind, Insect, Leader
>Bonus:
+210 [Swarm Points]
[Swarming the Rolls]
Every [Turn 5n], you can modify your rolls so that the sum of all dices equal to the amount of your [Swarm Points]. Turn 1
>Kingdom's Name: HiveKingHive
>Color: purple, Greenwhich
>Fluff: Greenwhich, is an inhospital place for humans. It is ruled by the insect, which produce various products, which they sell to the other empires, in exchange for various thins the hive needs. Other than this, the Kingdom of HiveKingHive, Is a hive where Azok rules over other of his species, where they see him as their god, and follows his orders no matter what. As such there’re is no place for a religion, and humans, although the insects do entertain the various merchants, diplomats and what not. However no humans are allowed permanent settlement in the lands, in order to avoid the insects from eating them when they are hungry.
>Military:
8 Insects [C: E*, D: E*, M: E*] *Values are all halved
>Supply: 310
>Buildings:
Market (?) [Trade Routes : 1]
Tunnels [M: C]
Breeding Ground [Recruiting: D, Training: D]
Insect (Product) Shop [Supply Gain: D]
>Technology:
Thinkers [Research: E]
>Storage:
>Magic:
>Bonus:
Population can't rebel, commit crime, or go against your orders.
You can train/recruit 2x units at a time.
Consuming OTHER player's supplies, buildings, armies, or leaders gives you more Swarm Points.

Events: Racial tensions have risen in following country: Expedition, Roa
Racial conflict: Krogar
Breeding Ground 4/5

Brood mothers 2/8

1&2. the thinkers are told to work on the brood mothers for their life since war is on the horision
3. breed more insekts

>>1194946
Azok fills with pride. To think that the other lesser species know and are capable of showing the respect that one of his status demands. Azok takes 4 insekt units and goes to this strange land to meet this lord.
>>
>>1195642
Scythia, 1 of the countries you took over, had a trade route with me, is that still in play, or no?
>>
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>>1181657
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
>Skill:
>Bonus: (Keep blank)
>Kingdom's Name: Aruile
>Color: Orange - Open spot near six rivers
>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.
>Military:
>Supply:
>Buildings:
>Technology:
>Storage:
>Magic:
>Bonus:
>>
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>>1194581

"Tis an interesting prospect you bring with ya Umie. If your men respect our laws and pay the propa tolls I can see no reason we would not be able to help each other. Six rivers is bordered by many a hostile force, if you were say interested in forming a mutual defence pact and open a trade route with us. I'm sure your plan could be moved along...."
>>
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>>1194946
Krogar will travel alone to meet with this new ruler, whoever it is Six-Rivers needs friends.
>>
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>>1197324
Apparently since all the slots are full, I'm wondering if it would be allowed to play as a a hero trying to bring one of the rebellious nations back in line
>>
>>1197371

>bring one of the rebellious nations back in line

Good luck with that
>>
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>>1197390
I will break you, tiny man
>>
>>1197399

I will turn the whole world against you, tinier man.
>>
Rolled 38, 69, 76 = 183 (3d100)

>Lord's Name: Arthur Seaworth
>Skill: Leader, Charisma
>Bonus:
[Two Worlds, One Sea]
Every 5 turns, you and your the people trade with gets 1 free action. (Free Action = No rolls needed, just 1 success). For every 2 trade routes, you gain another free action. (Activates TURN 20)
>Military:
2 Soldiers[C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
Commercio (Tradeship) [C: 0, D: 0, M: E]
Samuel Lakefold [C: 0, D: 0, M: E] *Captain of Commercio, Trader and Merchant
>Supply: 93
>Buildings:
+Docks [Trade Routes: 4, Captain Nema[E], Epidemica [D-*1]] *1: Quarantine, Snowpeaks[E], Roa[D]]
Naval Academy [Recruiting: E, Training: E] Domestic Market [Happiness: E, Supply Gain: E]
School [Research: E]
Lumbermill [Construction: E]
The Outer Imperial Trading Company [Supply Gain: X*, Special: S*2] *X is determined by your stats. *2) Free action to talk and make deals to merchants, traders, and the such
>Technology:
Boatbuilding [D] Commerce
>Bonus:
Soldiers can move through water without the use of ships.
Can reduce the supplies needed for water-travel for you and your allies.
Trade Route w/ Dwarves 1/2
Seaweed Farm 1/4
School Upgrade 2/4
Upgrading Ship 2/12
New Docks 2/4
Underwater Temple 1/4
Bonus: Very Slightly Converted

1. To complete my deal with the Black Raven, we shall complete the new Dock 2/4

2. I will continue with the Temple to the Old Man of the Sea. I can't but help shake the need to build this, as though he himself were calling me to. It is indeed the only project asides the great company I take personal interest in.

3. (Free Merchant/Trade action). I intend to open up a stock market in Albreton very soon, and to make it the capital of stock exchange in the empire. I begin to gather known stock brokers and certain bankers to move their practice and live inside Albreton to populate my capital with them, and monopolize the business to myself. Not to mention Rothouse intends to establish his bank as well.

>>1195642
"You have my permission, and my blessing to construct your bank in Albreton. It will no doubt bring additional prosperity to the company. Might I also congratulate you on your reorganization of Scythia, Lord Rothouse."

>>1195279
"Albreton is willing to answer that call as well, should it ever come. It will take time to mobilize, so advance warning is preferable.

The idea of another exchange of that nature does please me me, though not as much as it seems to please my children. My son Albert informs me that in the old days Roa traditionally cemented familial alliances with marriage, a custom that was practiced in the Sea Empire as well. If I may be so bold as to suggest a betrothal of my son and daughter to your daughter and son. We are already bound in an alliance by paper, ink, and honor. Would Roa see itself bound to Albreton in blood and flesh too?"
>>
>>1197371
You can play as a hero, will you keep the same character sheet?
>>
>>1197527
Yes
>>
Rolled 51, 60 = 111 (2d100)

>Lord's Name: Captain Ariela Nema
>Kingdom's Name: Captain Nema's Expedition
>Color: White?
>Skill:Engineer, Intelligent, Water-breather
>Bonus:
[The Best Atlantis Can Offer]
Every [Turn 5n], you get two Invention Token. Using one token lets you roll a 1d115 for a technology. Rolls 100-115 are considered as nat100s. A player can only use a token once every thread. You can give tokens to other players. Other players must may at least 25 supply to use the Token and you get 1/5 the profit. *A player can only use a token once every thread, but YOU can use it after every 5 turns and/or a new thread.
+1 Invention Token
(You can up the price of your tokens of course.)
>Military:
2 Soldiers [C: E, D: E, M: E]
Michael Jones [C: 0, D: E, M: E] *Innovative
1 Large Ship [M: D, Storage: 8]
>Supply: 350
>Buildings:
Market [Trade Route: 1]
Hangar Docks [Trade Route 2/2] [Upgrading Trade Route 3/3] - (Albreton)
Technician Castle [Defense: D, Rolls: E]
Research Facility [Research: E]
Common College [Research: E*] *Can share technology with other nations
Theater [Happiness: E]
Forge [E]
Technology:
Altantean Projects
Hommonculi Improvements
Supply Generator (Michael Jones)
>Bonus:
Units can travel through water without the need of ships
Any players from any part of the world can buy your Invention Token.
You get 50% of the profit from selling your token to first-timers.
Steel 4 / 10

1. "Wow! Your supply generator is amazing Michael! Can you really just. . .feed it supplies and it makes things just like that?" I rush to a wall and pull down something hanging from it. "This was my fathers old Harpoon Rifle. It's an atlantean weapon, it uses hollow steel harpoons filled with a material that explodes a bit if you light it with a spark. You pull this trigger here and a launching pin ignites the flash, sending the harpoon flying. In ancient times they used to just use little pieces of metal or stones but they weren't very effective against large sea monsters or armor like a harpoon does.

I've never been able to get it to work because I didn't understand the flash material. With your generator, and the homonculi, maybe we can get my daddy's old weapon working again. I always promised him I would. Let's try it Michael!"

Let's see what happens if I feed it 50 supplies!

Research Facility [Research: E]
Common College [Research: E*
Hommonculi Improvements
Michael Jones [C: 0, D: E, M: E] *Innovative
Supply Generator (Michael Jones)

2. We mustn't forget about the steel mill too. Keep working on it homonculi, we'll have lots of high quality steel to fix up my ship proper! 4/10

Research Facility [Research: E]
Common College [Research: E*
Hommonculi Improvements
Michael Jones [C: 0, D: E, M: E] *Innovative
>>
>>1197371
NO ONE CAN STOP THE REVOLUTION!!!
>>
>>1197977
https://www.youtube.com/watch?v=ygQvB6OjHOU
>>
>>1197371
You could join me. Crush heretics. Burn the infidels. You know. Just crusader things.
>>
>>1198023
No it is you who will break
>>
>>1198475
https://www.youtube.com/watch?v=0Do5Nc8yIjk

>Only when your lands are in ashes, do you have my permission to die
>>
>>1198486

The peoples republic would slaughter you before you even had the chance to step into our lands
>>
>>1198486

This kid is seriously gonna be a huge liability for whatever kingdom he joins.
>>
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>>1198504
>>1198505
Kneel and you shall be spared, rebels shall be piked and made examples of.

Ave Imperator, fear the crown, as you should.

War is coming
>>
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>>1198516
My peoples shall not bow to the emperor no longer

We shall stand ready and united against you
>>
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>>1198530
Poor fool, you are only ensuring your slavery. There is only true freedom in death.

Allow me to shed your mortal coil.
>>
>>1198535
Aye that be true but at least we choose whom we bind ourselves to rather than being thrown against the grinder unwillingly unlike you who follows the emperor blindly and without question.
>>
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>>1198550
One need not question what one finds right, Duty is what binds a nation together, and it is my duty to ensure that you remain bound.
>>
>>1198556
But do you choose your duties freely? or are they chosen for you? Rather I take on the duty that I believe to be right rather than one forced upon me.
>>
>>1193469
+115 Supply [Total]
--
+125 Supply
-10 Supply [Roa owning you fish]
---
+Training Hall [Training: C]

Upgrading Training Hall 1/8
Spears 4/8
Warship 4/15

>CRIME
Your people reported a case of vandalism and burglary!
Roll a 3d100 to determine the damage, the recovery, and the investigation.

>>1193523
+1 Token [Gained from Bonus]
-1 Token [Used for action 1]

You shown your people the power of the Void!
It was pretty impressive and most of the people were surprised to see this unique magic, but it's only magic and everyone knows that already.
Though some people were still gathering in what you have to say.
(Free action to try and convert the people with a speech or action)

Your emissary has been sent to Skallerskon.
(Free Action to talk to the Lord of Skallerskon)

A young boy named Woody Landers, a student of the Bio Academy of Skallerskon, came up to you. He saw your performance and wished to study under you since your magic is somehow related to his studies.

+Military:
Woody Landers [C: ?, D: ?, M: ?] *?

>>1193625
+110 Supply
+2 Charge

You have begun the development of the Wolf warbeast. However, it is still in need of development since it's only a student's work.

>>1193631
+125 Supply
-1 Token
+Magic:
Curses [E]

Training Hall 1/4

-30 Supply
+Military:
1 'Crimson Cloaks' Vampire [C: C or E*, D: E, M: E] *Depends on the time of the day.

>>1193648
+170 Supply

Ruber 242 / ? Fair, Religious Law, Geography

You can stop Ruber's education any time you want now.

>>1193739
+150 Supply

Upgrading Gambling Den 2/8
Hall of Shadows 1/4

+Building:
Gambling Den [Supply: X*] X depends on the current supply boost
Docks [Trade Route: 2,]

+Technology:
The Illegal Trade []

You get a lot more "gains" with the nations you trade with. The other party don't lose anything, however.

>>1194418
+155 Supply
+ 1 Good Yern Wood
---
+135 Supply [Gains]
+30 Supply [Tourism]
-10 Supply [Lack of Will]
---

You gained tourist after getting second place in the Wizardbowl!
+Building:
Garden [Happiness: E]
Magical School [Research: D] *Popular [Silver Trophy]

-5 Supply (Enchanting)
Spearmen [C: D, D, D, M: D] *Air Spear, Earth&Nature Shoes, Transmutation Armor, Lantern

The training is complete!

-[Lack of Will]
Upgrading Garden 2/4

"Okay, for instance it's almost similar to your Enchanting, but works in a much different way. Enchanting is a magic that gives an item an effect., but the effect is usually a single use. But technomagic is when technology gives magic a large domain of effects!. For instance, a "Water Shooting Weapon" can convert water mana into any different type of projectile, shoot out a ice shield, or freeze people! Technomagic makes the use of magic tools more accessible and gives more freedom to the user!"

>>1194755
+135 Supply

Chemistry 5/8
>>
>>1194889
+280 Supply
---
+260 Supply [Gains]
+20 Supply [Commerce]
---

This turn the TOITC made 120 supply. Decide with the others in how to split up the supply.

Your nation is known to be rich in supplies! But beware, rich nations always attract the bad crowd...

With the Outer Imperial Trading Company, the entire nation as a whole is becoming richer. See the last post to see the effects.

+Building:
Church [Conversion: E]

+Storage:
Skull [Amplifies Religious Buildings]

Soldier 11/12
>yes it'll cost 5 supply

Glassblowing 7/9
>free actions do not roll

>>1195279
+215 Supply
---
+205 Supply
+10 Supply [Outfishing the trolls]
---

[Grand Fish]
A beautiful catch that sold a lot in the market!
+1 Extra Roll
+25 Supply
+Storage:
Rare Fish Meat [SS]

-80 Supply [Rum]

+Storage:
5 Good Bandages

Raiders 3 / 10
>Extra roll to recruit
Water Magic 2/10

>>1195300
+140 Supply

>Lord of the Commoners
+20 Supply
+2 Extra Roll
+Storage:
2 Good Wood
1 Poor Iron

Chemistry 5/8

The commoners ask that something is done with the people of the west. Recently, they have found opposition of them being known as rebels.

>>1195642
Oh no! One of the Mercenary stole your cash and escaped!
>98
However, you were vigilant enough so the thief didn't get to take a lot.

-100 Supply

The trader stays in Hawthorne and starts making his base of operations.
Trading Post in Hawthorne 1/4

>>1196020
+125 Supply

Brood Mothers 5/8

>CRIME
Your people reported a case of vandalism and burglary!
Roll a 3d100 to determine the damage, the recovery, and the investigation.
>>
>>1197324
>Skill: Fighter, Military Leader, Battle-born [C: A, D: C, M: C]
>Bonus:
[The Servillius Way - The Forever Fight]
Everytime you fight, you and all your units gain a permanent or temporary [Servillius Way] bonus.
[Royal Officer]
You are an important officer of the Capital. Lords are still ranked higher than you, but you should be treated with respect since you do control some of the Royal Army.

>Supply : 25

(Abusing the Royal Army is currently not viable with having no Emperor)

As a hero, your actions mean very little to the greater scheme of things and control a much smaller population.
You will not have that much affect towards buildings, technology, magic or any big-scale changes to the entire kingdom.

This can change if you control a kingdom through...
-Taking over your lord's/other players' nation
-Inciting a rebellion of a large population
-Gain a following of a large population
-Other crazy means

While you don't have that much control over somethings, you can still make an influence through military, trade, or creating heroes.

So while nations have control in macro, heroes should care more about the micro of things.

Of course this is all subjective to the type of character and you should no means be forced to follow what was said above.

>>1197526
+265 Supply
---
+215 Supply [Gains]
+20 Supply [Commerce]
+30 Supply [Samuel]
---
This turn the TOITC made 120 supply. Decide with the others in how to split up the supply.

Your nation is known to be rich in supplies! But beware, rich nations always attract the bad crowd...

With the Outer Imperial Trading Company, the entire nation as a whole is becoming richer. See the last post to see the effects.

Dock 3/4
Temple 3/4

You assembled a good amount of stock brokers. They were all interested in coming the nation of trade.
+Bonus:
Populated with Stock Brokers

>>1197759
+2 Invention Token
+160 Supplies

This turn the TOITC made 120 supply. Decide with the others in how to split up the supply.
With the Outer Imperial Trading Company, the entire nation as a whole is becoming richer. See the last post to see the effects.

The generator spit out the necessary metals!
-50 supplies
+Storage:
1 Harpoon Rifle [B]

Steel mill 6 / 10
>>
>Nation-wide Event

The Outer Imperial Trading Company, stationed at Albreton, increased trade routes throughout the land! For only THIS TURN, there was no monopoly demands.

Supplies increased throughout the lands!
Starting now,these bonuses will now apply...
-Every nation gets +10 supply in supply drops.
-There will be an Open Market that all players can use.
-Merchants will visit other nations more frequently.
-Monopoly on certain goods will increase.
>>
>>1198740

Did my gambling den provide any happiness boost?
>>
>>1198782
Yes. Change this into this instead, though.

Gambling Den [Happiness: E, Supply: X*] X depends on the current supply boost
>>
Rolled 88, 1, 32 = 121 (3d100)

>>1198740
>>Name: Treesönar
>>Fluff: One of the most talented necromancer Treesönar rose to prominence early, although he's talented in necromancy his true skill lies in his experimentation and creation of warbeasts whom serve him. He now rules over skallerskön with a great focus on experimenting on local animals although some rumours claim he has far more sinister things in the making.
>>Skill: Necromancer, Experimenter, Dark Magic [A], Research [A]
>>Bonus: [The Black Coat Experimenter]
>Your leader is considered as a hero with the Research [A] skill and Dark Magic [A].
>If your [Bio Academy] is up, you gain +1 Bio Charge for every failed roll. You can consume these bio charges to gain an effect. These effects are determined by the level of your Bio Academy.
>>Kingdom's Name: Skallerskön
>>Color: Orange
>>Fluff: The lands of SkallerSkön used to be a dangerous land where wild beasts roamed the land terrorizing the people, Thus they had to turn to darker powers to stay alive. The power gave them the abilty to drive off the warbeasts from the lands temporarily. The powers that they were given came at a price, 1 in 8 died and thus the leader was forced to rule with an ironfist for decades. And now Treesönar coming back from his journey he took up the role of the leader when the previous one died of a mysterious heart disease...
>>Military:
>3 Soldier [C: E, D: E, M: E]
>Warbeast "Dehaka" [C: E, D: E, M: C] Hunter, Independent *Requires no action to be deployed
>>Supply:
>276
>>Building:
>Bio Academy [Research: D]
>-1 Charge, 1d50 for a warbeast
>-2 Charge, 1d5 for a student's project
>Docks [Trade Route: 2]
>Farm [Supply Gain: E]
>>Technology:
>Monster Creation
>Biology
>>Magic:
>Dark Magic [D]
>>Bonus:
>You can create [Bio Academies] in other nations (with the Lord's permission). Other nations, with Bio Academies, boost both of your research level and gives you charges if they fail a roll.
>Charges 3
>Action 1: Research more ways to implent dark magic, "If we could solve the problem of the dead rotting we could use them to tend the farmlands, thus we would get more time to spend researching warbeasts and ways to improve the nation"
>Action 2: Create academy in hiveking lands
>Free action warbeast Wolf creature that splits into multiple wolves if enough damage is done
If it's a free action spend 110 supply to upgrade warbeast "dehaka" (Supply removed)
Also using 2 charges on a student project
>>
Rolled 1 (1d5)

>>1198799
FUCK FUCK FUCK
Charge roll
>>
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Rolled 76, 96 = 172 (2d100)

>Lord's Name: The Black Raven
>Fluff: The Black Raven Syndicate is a sophisticated network of master thieves, assassins, and other various criminals. In the past they served as Emperor Bello's hidden hand - in other words, taking care of his dirty work, a.k.a. assassination of his enemies and subterfuge. Now, with Emperor Bello gone, they are free to pursue their own agenda.
>Skill: Warrior, Manipulator
>Bonus: [The Title of the Black Raven]
Every five turns, gain a [Criminal Token]. Use a [Criminal] by selecting a player and then roll a 1d20. A certain effect will happen to the player. The token can be given to other players.
>Kingdom Name: The Black Raven Syndicate (territory's name is Raven Watch)
>Criminal Token Count: 4
>Military:
Myin [C: C, D: D, M: D, Trickster: A*] Crime Leader, *Trickster - In optimal conditions, Myin vastly lowers enemy's stats.
3 Raven Guardsmen [C: E, D: E, M: E]
1 Raven Guardsman [C: D, D: E, M: E]
1 Raven Thief [C: E*, D: E, M: E] (*noncombatant criminal)
>Supply: 585
>Buildings:
Black Market [Crime: E, Trade Route: 2, Bluholm [E], Roa [E]]
Barracks [Training: D* or E] *Train criminals faster
Gambling Den
Workshop [Research E]
>Magic:
Illusion magic [D] (Reduced chance for criminals to get caught) (Can disguise as other people)
>Technology:
Bliss (Hallucinogenic Drug)
Joy (weak knockoff of Bliss) *Addicts
>Storage:
1 Insect Jelly
>Bonus:
Cost some supply. It's a free action to convert yours or allies' soldiers to non-combative criminal units; Thieves, Assassin, Dealers, etc.
>Works in progress: Gambling Den (Next Level): 2/8, Illusion Magic C: 3/14, Blacktalon Dojo 1/4

Actions:

Hmm, "Hall of Shadows" maybe wasn't the best naming choice...sounds more like a damn museum or sideshow attraction than an actual training facility. Rename it the "Blacktalon Dojo". Formalities aside, what goes on inside won't change - rigorous training in the Way of the Raven.
2. The Syndicate honors its agreements, especially when they are profitable....as Alberton contacted us first it is appropriate that we work on their trade route first. Make it so.
>>
Forgot to fix a lot of things so I'm reposting my sheet for this turn with the right stats so I have a better sheet to copypaste for next time. Tired as fuck today

>Lord's Name: The Black Raven
>Fluff: The Black Raven Syndicate is a sophisticated network of master thieves, assassins, and other various criminals. In the past they served as Emperor Bello's hidden hand - in other words, taking care of his dirty work, a.k.a. assassination of his enemies and subterfuge. Now, with Emperor Bello gone, they are free to pursue their own agenda.
>Skill: Warrior, Manipulator
>Bonus: [The Title of the Black Raven]
Every five turns, gain a [Criminal Token]. Use a [Criminal] by selecting a player and then roll a 1d20. A certain effect will happen to the player. The token can be given to other players.
>Kingdom Name: The Black Raven Syndicate (territory's name is Raven Watch)
>Criminal Token Count: 2
>Military:
Myin [C: C, D: D, M: D, Trickster: A*] Crime Leader, *Trickster - In optimal conditions, Myin vastly lowers enemy's stats.
3 Raven Guardsmen [C: E, D: E, M: E]
1 Raven Bruiser (armed with troll weapons) [C: D, D: E, M: E]
1 Raven Thief [C: E*, D: E, M: E] (*noncombatant criminal)
>Supply: 585
>Buildings:
Black Market [Crime: E, Trade Route: 2, Bluholm [E], Roa [E]]
Barracks [Training: D* or E] *Train criminals faster
Gambling Den [Happiness: E, Supply: X*] X depends on the current supply boost
Workshop [Research E]
Docks [Trade Route: 2, reserved for Alberton and Epidemica respectively, neither are complete]
>Magic:
Illusion magic [D] (Reduced chance for criminals to get caught) (Can disguise as other people)
>Technology:
Bliss (Hallucinogenic Drug)
Joy (weak knockoff of Bliss) *Addicts
The Illegal Trade [More "gains" with nations we trade with, with no penalty to them]
>Storage:
1 Insect Jelly
>Bonus:
Cost some supply. It's a free action to convert yours or allies' soldiers to non-combative criminal units; Thieves, Assassin, Dealers, etc.
>Works in progress: Gambling Den (Next Level): 2/8, Illusion Magic C: 3/14, Blacktalon Dojo 1/4

Official stance on Joy so far is that A. Agents of the Syndicate - this means soldiers, noncombatant criminals and criminal token units - are to stay clean while on the job and B. Neither Bliss nor Joy is to be sold to other nations. That means it's off the black market. Anything other than that is up to those who use it.

>>1198780
Also the Black Raven's been in combat a couple times so I've been wondering, what are the Black Raven's stats? I assume he's a cut above the rest. He prefers daggers, thrown and wielded, although he's trained in illusion magic (most agents are) and unarmed combat. The fluff is that he founded the Way of the Raven which is the combat style used by Ravens (think ninja shit)
>>
Rolled 18 (1d115)

>Lord's Name: Captain Ariela Nema
>Kingdom's Name: Captain Nema's Expedition
>Color: White?
>Skill:Engineer, Intelligent, Water-breather
>Bonus:
[The Best Atlantis Can Offer]
Every [Turn 5n], you get two Invention Token. Using one token lets you roll a 1d115 for a technology. Rolls 100-115 are considered as nat100s. A player can only use a token once every thread. You can give tokens to other players. Other players must may at least 25 supply to use the Token and you get 1/5 the profit. *A player can only use a token once every thread, but YOU can use it after every 5 turns and/or a new thread.
+3 Invention Token
(You can up the price of your tokens of course.)
>Military:
2 Soldiers [C: E, D: E, M: E]
Michael Jones [C: 0, D: E, M: E] *Innovative
1 Large Ship [M: D, Storage: 8]
>Supply: 470
>Storage:
Harpoon Gun [B]
>Buildings:
Market [Trade Route: 1]
Hangar Docks [Trade Route 2/2] [Upgrading Trade Route 3/3] - (Albreton)
Technician Castle [Defense: D, Rolls: E]
Research Facility [Research: E]
Common College [Research: E*] *Can share technology with other nations
Theater [Happiness: E]
Forge [E]
Technology:
Altantean Projects
Hommonculi Improvements
Supply Generator (Michael Jones)
>Bonus:
Units can travel through water without the need of ships
Any players from any part of the world can buy your Invention Token.
You get 50% of the profit from selling your token to first-timers.
Steel Mill 6 / 10

>>1197526
"Hi Arthur, I like the new company! It's going to be really useful. Maybe we should just split up the profits equally among the board of directors? Like there's four right now so everyone should get 30.

By the way! If you want an invention token or two just buy them at 25 whenever you want, its the least I can do for you helping me out after the destruction of Atlantis. Just please leave me with 1 every five turns to use. Everyone else has to talk to me first to buy one of my tokens."

>>1198782
"Okay Michael! Let's try your other idea next. The one about the really protected supply boxes.

Hey, do you have any other ideas? I know you have the one about the turning supplies into bug food but I'm all ears for new things you have in mind."

I'll use an invention token and work with Michael on his protected supply boxes, it'll help the company protect its supplies.
>>
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Rolled 62, 5 = 67 (2d100)

>>1198858
1. The homonculi are very hard working and very brave! They don't seem to be afraid of all the fire and sparks and heat of an Atlantean Steel Mill. I think they actually like seeing the whole thing come to life. 6/10

Research Facility [Research: E]
Common College [Research: E*
Hommonculi Improvements
Michael Jones [C: 0, D: E, M: E] *Innovative

2. I think Michael wants to learn how to make more of these Harpoon Guns. They're not like any weapon on the land right now. Alright, I'll let him take a look at daddies rifle and give him some supplies for his generator. I do want to see the generator used more.

Let's see what happens if we put 75 supplies into the generator while Michael studies Harpoon Gunmaking.

Research Facility [Research: E]
Common College [Research: E*
Hommonculi Improvements
Michael Jones [C: 0, D: E, M: E] *Innovative
Supply Generator (Michael Jones)
>>
Rolled 71, 89, 41, 55, 99 = 355 (5d100)

>Lord's Name: Lord Baeric Brundt
>Skill: Survivor
>Bonus:
[Leader of the Snowpeaks]
You can make [Snowpeaks Emblems]. For 5 turns, after a player uses an emblem, he/she can spend supply on points for buildings and technology with a 25% discount and get an extra roll with a -25 roll value just for buildings and technology. Only two can exist at a time.
+1 Snowpeak Emblem (Cost 2 points to make)
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 610
>Technology:
Bow+Arrows, Mountain Hooks and Rope, Snow Mask, Mining Tools
>Building:
Market [Trade Route: 1]
Mine [Supply Gain: D]
University [Research: E]
Coal Mine [Supply Gain: E]
Dock* [Trade Route: 2, Roa [D], Alberton [E]] *Elevator Bridge
Hearth (Happiness: E)
Precious Stone MIne [Supply Gain: E] *Every turn 5n, you get a random precious stone.
>Culture
Ritual of Bones [Happiness: E, *] *Every [Turn 5n], your failing actions turns to successes.
>Bonus:
[Blessed3]
Unprepared soldiers lose one Combat(C) rank when fighting in your starting domain.
Every 5 turns, roll a 1d10 in hopes to find a [Precious Mineral]
Crossbow 5/6
Iron Mine 3/4
Hearth 3/4
Workshop 1/4
Stone Mine 6/8

1-2. Finish up that Stone Mine. We'll need to build castles to protect ourselves 6/8

3. Finish up the Crossbow research, we may need to arm ourselves in case of attack 5/6

4. We'll need to work on the Worshop too so we can mass produce crossbows if needed 1/4

5. (Emblem) Finish the hearth, our people desperately need warmth and it will help start more families by making healthier mothers 3/4
-25

6. (Two World's One Sea) The fishmen to the far west have opened up a company and a market, we should finish our second Iron Mine so we have more Iron to sell. 3/4
>>
Rolled 31 (1d100)

>>1198889
6th dice
>>
>>1198740
hi Bello, sorry I wasn't able to post before the last update. I'm not sure, but does Hawthorne earn any supplies whenever you update people's supplies?
>>
>>Lord's Name: Professor Nimbledon
>>Fluff: Professor Nimbledon is the senior professor and Lord of Hawthorn Castle, and one of the oldest and most experienced Wizards of the age. a wise and intelligent leader, he treats both his students, staff, and their families with care and kindness. he has spent a lifetime studying the magical arts, and tries to pass on this knowledge to those he is charged with guiding and protecting.
>>Kingdom's Name: Hawthorn's Academy of Magic and Mystics
>>Color: Royal Blue. Location: south of the East Castle
>>Fluff: >>1083821
>>Skill: Wise, Intelligent
>>Bonus:
>[Magic Professor]
>Once per thread. After rolling, you can rearrange the order of the digits in any order. Not applicable to nat1 or 100. Has the potential to kill you.
>+Every thread, you gain a student. You can choose which nation this student came from.
>EX)
>Rolls: 18, 06
>New Rolls: 61, 80
>>Military:
Magic Team [C: 0, D: 0, M: E] *Lvl4
Sally Sohel [C: 0, D; E, M:E, Dark Magic: D]
Trist Andels [C: 0, D: 0, M:E or C*] *Water, Mermaid, Engineer
>1 Soldier [C: E, D: E, M: E]
>1 Mage [C: E, D: D, M: E]
>>Supply: 85
>>Buildings:
>+Hawthorns Academy of Magic [Magic Research: B, Happiness: E*] *Can host major events
>Market[Trading Route : 1, Salvynia[E]] Upgrading Trade Route 1/3
>>Technology:
>Potion Brewing, Wandcrafting, Monster Charming, Thesis Paper of the Theory of Magictechnology, Magitechnology workshop
>>Magic:
>Fire [E]
>Water [E]
>Earth [E]
>Air Magic [B, Competitive]
>>Bonus:
>Start out with 4 [Magic].
>Every 5 turns, gain an extra action dedicated in increasing your [Magic]
Beast Hunt 2/6
Air Magic 8 / 20
Earth Magic 5 / 8
>>
>>Lord's Name: Professor Nimbledon
>>Fluff: Professor Nimbledon is the senior professor and Lord of Hawthorn Castle, and one of the oldest and most experienced Wizards of the age. a wise and intelligent leader, he treats both his students, staff, and their families with care and kindness. he has spent a lifetime studying the magical arts, and tries to pass on this knowledge to those he is charged with guiding and protecting.
>>Kingdom's Name: Hawthorn's Academy of Magic and Mystics
>>Color: Royal Blue. Location: south of the East Castle
>>Fluff: >>1083821
>>Skill: Wise, Intelligent
>>Bonus:
>[Magic Professor]
>Once per thread. After rolling, you can rearrange the order of the digits in any order. Not applicable to nat1 or 100. Has the potential to kill you.
>+Every thread, you gain a student. You can choose which nation this student came from.
>EX)
>Rolls: 18, 06
>New Rolls: 61, 80
>>Military:
Magic Team [C: 0, D: 0, M: E] *Lvl4
Sally Sohel [C: 0, D; E, M:E, Dark Magic: D]
Trist Andels [C: 0, D: 0, M:E or C*] *Water, Mermaid, Engineer
>1 Soldier [C: E, D: E, M: E]
>1 Mage [C: E, D: D, M: E]
>>Supply: 85
>>Buildings:
>+Hawthorns Academy of Magic [Magic Research: B, Happiness: E*] *Can host major events
>Market[Trading Route : 1, Salvynia[E]] Upgrading Trade Route 1/3
>>Technology:
>Potion Brewing, Wandcrafting, Monster Charming, Thesis Paper of the Theory of Magictechnology, Magitechnology workshop
>>Magic:
>Fire [E]
>Water [E]
>Earth [E]
>Air Magic [B, Competitive]
>>Bonus:
>Start out with 4 [Magic].
>Every 5 turns, gain an extra action dedicated in increasing your [Magic]
+Storage:
Lead Trophy (Gold)
Golden Leprechaun Lucky Charm (+1 Roll of 1d100 + 60 for one turn. Nat1 is impossible. 100 and 160 are counted as Nat100)
+Bonus:
Popular [From WizardBowl, 1st Place]
Beast Hunt 2/6
Air Magic 8 / 20
Earth Magic 5 / 8
fixed stats
>>1193418
it is a great day a much celebration in Hathorn, as the entire team, and Sally, are lifted up by the students and carried down the hall to much cheer, Sally holding the prized Lead Trophy on their way to the trophy room where sits many other trophies of teams down the ages, of Lead, Silver, Bronze and others. her name and the names of the team members will be engraved in a pedestal below. as for the Lucky Charm. when Sally hands the lucky charm to Professor Nimbledon, he takes it and smiles, and presses it right back into her hand. "I think this is better as yours, Sohel." the other teammates agreed. the white skinned, black haired Salvynian girl smiled through tears, happy.
>Sally is also given the Leprechaun Lucky Charm to wear on her person, which should help protect her greatly until it is spent
>>
Rolled 11, 58 = 69 (2d100)

>>1198574
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
Skill:
Bonus: [The Servillius Way - The Forever Fight]
Everytime you fight, you and all your units gain a permanent or temporary [Servillius Way] bonus.
[Royal Officer]
You are an important officer of the Capital. Lords are still ranked higher than you, but you should be treated with respect since you do control some of the Royal Army.

>Supply: 25

With the Emperor dead and some of the provinces in quite open rebellion, it was clear what needed to be done. Order. The Emperor brought peace to the realm, encouraged the sciences and the arts, but in the end he was as mortal as the rest of us, despite his god-like will and unyielding faith. Now, children fight amongst themselves for shreds of his legacy, tearing apart all that he accomplished in the process.

No longer, Caius would see the Empire restored, he would not let the memory of the Emperor be forever besmirched by the machinations of petty nobles holding tracts of land that rightly belong to the Empire, even if he had to bring them all to heel himself.

But first, he had to see what was going on in the capital first.

1/2. Walk amongst the courtiers of the various provinces, and the capital themselves. Obtain a rough idea of the current state of affairs for the empire. Information is key, and building rapport with the various men, and other things, of the empire will surely be a boon later on.
>>
Rolled 13, 63, 31, 34 = 141 (4d100)

>>1198740
>Lord's Name: Xylophotous Patriarchatus Monolithious
>Fluff: see >>1184614
>Skill: Intelligent, Research [A]

>Bonus: [The Religious Teacher]
Your leader is also considered as a hero with the Research [A] skill.
Characters (current leaders, future leaders, heirs, heroes) can learn under you and gain an extra bonus.

[epidemic religion: hero pool upgraded to 2]

>Fluff: see >>1184614
>Military:
4 Soldiers [C: E, D: E, M: E]
>Supply: 533
>Buildings:
Market [Trade Routes: 2, Scythia [E], Epidemica [E]]
Monolith [Conversion Rate: C]
Church [Supply Gain: E, Conversion Rate: D]
School of St. Aegon the academic [Research: A, Conversion Rate: B]
Arch of Neutrality [Neutral ground]
The Fontino [Happiness: E]
The Synodotous [Supply Gain: E]
The Liturgical school [temple study: E]
The Exchange [Trade: E]
Housing [Happiness: E]
>Bonus:
Once you convert a different domain, you and the converted player can NOT fail their actions next turn, besides a nat1.
>Storage
+SCUOLOREGIMENTIBUS
>Technology
+Tax Code
+Minting 5/8

Ruber: +242/ ? +(geography, fair,Religious Laws)
[racial tension] - elves of kol'talla

ACTIONS
1. Proceed with another attempt at systematizing the holy book.
2. start a new soldier on training.
3. Teach ruber military history.
4. research minting.
>>
>>1198935
Forgot Skills:

Skill: Fighter, Military Leader, Battle-born [C: A, D: C, M: C]
>>
Rolled 37, 42 = 79 (2d100)

>Lord's Name: Count Sohnzwei
>Fluff:
Its a hard knock life.

>Skill: Warrior, Mage
>Bonus:
Get two Bloodsucking Token for every [Turn 5n]
[Bloodsucking Bond]
Consume one Token. Choose one ally. Both yours and your ally rolls get amplified depending on the other persons rolls last turn.
[Bloodsucking Curse]
Consume two Token. Choose one player. Player gets a -5 on both actions, while you get +5 both actions for 3 turns.
>Bloodsucking Tokens: 3
>Kingdom's Name: County of Salvynia
>Color: A sad grey
>Fluff:
For us.
>Military:
+ Salvynian Dark-Stars [SDS] (Magic Team) [C: 0, D: 0, M: E]
+ 2 'Crimson Cloaks' Vampire [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Moon Disciples' Werewolf [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Swamp Daughters' Witch [C: E, D: E, M: E, Support: E]
+ 1 'Salvynian Guard' Last-Gasp Soldier [C: E or A*, D: E or 0*, M: E] *Last breath
>Supply: 245
>Buildings:
+ Market [Trade Route: 1, Hawthorne [E]]
+ 'House of Black Tomes' (Magic Library) (Research: E)
+ 'Iron Tower' (Barracks) [Recruiting: E]
>Technology:
+ Tax
>Storage:
+ The Book of Summoning [D]
+ Hellsfire Scroll [E]
+ Curses for Dummies [E] (Used?)
+ Bronze Elemental
>Magic:
+ Dark [C]
+ Curses [E]
>Bonus:
+ Soldiers immediately upgrade to a [Cursed Lord] (Vampires, Werewolves, Necromancer, Witches...)
+ Heroes immediately upgrade to a [Cursed Lord]
+ Popular [From Wizard Bowl, 3rd place]
>In Progress:
+ Dark Magic [B] 9/16
+ Training Hall 1/4

1. Continuous work on the Dark Magic that kept Salvynia afloat was pretty much a given. The Count had gathered some insight into Curses which could prove highly interesting in the long run, but for now it would be back to the traditional forms of Black Magic that peeled peoples skin of and turned the sky dark as night.
+ Dark Magic [B] 9/16
+ 'House of Black Tomes' (Magic Library) (Research: E)

2. While there were more expert units in the Salvynian Army a distraction too would be required. Count Sohnzwei would use the Dark Magic he had so diligently trained to raise a large force of undead to serve as meat shield for the army. They would catch arrows for the more important units, impair the vision of the enemy and bind their units in melee.
+ Dark [C]
+ 'Iron Tower' (Barracks) [Recruiting: E]
>>
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Rolled 90, 19, 1, 84, 37 = 231 (5d100)

>>1198929
#1 it is decided to refurbish the old Achievement room, which holds sports trophies, portraits, and different spells and items conjured by our students and graduates throughout the ages to take pride in our history.
#2+3 (Extra Action every 5 turns to improve Magic) Hawthorn's continues to press its air magic studies, anticipating becoming the first holder of an A Rank academic study of magic. soon after, Earth Magic studies will continue as Hawthorn's plans to become an all A-school in the four elements Air Magic 8/20
#4-5 Trist Andels workshop is approved for construction by the faculty, who were witnessed to Kol'tal's superior gear and armaments during the game and wondered if Hawthorn's could one day boast something like that. Trist lectures his theory of Magitechnology. "Magitechnology and Technomagic are two different theories by myself and my dear Gail Jones respectively on how we approach magic and technology. in Technomagic theory, technology enhances magic to widen its abilities, by creating devices which transform mana into different spell effects. I think an excellent example we used to explain the difference to is comparison of our water projectile weapons. her water weapon allows the transformation of water mana into different spell effects, such as conjuring a magic ice shield or freezing someone with magic. but I believe this approach is very mana intensive and mana taxing, as you know it takes a lot of mana energy to create water into thin air. by consuming and using a wizard's mana directly it can greatly tax a wizard eventually mana fatigue takes place. my method attempts the same effect but uses magic to enhance a technology via small tactical enchantments in the machine. my Water Projectile Weapon uses a tiny ring of portal is built into a tank connecting it to a natural body of water, an entropy stone and form of liquid charm creates the coolant effect without freezing the water in the tubes, a charm of compress creates the intense pressure that launches it from the gun, while a magical nozzle shapes the projection into desired form. based on the set temperature, pressure, and nozzle shape it can be set to launch icy shards at inedible speeds that can penetrate armor at many shards per minute, or shoot out a spray of water that freezes into a wall of ice midair, or even a concentrated pressure hose of fluid that freezes on contact with an opponent covering them in ice. the abilities are similar, but approach is different. mine is a bit more bulky and requires more materials to construct, but it uses barely any mana and especially important is that no mana used to conjure the water. it is more applicable for mass production, prolonged use, and can even be used by non-wizards to some extent, though is doubly as powerful in the hands of a wizard."
>>
Rolled 87 (1d115)

>>1198858
"We all invested in this company one way or another, therefore we will gain an equal share of it.

I am thankful you are being generous with your tokens, I would indeed like to purchase one myself and test them."
>transferring 25 supplies to Captain Nema for an Invention Token

I would like to witness these tokens myself. Perhaps they could be used to advance our Boatbuilding technology. If all goes well, we may be able to achieve a C rank class of ship building which would allow us to build 5th rate ship of the line. I spend an invention token on advancing our Boatbuilding technology.

Naval Academy [Recruiting: E, Training: E]
School [Research: E]
>>
Rolled 60, 30, 48 = 138 (3d100)

>>1198740
Damage, Recovery and Investigation
>>
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Rolled 77, 37, 67, 74 = 255 (4d100)

>Lord's Name: Arthur Seaworth
>Skill: Leader, Charisma
>Bonus:
[Two Worlds, One Sea]
Every 5 turns, you and your the people trade with gets 1 free action. (Free Action = No rolls needed, just 1 success). For every 2 trade routes, you gain another free action. (Activates TURN 20)
>Military:
2 Soldiers[C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
Commercio (Tradeship) [C: 0, D: 0, M: E]
Samuel Lakefold [C: 0, D: 0, M: E] *Captain of Commercio, Trader and Merchant
>Supply: 395
>Buildings:
+Docks [Trade Routes: 4, Captain Nema[E], Epidemica [D-*1]] *1: Quarantine, Snowpeaks[E], Roa[D]]
Naval Academy [Recruiting: E, Training: E] Domestic Market [Happiness: E, Supply Gain: E]
School [Research: E]
Lumbermill [Construction: E]
The Outer Imperial Trading Company [Supply Gain: X*, Special: S*2] *X is determined by your stats. *2) Free action to talk and make deals to merchants, traders, and the such
>Technology:
Boatbuilding [D] Commerce
>Bonus:
Soldiers can move through water without the use of ships.
Can reduce the supplies needed for water-travel for you and your allies.
Trade Route w/ Dwarves 1/2
Seaweed Farm 1/4
School Upgrade 2/4
Upgrading Ship 2/12
New Docks 2/4
Underwater Temple 1/4
Dock 3/4
Temple 3/4
Bonus: Very Slightly Converted, Populated with Stock Brokers

1. Finish the new docks so we can start trading with the Syndicate 3/4

Lumbermill [Construction: E]

2. The Underwater Temple to the Old Man of the Sea will be completed also 3/4

Lumbermill [Construction: E]

3+4. (Two World's, One Sea) We have many, many construction projects left undone and not to mention much expansion of the fleet to be had. I propose we open up a new lumber mill, not above land but underwater where there are plenty of Seawood Tree's for plenty of Sea Lumber.

As a construction material on land Sea Lumber is hardly any different than regular lumber, but the key difference is its superior floating capability in water. Its a much better boat building material than even the fabled Yern Lumber of Kol'talla, and will exponentially increase the size and strength of our ships and water based construction. Begin building a Seawood Mill so we can get some Sea Wood every now and then.

The true benefit of this is only myself and Captain Nema are currently capable of underwater operations at this time, so we should enjoy a wonderful monopoly of Seawood and miles of unexploited forest.

Lumbermill [Construction: E]
>>
Rolled 98, 5, 2 = 105 (3d100)

>>1199128
Lord's Name: Krogar, Lord of the Six Rivers
Fluff: Big scary troll the hates destiny
>Skill: Fighter, Military Leader
>Bonus:
[Defy Destiny]
Every failed action gives you [1 Vision Charge].
[1 Vision Charge] turn rolls of 20-29 into successes.
In the beginning of every thread, you can discard X amount of [Vision Charges]. You will then be presented X amount of [Good Events]. You can choose X/2 of these event to happen. (Rounded to the lowest #)
>Vision Charge: 3
>Supply: 419
>Military:
2 Trolls [C:D, D: D, M: E]
1 Bigger Troll [C:C, D: C, M: D]
1 Ship [M: D, Storage: 3]
>Building:
Docks [Trade Route: 1]
Barracks [Recruiting: E]
Training Hall [Training: C]
Fishing Port [Supply Gain: E]
>Technology:
Boatmaking
>Bonus:
Your units roll a 2d6.
Boats gain +1 Movement while near your territory.
-----
1/8 Upgraded Training
4/15 Warship
4/8 Spears
----
1. Improve Training 1/8
2. Research Spears 4/8
3. Build Warship 4/15
>>
Rolled 46, 85 = 131 (2d100)

>>1198740
>Lord's Name: Baku Abaghdadi
>Skills: Military Leader, Power-Hungry
>Bonus:
[Eternal Dictator]
Twice per thread. You can reroll your actions. However, your rerolls are 2d80. Can not reroll a nat1. [][]
>Bluholm
>Military:
3 Soldiers [C: E, D: E, M: E]
1 Soldier [C:D, D:D, M:D]
Longbow Men [C: E, D: E, M:E] Ranged
>Supply: 415
>Buildings:
University [Research : D]
Market [Trade Routes: 1(Trading with the black raven)]
Barracks [Recruiting: E]
Granaries[Supply:E]
Laboratory 1/4
>Bonus:
You can learn another player's technology very quickly but only with their consent
>Current tech
Bow+arrow
Constitution
upgraded Bow+arrows 1|8
chemistry 5/8

1.finish the lab
2.Research chemistry
>>
Didn't I build some housing to improve happiness in my nation?
>>
>>1199236
Yes, it was mentioned in the Turn 20 post.

>>1199128
-20 Supply
-5 Roll value this turn
Some weaponry was also stolen! The next Recruiting/Training will increase by one point.

After investigating, your people found some insect jelly and found some damages that look like it was from the critters.
>>
Rolled 50, 75, 14, 80 = 219 (4d100)

>>1198764

Lord Aric Bryne, Raider Captain and Regent of Roa
>Skill: Military Leader, Fighter
>Bonus:
[Master of Sea]
Naval combat or raids do not cost an action.
Setting a new trade route gives you extra supplies and a bonus action the next turn.
Successful raids can steal rolls.
Every 5 turns, roll a 1d25 for a [Grand Fish]

ROA, The Empire's Southern Fishing Colony
>Military:
5 Raiders [C: D, D: E, M: D]
1 Ship [M: C, Storage: 4]
1 Warship [C: E, M: C, Storage: 6]
>Supply: 631
>Technology:
Boatbuilding
Mass Fishing
Rum-Making
>Buildings:
Docks: Upgraded 3/4, [Trade Routes: 3, Snowpeaks [D], Albreton [D], Black Syndicate [E]
Fishing Port [Supply Gain: E]
Whaling Yard [Supply Gain: E]
>MAGIC: Water [E]
>Bonus:
Supplies to build raiders or ships are halved.

Whale Oil Refinement 1/10

Rare Fish Meat [SS], 5 Good Bandages

Cultural Hostility: With the Swarm.
Cultural Tension: With the Trolls.

1. Improve our Water Magic. 2/10

2. Now that the whales have returned to our waters, we can begin properly refining the oil they provide. Research Whale Oil Refinement.

3. Improve our Whaling Yard.

4. Raider Recruitment. 3/10 Supplies Halved
>>
Rolled 77, 100 = 177 (2d100)

>>1198740
>Lord's Name: Hiram the Stargazer.
>Fluff: Hiram is a sorcerer and scholar who claims to receive visions from incomprehensible godlike being from beyond the void. He claims these beings are the true gods of the universe, and that all lesser beings must serve them or suffer their wrath. These gods have granted their him, their new prophet, strange and terrifying arcane knowledge, so that he might better demonstrate the power of his masters. Hiram now seeks to unite the remnants of the empire under his new faith. He has gathered a band of fanatics around him, with whom he travels from city to city, seeking converts for the new religion.
>Skill: Intelligent, Void Magic
>Bonus:
[The Vision of the Void]
Every new followers give you a [Void Token]. Spending X amount of tokens, lets you roll a 1dX0. Your magic increases depending on roll.
>Supply: 30
>Military:
2 Fanatics [C: 0, D: 0, M: E]
Woody Landers [C: ?, D: ?, M: ?] *?
>Buildings:
>Technology:
>Storage:
>Magic:
>Void Tokens: 2
>Bonus: Every Turn 5n, you get X amount of Void Tokens, where X is the 1/2 of the number of your followers.

1: Examine Woody's magical abilities

2: Send one of my followers to spy on the Church. I want to know what the nonbelievers are up to.

Speech: "People of the South Castle, witness the ruin of the Old Empire! Even it's vaunted might could not stand against the inexorable march of entropy! The truth of the cosmos has been hidden from you for to long by the corrupt and decadent church. The universe is governed by beings beyond our mortal comprehension, and only with their aid can we avoid destruction. Join with us, build a new faith, a new empire, and a new covenant with the true gods!"

>>1198799
"Greetings, mighty Treesonar, lord of Skallerskon. I speak on behalf of Hiram, called the Stargazer, prophet of the new faith. He has noticed the power and majesty your realm, and wishes to bring you in to the starry light of the true gods, who dwell beyond the void."
>>
>>1199258
should I relate what the spy found (the fluffy details of what was found I mean, not what actually was found) at >>1199344 or not, bello?
>>
Rolled 67, 33 = 100 (2d100)

>>1198764
http://pastebin.com/3GyGygdn

Lord's Name: Bob Hexxus
Skill: Strong, Healthy
Bonus:
[Royal Blood - No Pain]
Gain 1 charge every 5 turns. Before rolling, you can get +2 succeed for both of your actions or you and 2 of your allies can get +1 succeed for both actions.
1 Royal Blood Gained from turn 20
Kingdom's Name: Epidemica
[Epidemic Religion]
Epidemica-Nepzusa Student Exchange Program; Tenders access to St.Aegon's School [Research A]
Increase Hero Pool by +1
Military:
1 Soldiers [C: E, D: E, M: E]
1 Soldiers [C: D, D: D, M: E]
Veritas [Ship] Storage: 4 M: C
Supply: 608
45x [Alberton Supply - Forgery]
Storage: Skull [Amplified Religious Buildings]
Buildings:
The Outer Imperial Trading Company [Supply Gain: X*, Special: S*2] *X is determined by your stats. *2) Free action to talk and make deals to merchants, traders, and the such
Market [Trade Route: 1, Nepzusa[E]]] (benefiting from Anti-Smuggling Policies)
Cotton Factory [Supply Gain: B]
Textile Factory [Supply Gain: C]
Cove
Docks [Trade Route: 2, Alberton[D-*]] *Quarantine (benefiting from Anti-Smuggling Policies)
Gym [Happiness: E, Training: D]
Church [Conversion: E]
Technology:
Cotton (Bandages)
Commerce
Navy Patrol [Small Defense: E]
Anti-Smuggling Policies
Bonus:
Every thread, upgrade any building with a rank of [E].
Linothorax 2/8
Upgrading Trade Route with Nepzusa 2/3
Upgrading Gym 1/6
Cotton Factory 2/10
1 Ship [Storage:4] * Damaged (It was Storage 5 before, or is this because it is damaged?)
-200 Invested in Lord Rothouse
Lyan Fendrik, the Ex-Pirate, will begin his training and will have 100 supply devoted to him
Soldier Training 11/12
Glass blowing 7/9

(Is the Free Action that put the Glass Blowing to 7 not affected by the [Research A] from student exchange program to St.Aegon's?)

1 Repair the damaged ship. Then when it is repaired we will rename her Sailor's Delight and devote both my ships to the Navy Patrol to protect the shores of Epidemica. We can buy timbers from Albreton and we can replace ropes and sails ourselves well enough.
2 Patrol Tower. Our land routes, particularly those carrying traders to and from Nepzusa will be better protected from bandits and under watchful eyes with a Patrol Tower giving a base to help cover the main passes in Epidemica.
With our understanding of Commerce we can justify spending on protection of our investments and have the systems to purchase large amounts of goods needed for this structure.
From the market floor in Epidemica's capital colored bandages are waved in the air signaling the purchase and selling of goods and investments with colors representing the range of prices the success or failure or a purchase. Confirmation of the goods needed to start the tower and the service contract of men to patrol the land.

Free Action Soldier Training 11/12; Gym Training [D] to produce athletic soldiers
>>
Rolled 82, 12, 33 = 127 (3d100)

>Lord's Name:
Valdean Rothouse
>Bonus:
[The Wealthy Merchant's Assets]
You can produce [Rothouse Traders]. You can send these traders without the use of actions. Depending on the trader's rank, they have access to special items.
>Military:
2 Soldiers [C: E, D: E, M: E]
2 Traders [E]
1 Tradeship [D]
>Investments
~300 Supplies (Albreton's Investment of Goods) {Albreton} (5/5 SOLD at Hawthorns)
~100 Supplies (Albreton's Commodities) {Myself} (5/5 SOLD at Hawthorns)
+200 Supplies (Epidemica's Cotton) {Epidemica}
>Profits and Dividends
Total Profits from Hawthorns Game: +376 Supplies (Currency)
Albreton's Dividends [300/400 supplies sold =75%. 376*75% = 282. 282*50% = 141
Net Profit for Albreton = +141 Supplies (Currency)
Personal Gain = +141 Supplies (Currency)
>At Home Supply
250 Supplies {Myself, General}
>On Hand Supply:
235 Supplies {Myself, Currency}
441 Supplies {Albreton, Curreny} (owed)
>FINANCIAL NOTES:
Hawthorn's Game Day: 400 units of [Albretonian domestic Goods/Commodities] sold. +376 Currency gained. 1.94 Currency per unit of A-Goods/Commodities.
>Buildings:
Docks [Trading Route: 2]
Trading Center [Supply Gain: E]
Barracks [Recruiting: E]
Rothouse Trading House
-Trader[E] gain +1 [Free Action Item] when you get a roll a 90+.
>Technology:
Boatbuilding
>Bonus:
Get 1/4 of the trader's profit.
Get more profits when selling to new nations.
Every new sale, your traders gain some progress to rank up.
Trading Post in Hawthorne 1/4

1-2. I will attempt one last time to find a professional Magical mercenary here in Hawthorne before setting sail to the Snowpeak. If I cannot find any, I will set sail immediately.

3. Free Trader Action: My Trader will continue with the Trading post here in Hawthorne 1/4
>>
>>1199469
unless I'm actually right and this was applying to me, nevermind, I was confused about which church was being investigated and where hiram was geographically.
>>
Rolled 27, 44, 35, 41, 3, 81 = 231 (6d100)

>>1198764
>Lord's Name: AZOK THE DEFILER
>fluff: After having been asleep, for at long time Azok the defiler, the HiveKing(hive insect), has awoken in a new strange land, with some of his subjects. Now they must rebuild their Hive and return to their former strength. having a single queen with him, he plans to build his kingdom anew. Armed with his insect mutations, Azoks species, can adapt to any situation as long as they can eat some of the existing insects/fauna.
>Skill: Hive-Mind, Insect, Leader
>Bonus:
+210 [Swarm Points]
[Swarming the Rolls]
Every [Turn 5n], you can modify your rolls so that the sum of all dices equal to the amount of your [Swarm Points]. Turn 1
>Kingdom's Name: HiveKingHive
>Color: purple, Greenwhich
>Fluff: Greenwhich, is an inhospital place for humans. It is ruled by the insect, which produce various products, which they sell to the other empires, in exchange for various thins the hive needs. Other than this, the Kingdom of HiveKingHive, Is a hive where Azok rules over other of his species, where they see him as their god, and follows his orders no matter what. As such there’re is no place for a religion, and humans, although the insects do entertain the various merchants, diplomats and what not. However no humans are allowed permanent settlement in the lands, in order to avoid the insects from eating them when they are hungry.
>Military:
8 Insects [C: E*, D: E*, M: E*] *Values are all halved
>Supply: 435
>Buildings:
Market (?) [Trade Routes : 1]
Tunnels [M: C]
Breeding Ground [Recruiting: D, Training: D]
Insect (Product) Shop [Supply Gain: D]
>Technology:
Thinkers [Research: E]
>Storage:
>Magic:
>Bonus:
Population can't rebel, commit crime, or go against your orders.
You can train/recruit 2x units at a time.
Consuming OTHER player's supplies, buildings, armies, or leaders gives you more Swarm Points.

Events: Racial tensions have risen in following country: Expedition, Roa
Racial conflict: Krogar
Breeding Ground 4/5

Brood mothers 5/8

1. keep on working on the broodmother
2. work on the bredding ground.
3. breed more insekts

first three dice for actions and last three dice for investigation and what not.
>>
Is there no food upkeep? You can just keep pumping out troops with a free action forever? Seems then it would be best to start building a huge military asap.
>>
>>1197345
They request some time to bring their leader here or someone who is more able to discuss this matter and after the span of a day their King arrives. Bob Hexxus is large and well built, for a human, and a gold mask covers the upper half of his face with his clean shaven chin and mouth still visible. He nods his head to you before answering as best he can.

"There are questions of how to Treat with a territory that was not part of the Empire which brought its own language, laws and customs to a number of states. Of course with the Emperor gone and states in open rebellion the virtues of maintaining the old systems comes into question which is why our country encourages the pursuit of moral and economic enlightenment and of course protection as the most important aspects of a government.

As I see it your troubles with various nations stems from tremendous distance and misunderstandings, already you are besieged by threat of conflict. Not being a former-imperial colony or state means your people can hardly be familiar with the customs many in the Empire take for granted as the most sensible way of doing things. Your contest with Roa should be economic in nature yet it has devolved into cultural tensions from which either side is unlikely to remedy or appear weak to your subjects.

Look at Epidemica, surviving disaster and plague brought the people and the Hexxus dynasty closer together rather then farther apart that a typical aristocratic government eventually fosters, one has only to look at Bluholm in revolt. As the distance closed and the need for qualified men to fill necessary positions in life became greater the space available for misunderstanding and destructive intent to sprout became vestigial.

The Imperial man is the dominant culture but all imperial nations have their own traditions. Many of the human nations had natural inclinations towards isolationism content to let the Emperor handle matters but now that is over. Yet the purity of Imperial culture preserved in states like Epidemica thanks to the isolation from the affairs of other states means we were never bothered by outsiders and them by us and so there exists no traditions based on aggression towards races like yours.

You suggest a defensive pact Krogar I believe this would only delay the escalation of aggression that would lead to conflict. By my right as Governor of an Imperial Province I could offer you vassalization. I would help you reorganize into a province and learn customs and language to rival any citizen. Just as my planned canal would bridge the gap between seas so would an imperial colony in Six Rivers bring your people closer to a culture that ruled the known world."

He offers you his hand. More then anything he wants to avoid a successful tribal state that might oppose the continuation of imperial states and inspire others to confederate into a grouping of tribal states hostile to the Empire. This is the best answer he could reach.
>>
>>1198740
>Lord's Name: Lord Tyandir Stormsong
>Fluff: Son of the old sorcerer king of Kol'Talla who fought the empire and died in the war. Seeing the devastation left upon his people Tyandir surrendered and was integrated into the empire. Tyandir had inherited the sorcerous bloodline of his lineage, which was said to have been given to the Stormsong line by the god of the sun himself, and has practiced relentlessly through Emperor Bello's lifetime. His people had lost due to their pride blinding them, but now he could see clear and he will not pride cloud their judgement again.
>Skill: Magician, Wise
>Bonus: [Sorcerous Bloodline]
You can flip the digits of a roll. Not applicable to a crit 1. Using this too much will kill you.

Ex: 18 -> 81. 09 -> 90.
>Kingdom's Name: Kol'Talla
>Color: Blue
>Fluff: A High Elf kingdom with a long history of pride and magic. That pride was shattered when the empire conquered their land and killed many of their sorcerers in the war. Even though they were treated well many of the elders still chafed under the rule of 'the lesser races', although many of the younger elves saw that as false pride. Now their pride no longer clouds their vision, they have been shown they are not invincible, and now they will show they world they will not be left behind.
>Military: 3 Soldiers [C: E, D: E, M, E]
1 Spearmen [C: D, D, D, M: D] *Air Spear, Earth&Nature Shoes, Transmutation Armor, Lanter
Magic Team [C: 0, D: 0, M: E] Lvl2
>Supply: 211
>Buildings: Market [Trade Routes: 1, Rothouse [D]]
Magic School [Magic Research: D] *Popular [Silver Trophy]
Yern Lumber Mill [Construction: E, Yern Gain: E*]*Every [Turn5n], gain a [RandomQuality] Yern Lumber
Upgrading Lumber Mill 4/8
Enchanting Workshop [Enchanting: E]
Training Yard [Training: E]
Gail's Magic Workshop [E]
Palisades [Defense: C]
Garden [Happiness: E] Upgrading Garden 2/4
>Technology:
Enchanting [E]
>Storage:
1 Slipnir (Movement Beast) a rare horse-like figure that could greatly improve movement and movement cost on a unit.
1 Good Yern Wood
>Magic:
Geass [D]
Light [E]
Transmutation [D]
Earth E
Nature E
Air E
>Bonus: Gain a new bonus for each new magic you gain.
Every 5 turns, get +1 Supply for every magic you have. Higher ranked magic give more supply. Maximum of 20 supply gain.
Every 5n Turns, add one progress point in one of your Buildings.
Every thread, roll a 1d5 to tame a beast.
[Racial Tensions]
[Small Migration - Scythia(From)]

stats
>>
Rolled 60, 5 = 65 (2d100)

>>1203528
Free: Scythia player is gone, trade route is now to Rothouse
+1 progress to upgraded lumber mill

1. Well miss Gail this seems interesting indeed. I wish to see it in action. I'll send aid until you get a prototype ready. (Aid Gail's Research)
+Gail's Magic Workshop [E]
2. On that note we should start improving our enchanting technology. It is quite lackluster when you look at it.
>>
>>1203546
Using Sorcerous bloodline on action 2, it is now a 50.
>>
>>1203546
Should I change my trade route that was with Scythia as well, since they are definitely now no longer playing?

Been confused about this for a few turns now.
>>
>>1203640
I would assume so, I'm fairly sure Rothouse took over the area.
>>
>>1203200
"BAHAHAHAHA! You fucking think me daft humie? You want me to lick your boots while am at it? Those are mine terms, you don't like em then get the fuck outta my territory."
>>
>>1196020
>>1197369
A man with a black coat and a very tired look appears, holding a mug containing an unknown substance

"As the great ruler of my nation, i would like to make sure the future of our nations are secure.

So i have a proposal, we create an alliance, because personally i don't think we would last long alone. In addition to the standard fares of an alliance i would assist you with research by constructing an academy.
`
What do you say gentlemen
>>
>>1202548
First 20 turns, I like to go away from upkeep and the such so players can focus more on building up.
>>
>>1203828
"I see." He leaves
>>
>>1204236
I understand, but it just means that players have missed a huge opportunity by not building up since for now its absolutely free.

Will farms and supplies eventually play a bigger role?
>>
>>1198799
-110 Supplies
Warbeast "Dehaka" [C: D, D: D, M: C]
Training Dehaka 1/5

Bio Dark Technology 3 / 10

There was an major incident dealing with the student project.
The wolves managed to escape and kill off some of the students and let their experiments escape!

Right now the Academy is in full lock down until the experiments are controlled. You can either wait until Turn 25 to use the Academy or send in soldiers to purge them yourself.

(Academy in lockdown means you don't get a research buff or cant use any bio token)

>>1198832
Dojo 3/4

>96, worked on both trade routes
Docks [Trade Route: 2, Albreton[E], Epidemica[E]]

>leader stats
I don't like to give leaders stats because it causes a mess of things but your leader can be around A-ish.

>>1198858
Protected Supply Chest 1/6
Steel Mill 8/10
-75 Supply
Harpoon Gunmaking 4 / 15

>>1198889
+Building:
Precious Stone Mine [Construction: E] *[Turn5n] Produce a random Stone
Hearth [Happiness: E]
Iron Mine [Supply Gain: E]

+Technology:
Crossbow

Workshop 2/4
Upgrading Stone Mine 3 / 8
Upgrading Hearth 1/4

(Two World's One Sea does not roll)

>>1198918
+275 Total Supplies
---
+125 Supplies [Gains]
+50 Supplies [Tourism from 1st place]
+100 Supplies [Merchants at Wizardbowl]
---
+Building:
Achievement Room [Happiness: E]
Trist Andels Workshop [Research: E]
+Military:
Sally Sohel [C: 0, D; E, M:E, Dark Magic: D] *Lucky Charm
It finally happened.

Recently, the Air Department of Hawthorne has been incredibly tense. From the competitive cutthroat nature and the preparation of the game, all the wizards were tense and collecting a lot of stress.

So it was only a matter of time before some wizards jump the gun and decided to go on a rampage.

In the courtyard a brawl broke out between a couple of students. The fight suddenly went out of hand and students started casting dangerous spells. When a Professor tried to stop them, a stray spell shot him and he dropped dead on the floor.

+Bonus:
Death of a Professor
[Learning Magic will be much harder with the loss of a professor and there is unease with the death]

>>1198935
These are the current affairs.

>Capital
The capital is decreasing a lot in domestic, economically, and military affairs.
With no Emperor or even a leader, there has been a drop in progression.

>Nations around the West Castle
The Church is beginning to convert people outside of their territory.
These nations are also becoming rich as trade nations.

>Nations around the South Castle
The non-human factions. Nothing is going on between them except some fishing argument between Roa and the Six Rivers.

>Nations around East Castle
Rebels are starting to pop in the East. They have gained support from the citizens and killed off the local lords who ruled them.
>>
>>1204285
>farms and supplies
Of course.

>absolutely free.
It still costed actions and supplies to make troops, and upkeep prices changes depending on the state of nations.

Right now when its peaceful, upkeep is pretty low since it makes sense to think that there is no real need to constantly pay these soldiers.

But in a state of war or when troops are to be deployed somewhere else, the upkeep do increase by a large margin.

Roa, for instance, who deployed his soldiers on the sea between him and the trolls has already been paying upkeep.
>>
>>1203640
Sorry dafty for not answering your questions lately.

And if you want to tell the scout that's fine. I will also give him some info too.

You can set up the trade route with anyone, doesn't have to be Rothouse
>>
>>1204532
Bello do you mind visiting attrition for a few so I can tell you the fluff the scout saw? I'd prefer you to work it into whatever your response to hiram is, if you please. The room is #attrition
>>
>>1198939
Minting 6/8
Soldier 2/8
>Extra Roll for soldier, Cost 20 supplies when completed

Ruber: +273/ ? +(geography, fair,Religious Laws)
You no longer get an extra roll from the School of St. Aegon!

>>1198948
>You can keep Curses for Dummies to trade with other nations

Dark Magic 10 / 16

Undead Army 5 / 8

>>1199122
>>1199175
>Captain Nema
+13 Supply
>You
-25 Supply

Boatbuilding 3/10

+Building:
Docks [Trade Routes: 5, Captain Nema[E], Epidemica [D-*1]] *1: Quarantine, Snowpeaks[E], Roa[D], Syndicate [E]]
Underwater Temple of the Old Man of the Sea [Conversion: E]

-Bonus:
Very Slightly Converted

Seawood Mill 2 / 9

>>1199189
>>1199128
+1 Vision Charge

Training Hall 5 / 8
Warship 5 / 15

Your people wishes something would be done against the insects for their transgression!

>>1199235
Lab 2/4

+Technology:
Chemistry [E]

One of your men suggests to send a scout to know about the Empire's affairs and intentions of dealing with the rebels.

>>1199289
-10 Supply [Raiders in Water]
Water Magic 3/10
Whale Oil 3 / 10
Raider Recruitment 6 / 10

>>1199344
Woody has no magical abilities, whatsoever.
He's from Skallerskon, and while they do have some Dark Magic, not that many people know how to use it.

However, he is a student from a "Bio-Academy" and his project is to increase one's capabilities through the use of magic. He finds that your magic is perfect for his project!

Woody Landers [C: 0, D: 0, M: E] *Biology Student

>100
Your speech did wonders and gathered a large amount of fanatics!

These fanatics consists of humans, trolls, and one mermaid.
+Military:
2 Skallerson Fanatic
1 Troll Fanatic
1 Expedition Mermaid Fanatic

With all these new recruits and helping hands, you get one extra roll the NEXT turn.

The scout reported that the people of Nepzusi take their religion very seriously and almost every family is somehow connected to the church's hierarchy. It's a peaceful land and they are very strict and formal about traditions. They welcome any god who is valid, as long as they don't want to torture followers, help evildoers, demand sacrifice, or act villainously. They are currently spreading their religion to other nations and is collecting a good mass of wealth. Their school is very good too and is attracting many bright minds.
>>
Rolled 52, 68, 95, 8 = 223 (4d100)

>>1204693
>Lord's Name: Xylophotous Patriarchatus Monolithious
>Fluff: see >>1184614
>Skill: Intelligent, Research [A]

>Bonus: [The Religious Teacher]
Your leader is also considered as a hero with the Research [A] skill.
Characters (current leaders, future leaders, heirs, heroes) can learn under you and gain an extra bonus.

[epidemic religion: hero pool upgraded to 2]

>Fluff: see >>1184614
>Military:
4 Soldiers [C: E, D: E, M: E]
>Supply: 533
>Buildings:
Market [Trade Routes: 2, Valdean estate [E], Epidemica [E]]
Monolith [Conversion Rate: C]
Church [Supply Gain: E, Conversion Rate: D]
School of St. Aegon the academic [Research: A, Conversion Rate: B]
Arch of Neutrality [Neutral ground]
The Fontino [Happiness: E]
The Synodotous [Supply Gain: E]
The Liturgical school [temple study: E]
The Exchange [Trade: E]
Housing [Happiness: E]
>Bonus:
Once you convert a different domain, you and the converted player can NOT fail their actions next turn, besides a nat1.
>Storage
+SCUOLOREGIMENTIBUS
>Technology
+Tax Code
+Minting 5/8

Ruber: +273/ ? +(geography, fair,Religious Laws)
[racial tension] - elves of kol'talla

ACTIONS
1. Study minting 6/8.
2-3. Proceed with soldier, currently 2/8.
4. Teach ruber military history.
>>
>>1199542
>Free action not affected by [Research A]
yes
Repairing Ship 3 / 4
Patrol Tower 1/4
-5 Supply (Training)
+Military:
Soldiers [C: D, D: D, M: D]

>>1200320
You have found some magical mercenaries to join you in your trip to Snowpeaks.
With the rough seas, you will arrive at Snowpeaks after the next turn.

+Military:
2 Magical Mercenary [C: D, D: E, M: E]

They ask 10 supply per turn. (Haggling in this situation will not cost a turn)

Trading Post 2/4

You gained two new traderoutes!
Docks [Trading Route: 2, Kol'Talla[D], Nepzusa [E]]
>>1202495
-5 Supply
Some criminals stole a small amount of jelly. Luckily, they didn't get to do much since they were caught in the act. However, they still managed to get away.

The investigation tells that these criminals were most definitely humans and they have some magic capabilities that allowed them to escape.

+Building:
Breeding Ground [Recruiting: C, Training: D]

1 Insekt 1/8
1 Inseckt 0/8
>Get two free rolls, one for each soldier
>Cost 12 supply each

>>1203546
The little girl is a little reluctant but she agrees to go with you in the end.


Upgrading Lumbermill 5 /8
Gail's Research + 2 / ?
Gail is most delightful that you assisted her in her research! She's still far from completing though. Apparently, she had a distracting day after meeting her boyfriend at the Wizardbowl.

You're getting a little better at using your magic...

Upgrading Enchanting 1/12
>>
>Open Market

"Let's hear some offers!"

>Free action to attempt to sell anything in the Open Market.
>Free action to buy anything in the Open Market.
>Items that can be bought in the Open Market depends entirely on what other players sell.
>Of course, there's no need to use the Open Market if you want to buy something from a player who you already have a trade route with.
>>
>>1199344
as long as they don't want to torture followers, help evildoers, demand sacrifice *from humans/sentient beings*, or act villainously.
>>
>>1199344
"Welcome to my lands, although i am not a man of religion i would glady meet with hiram and discuss whatever he wishes to discuss"
>>
Rolled 50, 83 = 133 (2d100)

>>1204386
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
Skill:
Bonus: Fighter, Military Leader, Battle-born [C: A, D: C, M: C]
[The Servillius Way - The Forever Fight]
>Everytime you fight, you and all your units gain a permanent or temporary [Servillius Way] bonus.
>[Royal Officer]
You are an important officer of the Capital. Lords are still ranked higher than you, but you should be treated with respect since you do control some of the Royal Army.
>>Supply: 25


1/2. The Capital is crippled by a lack of a leader, much like empires before and empires after, the loss of their leader is felt most keenly close to home. In the past when the line of succession was broken, chaos reigned until one faction became strong enough to crown a new emperor, but as a result the Empire suffered greatly. Caius, a well read man, was keenly aware of the bloodshed to follow if this stalemate was allowed to continue, therefore it would be his duty to ensure that this succession crisis was resolved as quickly as possible, even if he killed him to do. As a Commander in the Royal Army, Caius could clearly see what needed to be done. He would meet with the other commanders, and they would discuss what would be the plan of action in the coming months. The Capital must remain strong, lest if fall prey to some rogue lord who seeks only to increase his own house, and neglect the Empire at large.
>>
Rolled 100, 97 = 197 (2d100)

>Lord's Name: The Black Raven
>Fluff: The Black Raven Syndicate is a sophisticated network of master thieves, assassins, and other various criminals. In the past they served as Emperor Bello's hidden hand - in other words, taking care of his dirty work, a.k.a. assassination of his enemies and subterfuge. Now, with Emperor Bello gone, they are free to pursue their own agenda.
>Skill: Warrior, Manipulator
>Bonus: [The Title of the Black Raven]
Every five turns, gain a [Criminal Token]. Use a [Criminal] by selecting a player and then roll a 1d20. A certain effect will happen to the player. The token can be given to other players.
>Kingdom Name: The Black Raven Syndicate (territory's name is Raven Watch)
>Criminal Token Count: 3
>Military:
Myin [C: C, D: D, M: D, Trickster: A*] Crime Leader, *Trickster - In optimal conditions, Myin vastly lowers enemy's stats.
3 Raven Guardsmen [C: E, D: E, M: E]
1 Raven Bruiser (armed with troll weapons) [C: D, D: E, M: E]
1 Raven Thief [C: E*, D: E, M: E] (*noncombatant criminal)
>Supply: 585
>Buildings:
Black Market [Crime: E, Trade Route: 2, Bluholm [E], Roa [E]]
Barracks [Training: D* or E] *Train criminals faster
Gambling Den [Happiness: E, Supply: X*] X depends on the current supply boost
Workshop [Research E]
Docks [Trade Route: 2, Alberton (E), Epidemica (E)
>Magic:
Illusion magic [D] (Reduced chance for criminals to get caught) (Can disguise as other people)
>Technology:
Bliss (Hallucinogenic Drug)
Joy (weak knockoff of Bliss) *Addicts
The Illegal Trade [More "gains" with nations we trade with, with no penalty to them]
>Storage:
1 Insect Jelly
>Bonus:
Cost some supply. It's a free action to convert yours or allies' soldiers to non-combative criminal units; Thieves, Assassin, Dealers, etc.
>Works in progress: Gambling Den (Next Level): 2/8, Illusion Magic C: 3/14, Blacktalon Dojo 3/4

Actions:
1. Work will continue on the Blacktalon Dojo so that we can better teach our agents and newbloods the art of Karasudo (the Way of Raven). Our magic and special abilities are what separate us from the common thief, but it is our technique and training that separates us from the common lazy-ass wizard. This is Karasudo, the fusion of magic and skill.

2. I want our workshop renovated as well. We need to have more space to research and perfect our magics.
>>
Rolled 84, 75, 33 = 192 (3d100)

>>1204693
>Lord's Name: Count Sohnzwei
>Fluff:
Its a hard knock life.
>Skill: Warrior, Mage
>Bonus:
Get two Bloodsucking Token for every [Turn 5n]
[Bloodsucking Bond]
Consume one Token. Choose one ally. Both yours and your ally rolls get amplified depending on the other persons rolls last turn.
[Bloodsucking Curse]
Consume two Token. Choose one player. Player gets a -5 on both actions, while you get +5 both actions for 3 turns.
>Bloodsucking Tokens: 4
>Kingdom's Name: County of Salvynia
>Color: A sad grey
>Fluff:
For us.
>Military:
+ Salvynian Dark-Stars [SDS] (Magic Team) [C: 0, D: 0, M: E]
+ 2 'Crimson Cloaks' Vampire [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Moon Disciples' Werewolf [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Swamp Daughters' Witch [C: E, D: E, M: E, Support: E]
+ 1 'Salvynian Guard' Last-Gasp Soldier [C: E or A*, D: E or 0*, M: E] *Last breath
>Supply: 245
>Buildings:
+ Market [Trade Route: 1, Hawthorne [E]]
+ 'House of Black Tomes' (Magic Library) (Research: E)
+ 'Iron Tower' (Barracks) [Recruiting: E]
>Technology:
+ Tax
>Storage:
+ The Book of Summoning [D]
+ Hellsfire Scroll [E]
+ Curses for Dummies [E] (Read)
+ Bronze Elemental
>Magic:
+ Dark [C]
+ Curses [E]
>Bonus:
+ Soldiers immediately upgrade to a [Cursed Lord] (Vampires, Werewolves, Necromancer, Witches...)
+ Heroes immediately upgrade to a [Cursed Lord]
+ Popular [From Wizard Bowl, 3rd place]
>In Progress:
+ Dark Magic [B] 10/16
+ Training Hall 1/4
+ Undead Army 5/8

>Bonus:
Use a token to benefit from >>1199344 's 100. Token substracted. Two added for the two tokens I should have gotten turn 20 so Token count increased by 1 overall.

1. Continuous work on Dark Magic was required to perfect its art. Naturally this was a lot of work and Count Sohnzwei was already looking forward to all of the other things he could do once he had managed to fullfil this goal of his.
+ Dark Magic [B] 10/16
+ 'House of Black Tomes' (Magic Library) (Research: E)

2. The construction of a training hall continued. Though the name remained pending its purpose remained the same.
+ Training Hall 1/4

3. While studying advanced forms of Dark Magic the Count would also train his own ability by raising a vast group of undead to serve in times of need.
+ Undead Army 5/8
+ Dark [C]
+ 'Iron Tower' (Barracks) [Recruiting: E]

>>1205686
Also Hool E Sheet
>>
>>1205399
Airelane Plast, the young female half-dragon Royal Air Force Commander, joins the discussion.

Shin Yamomoto, the old merman Royal Navy Commander, joins the discussion.

Elfrin Lsin, the male elf Royal Skirmish Commander, joins the discussion.

H'borra, the giant orc Royal Magic Commander, joins the discussion.

All commanders are counted as [Heroes] and are now present.

>Free action to continue discussion
>>
File: 7d513_1365204885782865295.jpg (96KB, 636x358px) Image search: [Google]
7d513_1365204885782865295.jpg
96KB, 636x358px
>>1205843
"My Peers, we are now thrust into a time of great crisis, the very same times that saw our great, late Emperor Bello bring about the Magnificent Empire that we now are sworn to uphold in protect...."

Cauis takes a breath and paces around the room, that room being the great war room of the Emperor

"...The very same empire that stands on the brink of downfall if we allow the various lords of its provinces to make war with one another in the pursuit of power. We, as the leaders of the Imperial Military, stand in a position to resolve this crisis, and by our vows we shall not claim this Empire for ourselves. Now, my comrades, my friends, what shall be our course of action?"
>>
Rolled 41, 28, 77 = 146 (3d100)

>>1204693


Lord Aric Bryne, Raider Captain and Regent of Roa
>Skill: Military Leader, Fighter
>Bonus:
[Master of Sea]
Naval combat or raids do not cost an action.
Setting a new trade route gives you extra supplies and a bonus action the next turn.
Successful raids can steal rolls.
Every 5 turns, roll a 1d25 for a [Grand Fish]

ROA, The Empire's Southern Fishing Colony
>Military:
5 Raiders [C: D, D: E, M: D]
1 Ship [M: C, Storage: 4]
1 Warship [C: E, M: C, Storage: 6]
>Supply: 621
>Technology:
Boatbuilding
Mass Fishing
Rum-Making
>Buildings:
Docks: Upgraded 3/4, [Trade Routes: 3, Snowpeaks [D], Albreton [D], Black Syndicate [E]
Fishing Port [Supply Gain: E]
Whaling Yard [Supply Gain: E]
>MAGIC: Water [E]
>Bonus:
Supplies to build raiders or ships are halved.

Whale Oil Refinement 1/10

Rare Fish Meat [SS], 5 Good Bandages

Cultural Hostility: With the Swarm.
Cultural Tension: With the Trolls.

1. Continue improving our Water Magic. +Water Magic E

2. Continue improving our refinement of Whale Oil. 3/10

3. Raider Recruitment. 6/10
>>
>>1195300
A bat arrives in Colhen,

"To the generous Ser Keaghan, "the Butterlord" of Colhen,

I would hereby like to extend an invitation for you to attend a small gathering of Eastern Lords I have not yet had the chance to meet in person. Aside from you, Count Baeric Brundt of the Snowpeaks will hopefully be attending. He too will be receiving a letter akin to this one.

Should you decide to accept my offer, to join me at my table and discuss Matters of the State, as well as the continued Prosperity and Peace in the East, it would be my Honor to host you.

Best Regards,
Sohnzwei of Salvynia"


>>1198889
A bat with glowing eyes and perforated wings made its way to the Snowpeaks, defying the laws of physics it seemed to fly by its master's will alone,

"To the determined Count Baeric "the Mountain Breaker" of Snowpeaks and Head of House Brundt,

I would hereby like to extend an invitation for you to attend a small gathering of Eastern Lords I have not yet had the chance to meet in person. Aside from you, Ser Keaghan, the Count of Colhen will hopefully be attending. He too will be receiving a letter akin to this one.

Should you decide to accept my offer, to join me at my table and discuss Matters of the State, as well as the continued Prosperity and Peace in the East, it would be my Honor to host you.

Best Regards,
Sohnzwei of Salvynia"
>>
Rolled 81, 9 = 90 (2d100)

>>1204693
>Lord's Name: Baku Abaghdadi
>Skills: Military Leader, Power-Hungry
>Bonus:
[Eternal Dictator]
Twice per thread. You can reroll your actions. However, your rerolls are 2d80. Can not reroll a nat1. [][]
>Bluholm
>Military:
3 Soldiers [C: E, D: E, M: E]
1 Soldier [C:D, D:D, M:D]
Longbow Men [C: E, D: E, M:E] Ranged
>Supply: 280
>Buildings:
University [Research : D]
Market [Trade Routes: 1(Trading with the black raven)]
Barracks [Recruiting: E]
Granaries[Supply:E]
Laboratory 1/4
Housing
>Bonus:
You can learn another player's technology very quickly but only with their consent
>Current tech
Bow+arrow
Constitution
upgraded Bow+arrows 1|8
chemistry [E]

1.Research Musketry (To the player that originally wanted guns, eat your heart out)

2.Send scouts and spies all around the empire to check the empire's response to the revolution
>>
Rolled 66 (1d80)

>>1206034
Rerolling the 9
>>
>>1205915

H'borra spoke out, "You are asking us to act independently, Servilluis. I'm not so sure if that is so wise. We are the Royal Military and we answer to the commands of the Royal family."

Elfrin and Shin remained silent.

Airelane seemed a bit agitated but did not speak for now.
>>
>>1206926
Caius responds

"I ask no such thing, I am simply asking for all of your counsel. We answer to the Royal Family, yet they have been silent, even as some of the Eastern Provinces rise up in defiance. The Capital is losing its grandeur as the empire becomes more fractured. We must do something, even if it is as small as to see what the Royal Family desires of us."
>>
Rolled 36, 52 = 88 (2d100)

>>1204848
>Lord's Name: Lord Tyandir Stormsong
>Fluff: Son of the old sorcerer king of Kol'Talla who fought the empire and died in the war. Seeing the devastation left upon his people Tyandir surrendered and was integrated into the empire. Tyandir had inherited the sorcerous bloodline of his lineage, which was said to have been given to the Stormsong line by the god of the sun himself, and has practiced relentlessly through Emperor Bello's lifetime. His people had lost due to their pride blinding them, but now he could see clear and he will not pride cloud their judgement again.
>Skill: Magician, Wise
>Bonus: [Sorcerous Bloodline]
You can flip the digits of a roll. Not applicable to a crit 1. Using this too much will kill you.

Ex: 18 -> 81. 09 -> 90.
>Kingdom's Name: Kol'Talla
>Color: Blue
>Fluff: A High Elf kingdom with a long history of pride and magic. That pride was shattered when the empire conquered their land and killed many of their sorcerers in the war. Even though they were treated well many of the elders still chafed under the rule of 'the lesser races', although many of the younger elves saw that as false pride. Now their pride no longer clouds their vision, they have been shown they are not invincible, and now they will show they world they will not be left behind.
>Military: 3 Soldiers [C: E, D: E, M, E]
1 Spearmen [C: D, D, D, M: D] *Air Spear, Earth&Nature Shoes, Transmutation Armor, Lanter
Magic Team [C: 0, D: 0, M: E] Lvl2
>Supply: 211
>Buildings: Market [Trade Routes: 1, Rothouse [D]]
Magic School [Magic Research: D] *Popular [Silver Trophy]
Yern Lumber Mill [Construction: E, Yern Gain: E*]*Every [Turn5n], gain a [RandomQuality] Yern Lumber
Upgrading Lumber Mill 4/8
Enchanting Workshop [Enchanting: E]
Training Yard [Training: E]
Gail's Magic Workshop [E]
Palisades [Defense: C]
Garden [Happiness: E] Upgrading Garden 2/4
>Technology:
Enchanting [E]
>Storage:
1 Slipnir (Movement Beast) a rare horse-like figure that could greatly improve movement and movement cost on a unit.
1 Good Yern Wood
>Magic:
Geass [D]
Light [E]
Transmutation [D]
Earth E
Nature E
Air E
>Bonus: Gain a new bonus for each new magic you gain.
Every 5 turns, get +1 Supply for every magic you have. Higher ranked magic give more supply. Maximum of 20 supply gain.
Every 5n Turns, add one progress point in one of your Buildings.
Every thread, roll a 1d5 to tame a beast.
[Racial Tensions]
[Small Migration - Scythia(From)]

1. Continue to aid Gail in her research. 2/?
+Gail's Workshop [E]
2. Continue to upgrade our knowledge of Enchanting 1/12
>>
>>1207011
Use Sorcerous Bloodline on action 1, now 63
>>
>>1206977

H'borra said ,"The Royal Family is absent as of now. With the Empress dead a long time ago and the only heiress to take over the throne being lost, we are in greater need of a leader."

Shin interjects ," Hoh, this is a pickle might I say."

Airelane, joining in, said, "Yes, we're in a bind." Then she stopped and glared at Elfin. "Well, unless someone in this table was doing something behind the scene."

Elfin, the Skirmish Commander who was also in charge of the spies, thieves, and assassins, just only smiled.

Shin added, "Yes, if there was only a 'mercenary group' that did not carry the Royal Military's name but had the same equipment and training as the Royal Army and carried out our goals. Now that would be most desirable."

The other commanders remained silent after hearing Shin's 'proposal'.
>>
>>1207011
The little girl said, "So, what am I supposed to do?" Her 'pet' lied right next to her.
>>
File: flat,1000x1000,075,f.jpg (146KB, 955x1000px) Image search: [Google]
flat,1000x1000,075,f.jpg
146KB, 955x1000px
>>1207097
Caius looks around the room, considering what has been said, debating the pros and cons silently in his head, before finally speaking.

"A shame surely, but what if I told you Shin, that I have heard tale of such a group?"

Caius takes a quick breathe, knowing that what he is suggesting may in fact be a mistake, but at this point was the best chance to keep the powderkeg that was the Empire from blowing over.

"Yes, they appear to call themselves 'The Band of the Hawk', and they would fit your description most aptly. Perhaps our best course of action would be to look into these 'mercenaries'. After all, someone's got to clean up this mess, and we're much too busy in the capital to be bothered with such petty affairs as rebellion and secessionists."
>>
>>1206034
Can I spend money to increase the speed of research?
>>
File: Abendroth_Knight_Medieval_Times.jpg (54KB, 570x950px) Image search: [Google]
Abendroth_Knight_Medieval_Times.jpg
54KB, 570x950px
Rolled 78, 36 = 114 (2d100)

>Lord's Name:
Valdean Rothouse
>Bonus:
[The Wealthy Merchant's Assets]
You can produce [Rothouse Traders]. You can send these traders without the use of actions. Depending on the trader's rank, they have access to special items.
>Military:
2 Soldiers [C: E, D: E, M: E]
2 Traders [E]
1 Tradeship [D] + 2 Magical Mercenary [C: D, D: E, M: E] (-10 supply a turn)
>Investments
~300 Supplies (Albreton's Investment of Goods) {Albreton} (5/5 SOLD at Hawthorns)
~100 Supplies (Albreton's Commodities) {Myself} (5/5 SOLD at Hawthorns)
+200 Supplies (Epidemica's Cotton) {Epidemica}
>Profits and Dividends
Total Profits from Hawthorns Game: +376 Supplies (Currency)
Albreton's Dividends [300/400 supplies sold =75%. 376*75% = 282. 282*50% = 141
Net Profit for Albreton = +141 Supplies (Currency)
Personal Gain = +141 Supplies (Currency)
>At Home Supply
250 Supplies {Myself, General}
>On Hand Supply:
235 Supplies {Myself, Currency}
441 Supplies {Albreton, Curreny} (owed)
>FINANCIAL NOTES:
Hawthorn's Game Day: 400 units of [Albretonian domestic Goods/Commodities] sold. +376 Currency gained. 1.94 Currency per unit of A-Goods/Commodities.
>Buildings:
Docks [Trading Route: 2]
Trading Center [Supply Gain: E]
Barracks [Recruiting: E]
Rothouse Trading House
-Trader[E] gain +1 [Free Action Item] when you get a roll a 90+.
>Technology:
Boatbuilding
>Bonus:
Get 1/4 of the trader's profit.
Get more profits when selling to new nations.
Every new sale, your traders gain some progress to rank up.
Trading Post in Hawthorne 1/4

>>1204848
"I will pay you 10 supply a turn for you both. This is a very generous offer as it stands"

I can feel the temperature in the air drop, and flakes of frost have been appearing on the ship. My captain says we are still many miles away from the Snowpeak. The cold here is unnatural for any place so far south, or in the empire at all. While we travel, I should attend to affairs at home.

1. The Black Legion was the Emperor's finest auxiliary force of mercenaries, equally as equipped and trained as the actual Imperial army. And they demanded almost as much payment. After the trolls and necromancers had taken over their land, much of them had fled and I did my best to gather their remnants to my estate in the former Scythia kingdom.

If I intend to revive the Black Legion under Imperial employ, I will need to find their leaders. I do not expect to find Commander Galen but I might as well try to locate his 2nd in command as well as his captains..

Send letters by requesting contact by the Black Legion's former 2nd in command and any Black Legion officers. Inform them the Imperial Treasurer intends to restore the legion in former Scythia, now Rothouse Estates, and provide payment for their services. I wish to recruit as many Black Legion officers as possible.

Free Trader Action: the trading post in Hawthorne's will continue to be built by my tradesman
>>
File: UjQ5p.png (147KB, 512x512px) Image search: [Google]
UjQ5p.png
147KB, 512x512px
Rolled 44 (1d100)

>>1205843
2. A flock of messenger birds arrives at the capital, and shortly thereafter the Commanders in meeting are surprised when their lieutenants arrive bearing letters. Each were marked with a waxen seal of the Imperial government, indicating it came from the very highest echelons second only to the Emperor, and each was individually addressed to them.

Inside, the letters were the same.

"As you are well aware, the state of the Royal Military is in disarray and doldrum following the death of our beloved Emperor, gods rest his soul. I Valdean Rothouse and my associates are working diligently in maintaining the Empire's function and organization.

In light of the recent dysfunction of the Capital, and the lack of funding by the Imperial Government to the Imperial Forces, I intend to begin steps to recommission payment and restoration of function of the Royal Military. I have been working on acquiring the legitimate funds to do this, and though I cannot supply the entire Royal Forces at this time, I offer a temporary solution until such a time as the Imperial Economy can support an armed force again.

I am restoring the Black Legion, the Emperor's chosen auxiliary and private force, chosen by him to carry out his will and certain special missions more appropriate to their skills. They were the last Imperial armed company to maintain its structure, cohesion, and the discipline as well as the skill and equipment worthy of the title of the Emperor's Auxiliary. The loss of Commander Galen has hit them hard, and I wish to recruit proper officers and bolster their numbers with any Royal Forces looking for employ.

I am calling on any generals, commanders, officers, or soldiers who wish to find temporary employ under the Emperor's official auxiliary company, the Black Legion, until I can create the funds to properly support the Royal Forces. You have all known me before, while the Emperor still lived I as able to ensure no Imperial payment ever arrived late or in insufficient supply. I offer the very same now, a steady supply of payment, three square meals a day, equipment and training grounds to maintain a skilled and armed Imperial force whose purpose is explicitly protecting Imperial interests, until such a time as the Capital is reorganized and the Royal Forces restored in full pay and structure.

Signed,

Valdean Rothouse, Emperor's Treasurer

Invictus Imperium, Long Live the Empire."
>>
>>1207943
>>1207217
A letter such as this is also extended to Caius Servilluis of Aruile.
>>
>>Lord's Name: Professor Nimbledon
>>Fluff: Professor Nimbledon is the senior professor and Lord of Hawthorn Castle, and one of the oldest and most experienced Wizards of the age. a wise and intelligent leader, he treats both his students, staff, and their families with care and kindness. he has spent a lifetime studying the magical arts, and tries to pass on this knowledge to those he is charged with guiding and protecting.
>>Kingdom's Name: Hawthorn's Academy of Magic and Mystics
>>Color: Royal Blue. Location: south of the East Castle
>>Fluff: >>1083821
>>Skill: Wise, Intelligent
>>Bonus:
>[Magic Professor]
>Once per thread. After rolling, you can rearrange the order of the digits in any order. Not applicable to nat1 or 100. Has the potential to kill you.
>+Every thread, you gain a student. You can choose which nation this student came from.
>EX)
>Rolls: 18, 06
>New Rolls: 61, 80
>>Military:
Magic Team [C: 0, D: 0, M: E] *Lvl4
Sally Sohel [C: 0, D; E, M:E, Dark Magic: D] *Lucky Charm
Trist Andels [C: 0, D: 0, M:E or C*] *Water, Mermaid, Engineer
>1 Soldier [C: E, D: E, M: E]
>1 Mage [C: E, D: D, M: E]
>>Supply: 340
>>Buildings:
>+Hawthorns Academy of Magic [Magic Research: B, Happiness: E*] *Can host major events
>Market[Trading Route : 1, Salvynia[E]] Upgrading Trade Route 1/3
>Achievement Room [Happiness: E]
>Trist Andels Workshop [Research: E]
>>Technology:
>Potion Brewing, Wandcrafting, Monster Charming, Thesis Paper of the Theory of Magictechnology, Magitechnology workshop
>>Magic:
>Fire [E]
>Water [E]
>Earth [E]
>Air Magic [B, Competitive]
>>Bonus:
>Start out with 4 [Magic].
>Every 5 turns, gain an extra action dedicated in increasing your [Magic]
+Storage:
Lead Trophy (Gold)
Golden Leprechaun Lucky Charm (+1 Roll of 1d100 + 60 for one turn. Nat1 is impossible. 100 and 160 are counted as Nat100)
+Bonus:
Popular [From WizardBowl, 1st Place]
[Learning Magic will be much harder with the loss of a professor and there is unease with the death]
Beast Hunt 2/6
Air Magic 8 / 20
Earth Magic 5 / 8
>>
Rolled 40, 97 = 137 (2d100)

>>1208109
>Next Wizardbowl in 19 Turns
#1 it is a somber, solemn, and black day at Hawthorn's. all classes were suspended for a week, and a funeral was being prepared for the dear and departed professor. the students involved in the fight were not automatically expelled, for Hawthorn is known to be a forgiving school, but wizarding law had to be called in and already court trials by local Imperial wizard judges were being held to gain an unbiased, impartial ruling on the facts. Professor Nimbledon addressed the entire school. "Today marks a day of mourning and sorrow, but let us also make it a day of calmness and reflection. the hostility seen today, and tragedy that has befallen us, can and should have been avoided. in Hawthorn's ambition to achieve an outstanding circulum, we had neglected the emotional aspect of our students and staff. Hawthorn's intends only to be an all A school in the four major elements, focusing on one of the four magics at a time until we have reached an A standing, but the response to this approach has been clear and profound. therefore, I am going to hold a vote to the matter, and ask all of Hawthorn to weigh in on how we should approach becoming an All A-school."
>hold a vote asking the students and staff how they want Hawthorne to become an all A school in the four basic elements
#2 just about the only person elated on this day was Trist, who sat dreamy eyed thinking about the Wizardbowl and who he had met there and kissed beneath the water in the stadium. she was so smart, beautiful, and they had promised to marry one day when they were both older, and he could change her last name from Jones to Andels. for now they were just kids, but they wanted to show the world and her siblings they were the smartest, on a game of wits to see whose theory would prevail. if they split up to learn magic and develop their individual theory, both of them would learn more from two different magic schools than one. Trist dreamt of the next time he would see her, but was interrupted by Professor Nimbledon and the faculty. apparently while classes were down, they had some time to help Trist in his research. shaking himself from his dreams, he got back to his 2nd greatest passion. the school aided Trist in his research.
>>
>>1208163
+Trist Andels Workshop [Research: E]
>>
>>1207192
"The headmaster of the academy should be getting preparations ready for you and your pet. In short, you are going to be taught magic."
>>
>>1207217
Shin grinned and said, "Well, then. I shall leave the matter to you, Caius. Farewell, Commanders."

Shin stood up and left and Elfrin started to follow him.

This entire meeting, Elfrin did not speak.

"So it led to this." said a gloomy H'borra. He began to leave as well.

Airelane only glared at you with a tense face.

"You're playing a dangerous game, Caius. Let us hope you can get out of this alive."

Airelane soon left too.

---

You a large bag containing supplies and a note.

The note says, "To help in your investigation against the The Band of Hawks."

+150 Supplies

It does not say who sent the note.
>>
>>1207668
Yes.

>>1208491
The little girl commented ,"I just want to eat food and stay with Lys."

Lys is apparently the Lyonear.
>>
>>1208874
"It is okay little one, there will be food and no one will force you to leave Lys. Who knows, you may even find using magic fun."
>>
>>1207957
>>1207943
A response is sent back, bearing the official stamp of the Royal Guard.

"My Lord Rothouse, I hope this letter finds you well. The Black Legion, while a formidable force with much distinguish and history behind it, is not needed now. While we in the Royal Forces know of your great love for the Empire and the peace it represents, we also believe that at this time to restore a paramilitary group built solely for war would send the wrong message to the people of the Empire, and the Lords of its provinces as well. We in the Imperial Military answer only to the Emperor and the Royal Family, and until our great prince is found, dead or alive, we shall remain in the Capital, defending the Throne and keeping the peace as we always have. Instead of financing weapons of war, esteemed Treasurer, we ask you instead to finance constructions of peace. The people of the Capital are disheartened by the loss of our Great Emperor Bello, as we all are. They wander the streets aimlessly, searching for purpose. They need a leader, a figure to look up to with hope that everything in these tumultuous times will turn out alright. That is why I am asking you to use the funds that you would have used to reinstate the Black Legion and instead build a great monument to our Late Emperor, to remind all of the Empire exactly what it represents, and why its worth fighting for. To bring hope to the people and the realm.

Sincerely,

Caius Servilluis, Commander of the Imperial Army"
>>
File: 010097000002.jpg (234KB, 1000x729px) Image search: [Google]
010097000002.jpg
234KB, 1000x729px
Rolled 53, 72, 63 = 188 (3d100)

>Lord's Name: Arthur Seaworth
>Skill: Leader, Charisma
>Bonus:
[Two Worlds, One Sea]
Every 5 turns, you and your the people trade with gets 1 free action. (Free Action = No rolls needed, just 1 success). For every 2 trade routes, you gain another free action. (Activates TURN 25)
>Military:
2 Soldiers[C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
Commercio (Tradeship) [C: 0, D: 0, M: E]
Samuel Lakefold [C: 0, D: 0, M: E] *Captain of Commercio, Trader and Merchant
>Supply: 395
>Buildings:
+Docks Docks [Trade Routes: 5, Captain Nema[E], Epidemica [D-*1]] *1: Quarantine, Snowpeaks[E], Roa[D], Syndicate [E]]
Naval Academy [Recruiting: E, Training: E] Domestic Market [Happiness: E, Supply Gain: E]
School [Research: E]
Lumbermill [Construction: E]
Underwater Temple of the Old Man of the Sea [Conversion: E]
The Outer Imperial Trading Company [Supply Gain: X*, Special: S*2] *X is determined by your stats. *2) Free action to talk and make deals to merchants, traders, and the such
>Technology:
Boatbuilding [D] Commerce
>Bonus:
Soldiers can move through water without the use of ships.
Can reduce the supplies needed for water-travel for you and your allies.
Trade Route w/ Dwarves 1/2
Seaweed Farm 1/4
School Upgrade 2/4
Upgrading Ship 2/12
Seawood Mill 2 / 9
Boatbuilding 3/10
Bonus: Populated with Stock Brokers

1. I hereby commission the construction of an Imperial Stock Exchange in Albreton, a new capital for investors and stockholders throughout the kingdoms. This should increase Albreton's profits from her existing trade routes greatly, and increase our influence in the inter-kingdom economy.

Lumbermill [Construction: E]

2. Albreton's Seawood Mill will soon provide a steady income of the finest wood for ships in the kingdom, something of great value to us and to our allies the Roan. 2/9

3. (Free Action for Trading) "Mr. Commercio, I approve of your request for 10% of the profits from an Albreton dominated shipping industry. I've populated Albreton with stock brokers which should further increase our influence and power among the various private ship traders, I want you to begin your campaign to consolidate all the civilian traders and cargo fleets of the empire under Albreton."

>>1205919
>Did you see my response in >>1197526
>>
Rolled 24, 45, 38 = 107 (3d100)

>>1204693
>Lord's Name: Hiram the Stargazer.
>Fluff: Hiram is a sorcerer and scholar who claims to receive visions from incomprehensible godlike being from beyond the void. He claims these beings are the true gods of the universe, and that all lesser beings must serve them or suffer their wrath. These gods have granted their him, their new prophet, strange and terrifying arcane knowledge, so that he might better demonstrate the power of his masters. Hiram now seeks to unite the remnants of the empire under his new faith. He has gathered a band of fanatics around him, with whom he travels from city to city, seeking converts for the new religion.
>Skill: Intelligent, Void Magic
>Bonus:
[The Vision of the Void]
Every new followers give you a [Void Token]. Spending X amount of tokens, lets you roll a 1dX0. Your magic increases depending on roll.
>Supply: 30
>Military:
2 Fanatics [C: 0, D: 0, M: E]
2 Skallerson Fanatic
1 Troll Fanatic
1 Expedition Mermaid Fanatic
Woody Landers [C: ?, D: ?, M: ?] Biology Student
>Buildings:
>Technology:
>Storage:
>Magic:
>Void Tokens: 6
>Bonus: Every Turn 5n, you get X amount of Void Tokens, where X is the 1/2 of the number of your followers.

1&2: Have Woody begin work on a Warbeast, infused with power of the void. [Spend 1 Void Token]

3: Order our followers to train to improve their combat ability.
>>
File: Map (1).jpg (1MB, 1024x768px) Image search: [Google]
Map (1).jpg
1MB, 1024x768px
>>1209839
Hey guys just want to know you opinion on this map format.

Gamestyle will change slightly if we use this map.

Possible changes

>Distance will change
>Players can now make capitals/towns/castles and implement them in the map
>Players can damage other players building if they have troops in the same location
>Having Towns/Castle/Villages will give a major boost
>There is no clear borders so players will have to use diplomacy to settle border matters
>Terrain will affect combat
>Armies have to be stationed at certain towns


Some negatives
>Old map is much simpler than the new one
>Might be hard to look at if theres too many things (of course, I will try to control this)
>A little bit more work

Just want to hear your guys thoughts on this.
>>
>>1210330
Oh other things.

Towns/Capital/Castles will be color-coded to the Player's color (Look at Epidemica and Nepzusa)

I didn't implement all the nations yet because still not sure if I want to use this.

For any questions/concerns please ask!
>>
>>1210330
>Hey guys just want to know you opinion on this map format.
It's very interesting and cool, but the good thing about the other map was that it left a lot to imagination. if this map taken at face value/fact rather than as an abstraction or an alternative visual, it kind of diminishes a lot of the fluff people have put into their nation.

For example, Epidemica as being an industrial nation with factories, Captain Nema's nation as being inside her giant metal lobster,

>Distance will change
Kinda liked it being abstracted as it was as well as the territorial outline of the original map, surely there isn't a need to change distances
>Players can now make capitals/towns/castles and implement them in the map
I like the idea, especially in terms of fortresses, although I think it will work equally as well in the original map as it will here. if there is going to be combat usage of maps, I suggest using the original mechanically for it rather than the hex map. this one should be more of a cool visual alternative
>Players can damage other players building if they have troops in the same location
this is indeed a good benefit of it. except most people put their buildings in their capital and we sort of function as city states so its somewhat of a moot point. I think this is more appropriate in the sense of damaging/conquering fortresses.
>There is no clear borders so players will have to use diplomacy to settle border matters
I think this complicates the game a bit too much, and a strong apeal is there being preset bordered kingdoms with ancient histories and clear borders, rather than just little lords squabbling from within their castles
>Terrain will affect combat
Gonna be issues with this since people fluff their terrain all sorts of things and I don't think this program can accurately reflect that, though it is possible.
>Armies have to be stationed at certain towns
Could be interesting, or at least instead of at certain towns maybe at certain hexes.

>Old map is much simpler than the new one
>A little bit more work
Yeah
>Might be hard to look at if theres too many things
Or that this map can't really add all the things that should be in it
>>
>>1210427
I really feel this would be a great experiment as implementing a new game with a new system, but I think the current game ought to continue using the existing map.
>>
Also the change in territory size, shape and distances is actually pretty extreme the more I think about it.
>>
>>1210330
I really like this map, however, I feel like theres a potentiality of the change over losing something or the change giving someone an advantage they wouldn't otherwise have by accident later on (not by design).

I really like the map, but I have to vote "no" on changing over to it.

I do think however that it would be a good map style to use in another game you do, bello.
>>
>>1210509
this was me and I would add that I'd be okay with it being used in the next thread, I just want there to be time to make certain everything works exactly correct and doesn't have unintended consequences or unanticipated issues/bugs/quirks.
>>
>>1210330

You forgot someone...
>>
>>1210835
>I didn't implement all the nations yet because still not sure if I want to use this.>>1210349
>>
>>1205990
The Dwarf lord arrives, wearing thick heavy "fur" and an oxygen mask on his side, smoking a pipe and basking in the relative warmth of Salvynia.

"So what do you want." he says bluntly.
>>
>>1210863

Then I'd say it needs work. More space for me at least (and a space to begin with).

Micromanaging a whole bunch of troops and towns with only two actions is going to become a pain in the ass if we get big enough

People are gonna constantly be warring over territories and it's gonna kill a lot of the intrigue and RP we've already built up just because MUH CLAY

It's gonna be a bitch to change if people drop out

>I'm the only nation you didn't implement and I'm going to be sore about it. REMOVE MAP FROM THE PREMISES
>>
>>1205399
Already done.

>>1205686
+Building:
Workshop [Research: D]
Blacktalon Dojo [Training: A] *All Soldiers gain [The Way of Raven] Bonus

[The Way of Raven] - Trained in Stealth Magic and Skills

With the new dojo, your soldiers are prepared to become masters of underworld.

>>1205709
Dark Magic 13 / 16
Training Hall 3/4
Undead Army 6 / 8

>>1205919
Raider Recruitment 8 / 10

>>1206034
Musketry 3 / ?
This technology is so advanced that you have no idea when it will finish! It will probably take a long time, however.

Your scouts report back that there is nothing going on as of now. The Providences seem more concerned with domestic affairs.

However, there is rumors of the Royal Military making some movements.

>>1207011
Gail 3 / ?
Enchatning 2 / 12

>>1207906
-10 Supply [Mercenary]
Recruiting 2nd in Commands and Officers 2 / 12
>You get one extra roll to continue this action, it will cost 40 supplies when the project is complete

Trading Post 2 / 4

The Commanders respected Caius decision and let him decide for them.

Except one.

One letter reads back.
"I'll contact you later. - A Commander"
The note does specify which commander.

>>1208163
The vote is in. This was the most popular vote.
>To improve the quality of school and learn all ranks of Magic equally.

Trist Research 4 / ?

>>1209617
Imperial Stock Exchange 2 / 10
Seawood Mill 4 / 9

-12 Supply [Commercio Profits]
Commercio Conquest 2 / ?
>>1209839
-1 Void Token
Roll a 1d10
Woody began to work on a Warbeast. However, he's quite inexperienced so he might have troubles.
He also said he needs a lab for optimal conditions.

Warbeast 69 ./ 666

Training 1 / 12

>>1204767
Minting 7/8
Soldier 7 / 8
Ruber +281 / ?
>>
>>1211945
With my current understanding of chemistry can I at least synthesize black powder? Or do I have to advance that to?
>>
Rolled 83, 95, 3 = 181 (3d100)

>>1204693
Lord's Name: Krogar, Lord of the Six Rivers
Fluff: Big scary troll the hates destiny
>Skill: Fighter, Military Leader
>Bonus:
[Defy Destiny]
Every failed action gives you [1 Vision Charge].
[1 Vision Charge] turn rolls of 20-29 into successes.
In the beginning of every thread, you can discard X amount of [Vision Charges]. You will then be presented X amount of [Good Events]. You can choose X/2 of these event to happen. (Rounded to the lowest #)
>Vision Charge: 4
>Supply: 80
>Military:
2 Trolls [C:D, D: D, M: E]
1 Bigger Troll [C:C, D: C, M: D]
1 Ship [M: D, Storage: 3]
>Building:
Docks [Trade Route: 1]
Barracks [Recruiting: E]
Training Hall [Training: C]
Fishing Port [Supply Gain: E]
>Technology:
Boatmaking
>Bonus:
Your units roll a 2d6.
Boats gain +1 Movement while near your territory.
-----
5/8 Upgraded Training
5/15 Warship
4/8 Spears
----

You gits want me to do something about the bugs! What the fuckin hell do you think we are building a warship, sharpening our spears and improving our training grounds for! If we go to war we will be sure that we win, not fucking rush in like humies.

1. Training Grounds 5/8
2. Spears 4/8
3. Warship 5/15
>>
>>1203898

Oi, I don't know who you are bloke but I ain't allying with no fucking bugs after what they did. We'd need propa compensation for their actions...
>>
>>1207011
The Academy found a use for the iron!
They created a Magic Stick that shoots out 4 elements of magic! Fire, Earth, Water, Wind.

+Storage:
Magic Stick of Elements
>>
Rolled 22 (1d100)

Test roll
>>
Rolled 31, 88 = 119 (2d100)

>>1211945
>Lord's Name: Lord Tyandir Stormsong
>Fluff: Son of the old sorcerer king of Kol'Talla who fought the empire and died in the war. Seeing the devastation left upon his people Tyandir surrendered and was integrated into the empire. Tyandir had inherited the sorcerous bloodline of his lineage, which was said to have been given to the Stormsong line by the god of the sun himself, and has practiced relentlessly through Emperor Bello's lifetime. His people had lost due to their pride blinding them, but now he could see clear and he will not pride cloud their judgement again.
>Skill: Magician, Wise
>Bonus: [Sorcerous Bloodline]
You can flip the digits of a roll. Not applicable to a crit 1. Using this too much will kill you.

Ex: 18 -> 81. 09 -> 90.
>Kingdom's Name: Kol'Talla
>Color: Blue
>Fluff: A High Elf kingdom with a long history of pride and magic. That pride was shattered when the empire conquered their land and killed many of their sorcerers in the war. Even though they were treated well many of the elders still chafed under the rule of 'the lesser races', although many of the younger elves saw that as false pride. Now their pride no longer clouds their vision, they have been shown they are not invincible, and now they will show they world they will not be left behind.
>Military: 3 Soldiers [C: E, D: E, M, E]
1 Spearmen [C: D, D, D, M: D] *Air Spear, Earth&Nature Shoes, Transmutation Armor, Lanter
Magic Team [C: 0, D: 0, M: E] Lvl2
>Supply: 211
>Buildings: Market [Trade Routes: 1, Rothouse [D]]
Magic School [Magic Research: D] *Popular [Silver Trophy]
Yern Lumber Mill [Construction: E, Yern Gain: E*]*Every [Turn5n], gain a [RandomQuality] Yern Lumber
Upgrading Lumber Mill 4/8
Enchanting Workshop [Enchanting: E]
Training Yard [Training: E]
Gail's Magic Workshop [E]
Palisades [Defense: C]
Garden [Happiness: E] Upgrading Garden 2/4
>Technology:
Enchanting [E]
>Storage:
1 Slipnir (Movement Beast) a rare horse-like figure that could greatly improve movement and movement cost on a unit.
1 Good Yern Wood
Magic Stick of Elements
>Magic:
Geass [D]
Light [E]
Transmutation [D]
Earth E
Nature E
Air E
>Bonus: Gain a new bonus for each new magic you gain.
Every 5 turns, get +1 Supply for every magic you have. Higher ranked magic give more supply. Maximum of 20 supply gain.
Every 5n Turns, add one progress point in one of your Buildings.
Every thread, roll a 1d5 to tame a beast.
[Racial Tensions]
[Small Migration - Scythia(From)]

1. Continue to aid Gail in her research. 3/?
+Gail's Workshop [E]
2. Continue to upgrade our knowledge of Enchanting 2/12
>>
File: pirates.jpg (32KB, 583x444px) Image search: [Google]
pirates.jpg
32KB, 583x444px
Rolled 36, 71 = 107 (2d100)

>Lord's Name: The Black Raven
>Fluff: The Black Raven Syndicate is a sophisticated network of master thieves, assassins, and other various criminals. In the past they served as Emperor Bello's hidden hand - in other words, taking care of his dirty work, a.k.a. assassination of his enemies and subterfuge. Now, with Emperor Bello gone, they are free to pursue their own agenda.
>Skill: Warrior, Manipulator
>Bonus: [The Title of the Black Raven]
Every five turns, gain a [Criminal Token]. Use a [Criminal] by selecting a player and then roll a 1d20. A certain effect will happen to the player. The token can be given to other players.
>Kingdom Name: The Black Raven Syndicate (territory's name is Raven Watch)
>Criminal Token Count: 3
>Military:
Myin [C: C, D: D, M: D, Trickster: A*] Crime Leader, *Trickster - In optimal conditions, Myin vastly lowers enemy's stats.
3 Raven Guardsmen [C: E, D: E, M: E]
1 Raven Bruiser (armed with troll weapons) [C: D, D: E, M: E]
1 Raven Thief [C: E*, D: E, M: E] (*noncombatant criminal)
>Supply: 585
>Buildings:
Black Market [Crime: E, Trade Route: 2, Bluholm [E], Roa [E]]
Blacktalon Dojo [Training: A] *All Soldiers gain [The Way of the Raven] Bonus (Trained in Stealth, Magic and Skill)
Gambling Den [Happiness: E, Supply: X*] X depends on the current supply boost
Workshop [Research D]
Docks [Trade Route: 2, Alberton (E), Epidemica (E)
>Magic:
Illusion magic [D] (Reduced chance for criminals to get caught) (Can disguise as other people)
>Technology:
Bliss (Hallucinogenic Drug)
Joy (weak knockoff of Bliss) *Addicts
The Illegal Trade [More "gains" with nations we trade with, with no penalty to them]
>Storage:
1 Insect Jelly
>Bonus:
Cost some supply. It's a free action to convert yours or allies' soldiers to non-combative criminal units; Thieves, Assassin, Dealers, etc.
>Works in progress: Gambling Den (Next Level): 2/8, Illusion Magic C: 3/14

Actions:
1. Construction is complete on the Dojo? Good. It is time for training to start then, starting at the bottom. Train the newblood Raven Thief in our ways, the Syndicate no longer has need of pawns and thus we will reforge this one.
2. We'll have need of ships as well. Conveniently, now that we have connections with Albreton and Epidemica, we can make that happen. Build a ship befitting the Syndicate - fast and deadly.
>>
https://www.youtube.com/watch?v=TXu0x7r3xkI&index=26&list=PLzV0tURtXthhzr8SWBO7Bx1sFL3H-uuK1

The Black Raven calls for a meeting with Myin. In a quiet courtyard next to a blossoming cherry tree - about the only colorful thing besides the gambling den in all of Raven Watch - and sits cross-legged, where he asks Myin to do the same opposite him. "Listen well, Myin, for you can hear the shouts and grunts of the initiates as they train their mind, body and soul into becoming the perfect weapon. If you go down to the harbor you can hear the whispers of under-the-table deals and the jingle of commerce that accompanies them. If you go to our borders you can hear the sounds of mobilization as nations turn against each other. Music to my ears, I say, as now we can follow one of my greatest aspirations.
But before we get into that, let me give you a little history lesson on the Syndicate. Before the fall of the Empire, the Kurogarasu-gumi, or the Black Raven Syndicate as we are more colloquially known, was feared and although many would call us criminals they also held a deep respect for us. We prospered, and we did so with the help of the Emperor, who gave us some level of protection in exchange for doing his dirty work. Then the Emperor died, and in their rage the Empire turned on us. We were nearly exterminated – there was at least one Raven a day at the Imperial Gallows at one point. It was the 21st Black Raven – my predecessor, mentor and closest friend – who saved us. He sacrificed himself to save us all, letting them think we were destroyed long enough for us to regroup and rebuild to where we are now.
But throughout this all I’ve had something burning inside me. I want revenge. I don’t know who was responsible for 21’s death…it could have been old man Jokah, or maybe some bastard in the military. I intend on finding out, and you are going to help me.”
“I know you are connected to this somehow. Or at the very least, you know of those who are. So, you will tell me what you know about all this. Everything. Or we can take this down to the interrogation chamber, your choice.”

The guardsmen stationed in the room crack their knuckles menacingly.
>>
>>1211945
>Lord's Name: Baku Abaghdadi
>Skills: Military Leader, Power-Hungry
>Bonus:
[Eternal Dictator]
Twice per thread. You can reroll your actions. However, your rerolls are 2d80. Can not reroll a nat1. [x][]
>Bluholm
>Military:
3 Soldiers [C: E, D: E, M: E]
1 Soldier [C:D, D:D, M:D]
Longbow Men [C: E, D: E, M:E] Ranged
>Supply: 280
>Buildings:
University [Research : D]
Market [Trade Routes: 1(Trading with the black raven)]
Barracks [Recruiting: E]
Granaries[Supply:E]
Laboratory 1/4
Housing
>Bonus:
You can learn another player's technology very quickly but only with their consent
>Current tech
Bow+arrow
Constitution
upgraded Bow+arrows 1|8
chemistry [E]

1.Research Chemistry
2.Train a company of soldiers
>>
Rolled 14, 26 = 40 (2d100)

>>1212360
Forgot muh rolls, alsoI presume elections will have to take a turn yes
>>
Rolled 39, 20 = 59 (2d80)

>>1212369
Rerolling
>>
>Lord's Name: Captain Ariela Nema
>Kingdom's Name: Captain Nema's Expedition
>Color: White?
>Skill:Engineer, Intelligent, Water-breather
>Bonus:
[The Best Atlantis Can Offer]
Every [Turn 5n], you get two Invention Token. Using one token lets you roll a 1d115 for a technology. Rolls 100-115 are considered as nat100s. A player can only use a token once every thread. You can give tokens to other players. Other players must may at least 25 supply to use the Token and you get 1/5 the profit. *A player can only use a token once every thread, but YOU can use it after every 5 turns and/or a new thread.
+2 Invention Token
(You can up the price of your tokens of course.)
>Military:
2 Soldiers [C: E, D: E, M: E]
Michael Jones [C: 0, D: E, M: E] *Innovative
1 Large Ship [M: D, Storage: 8]
>Supply: 438 (added 30 from the company and 13 from trade!)
>Storage:
Harpoon Gun [B]
>Buildings:
Market [Trade Route: 1]
Hangar Docks [Trade Route 2/2] [Upgrading Trade Route 3/3] - (Albreton)
Technician Castle [Defense: D, Rolls: E]
Research Facility [Research: E]
Common College [Research: E*] *Can share technology with other nations
Theater [Happiness: E]
Forge [E]
Technology:
Altantean Projects
Hommonculi Improvements
Supply Generator (Michael Jones)
>Bonus:
Units can travel through water without the need of ships
Any players from any part of the world can buy your Invention Token.
You get 50% of the profit from selling your token to first-timers.
Protected Supply Chest 1/6
Steel Mill 8/10
Harpoon Gunmaking 4 / 15
>>
Rolled 12, 41, 3 = 56 (3d100)

>>1206034
(I'm not that player, but I'll your friendly competition he would have been. Good luck!)

>>1210330
(I'm a bit with the others, I like the old map, but I would love to play this map in your next game)

1. We're almost ready for the steel mill to run! Now we just need to see if Arthur will get that iron ore from the Snowpeak. I should visit the snow peak one day, but its so dangerous and so high up! I'll need to upgrade my ship before that. 8/10

Research Facility [Research: E]
Common College [Research: E*
Hommonculi Improvements
Michael Jones [C: 0, D: E, M: E] *Innovative

2. I'll keep working with Michael on his supply chest. This thing is really secure, sometimes even we have problems opening it up when it locks down. . .oops. 1/6

Research Facility [Research: E]
Common College [Research: E*
Hommonculi Improvements
Michael Jones [C: 0, D: E, M: E] *Innovative

3. (Two Worlds, One Sea) Michael's really excited about my dads harpoon gun, and well, Atleantean gunmaking in general.

"I've seen weapons theorist describe a concept for certain powder ignition based weapons, they usually talk about loading a hollow barrel with black powder and shoving a metal ball down into it with a long stick, igniting it with a spark or a wick.

But this is something beyond that. The Atleans put the fuel inside the harpoon, and an ignition primer on its bottom end. The user just has to shove the harpoon down onto the gun, and then pull this cocking mechanism. When the trigger releases a hammer that strikes the harpoon primer, igniting the fuel and launching it at incredible speeds."

"Yeah! That's how dad describe it Michael. He said we switched from metal balls to harpoons because they were better against giant sea monsters and traveled further because it could hold more fuel inside it. Also he said that when not firing, the mounted harpoon and gun can be used as a spear weapon by jabbing it at something. He called it 'bayonetting'."

"A thing like this will change the way wars are fought on land, its even better than the projectile weapon the other engineers have dreamed of. If I discover how to make these, I might just beat my siblings and become the most famous engineer in the empire!" 1/15

Research Facility [Research: E]
Common College [Research: E*
Hommonculi Improvements
Michael Jones [C: 0, D: E, M: E] *Innovative
Supply Generator (Michael Jones)

I'll spend another 75 Supplies on this, I think Michael is really excited about this thing.
>>
File: H3257-L78857781.jpg (24KB, 750x175px) Image search: [Google]
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>>1212376
I'm glad I made that supply generator with Michael. It's really useful for bad rolls! . . .

I'd like to put 50 supplies into putting progress on the steel mill too..
>>
Rolled 36, 84 = 120 (2d100)

>>1212376
I forgot that I missed last turn too.

1. makeup roll on Michael's supply chest

2. makeup roll on the Harpoon Gunmaking.
>>
Rolled 89, 35 = 124 (2d100)

>>1211945
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
Skill:
Bonus: Fighter, Military Leader, Battle-born [C: A, D: C, M: C]
[The Servillius Way - The Forever Fight]
>Everytime you fight, you and all your units gain a permanent or temporary [Servillius Way] bonus.
>[Royal Officer]
You are an important officer of the Capital. Lords are still ranked higher than you, but you should be treated with respect since you do control some of the Royal Army.
>>Supply: 175


1/2. My reports tell me that the band of the Hawk is an mercenary regiment sequestered specifically for the personal Use of the Emperor. Only called upon in times of great peril, they act in the interest of the Empire and the Realm at large, after all, someone has to pay them. In the past they have been used when the lord's of the provinces decide that they should cast off the "yolk" of Imperial Rule, and as such were brought to heel. Ergo it would be the logical first place to look for them, to scout out the rebellious provinces, looking for them. Yes, looking for the Band of the Hawk, the fact that they will take note of the fortifications and status of such provinces militaries will be completely unrelated.
>>
File: 5.jpg (232KB, 1366x712px) Image search: [Google]
5.jpg
232KB, 1366x712px
Rolled 22, 81, 6, 63, 52 = 224 (5d100)

>Lord's Name: Lord Baeric Brundt
>Skill: Survivor
>Bonus:
[Leader of the Snowpeaks]
You can make [Snowpeaks Emblems]. For 5 turns, after a player uses an emblem, he/she can spend supply on points for buildings and technology with a 25% discount and get an extra roll with a -25 roll value just for buildings and technology. Only two can exist at a time.
+1 Snowpeak Emblem (Cost 2 points to make)
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 610
>Technology:
Bow+Arrows, Mountain Hooks and Rope, Snow Mask, Mining Tools, Crossbow
>Building:
Market [Trade Route: 1]
Precious Stone Mine [Construction: E] *[Turn5n] Produce a random Stone
Hearth [Happiness: E]
Iron Mine [Supply Gain: E]
Mine [Supply Gain: D]
University [Research: E]
Coal Mine [Supply Gain: E]
Dock* [Trade Route: 2, Roa [D], Alberton [E]] *Elevator Bridge
Hearth (Happiness: E)
Precious Stone MIne [Supply Gain: E] *Every turn 5n, you get a random precious stone.
>Culture
Ritual of Bones [Happiness: E, *] *Every [Turn 5n], your failing actions turns to successes.
>Bonus:
[Blessed3]
Unprepared soldiers lose one Combat(C) rank when fighting in your starting domain.
Every 5 turns, roll a 1d10 in hopes to find a [Precious Mineral]
Workshop 2/4
Upgrading Stone Mine 3 / 8
Upgrading Hearth 1/4

1. Finish our workshop, we will need better tool and equipment research and development 2/4

2. Research Fortress building. Snowpeaks are legended for dwarven constructed forts.

3. Research Respirator Bags. The Dwarves know that the air can be practically unbreatheable at some heights or during certain weather conditions, but have discovered that some mushrooms are able to render the air in some caves breatheable. It is thought that placing these mushrooms in bags and hooking them up to our masks can allow dwarves to survive much better in the frigid death zones of the Snowpeak. As well, it will allow dwarves to work harder without fainting of air exhaustion so up high.

4. Research Winter Warfare. Only in the snowpeaks does the land bask in deep white snow year round, without a shred of green from horizon to horizon, where the only sources of food are the frozen solid shrooms buried beneath the snow or the goat and yak that taunt by jumping to places men cannot or the dangerous snow Yeti. It is a nightmare to survive even for those who have defended this land generations, but the dwarves are forced to learn how to do so or die trying.

5. Every 5 turns, roll a 1d10 in hopes to find a [Precious Mineral]
>>
>>1208990
"Commander Servillius,

Your opinion I respect most of all of our imperial commanders, but I believe myself and the empire given fair cause and evidence to the contrary. I do not believe the Emperor enlisted any of his Private Military Contractors as purely a weapon of war, neither the Black Legion, The Band of the Hawk, or Darkwater Enterprise. He had assigned these privately funded organizations as capable of ensure defense and preservation of peace within the empire, in as much as they are also capable of war. This he did with the understanding that sometimes, in the event the Royal Forces are unable to act or he himself incapacitated, that he might have a force able to maintain imperial order in the land.

I believe this to be even more so true in the absence of the royal family. As great evidence in the a recent plague of pirates and brigandry, The Black Legion rose to meet this challenge while the Royal Forces were unable to act. They aided in quelling the pirate menace and restoring law and order in the empire's seas. Many and myself consider this Prima Faciae of a need for a loyalist defensive force for the Empire while, as you say, the Royal Forces are compelled to defend the capital. There must be a group able to defend the rest of the Empire. I would consider it disloyalty to all the Emperor stood for and to myself and my office as Treasurer if I did not play my part in the defense of his empire and maintenance of the peace.

However, I agree with your sentiment on the status of the denizens of the capital, although I think before a statue may be built the issues of food shortages and the restoration of plumbing and fire brigades might be more appealing to the citizens, afterward they may give praise to the Emperor for the blessings of these he had established for them."
>>
File: greenland-ice512.jpg (38KB, 450x487px) Image search: [Google]
greenland-ice512.jpg
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>Lord's Name:
Valdean Rothouse
>Bonus:
[The Wealthy Merchant's Assets]
You can produce [Rothouse Traders]. You can send these traders without the use of actions. Depending on the trader's rank, they have access to special items.
>Military:
2 Soldiers [C: E, D: E, M: E]
2 Traders [E]
1 Tradeship [D] + 2 Magical Mercenary [C: D, D: E, M: E] (-10 supply a turn)
>Investments
~300 Supplies (Albreton's Investment of Goods) {Albreton} (5/5 SOLD at Hawthorns)
~100 Supplies (Albreton's Commodities) {Myself} (5/5 SOLD at Hawthorns)
+200 Supplies (Epidemica's Cotton) {Epidemica}
>Profits and Dividends
Total Profits from Hawthorns Game: +376 Supplies (Currency)
Albreton's Dividends [300/400 supplies sold =75%. 376*75% = 282. 282*50% = 141
Net Profit for Albreton = +141 Supplies (Currency)
Personal Gain = +141 Supplies (Currency)
>At Home Supply
240 Supplies {Myself, General} (-10 for Magical Mercs)
>On Hand Supply:
235 Supplies {Myself, Currency}
441 Supplies {Albreton, Curreny} (owed)
>FINANCIAL NOTES:
Hawthorn's Game Day: 400 units of [Albretonian domestic Goods/Commodities] sold. +376 Currency gained. 1.94 Currency per unit of A-Goods/Commodities.
>Buildings:
Docks [Trading Route: 2]
Trading Center [Supply Gain: E]
Barracks [Recruiting: E]
Rothouse Trading House
-Trader[E] gain +1 [Free Action Item] when you get a roll a 90+.
>Technology:
Boatbuilding
>Bonus:
Get 1/4 of the trader's profit.
Get more profits when selling to new nations.
Every new sale, your traders gain some progress to rank up.
Trading Post in Hawthorne 2/4
>>
Rolled 43, 85, 2, 7 = 137 (4d100)

>>1212419
1-2. I thought the air was frigid on my approach to the snowpeak, but this seems like a lower circle of hell. Snow and ice creaks on our ship, and biter winds bite our faces with frost, I have already had some men's feet and hands turn black. I see the snowpeak coast itself, an ice shelf rising into the clouds, parts of it breaking off to crash to the waves below where fleets of icebergs float silent and deadly, crashing and crumbling against each other in the current and waves. Most are bigger than the ship, and could crush us like a twig.

Up ahead do I see Albretonian ships braving this frozen hellscape, they float away from the bergs where I see great chains and boxes descending from the clouds onto their deck. This must be the dwarves elevator bridge, hung over the bergs so ships can safely trade.

My ship is loaded with epidemican cotton and I heard rumors that the dwarves desperate for it for warmth and clothing. I can feel it in the air, this must be true, and I should be able to sell this precious material to them for as much Iron and Coal as I want which they are in monopoly of. I may even need to commission some of the nearby Albretonian ships to my service, the amount of iron I purchase might swamp the ship with its weight alone.

>Sell the epidemican cotton to the Snowpeak Dwarves for their iron and coal

3. (Free Action) I continue my efforts to locate and recruit the officers and 2nd of the Black Legion.

4. (Trader Action. Do I still need to roll for these?) my trader in Hawthorn will continue his work on the trade post 2/4 while the other trader besides me will build my own trade post here in Snowpeak
>>
Rolled 25, 41, 22 = 88 (3d100)

>>1211945
>Lord's Name: Xylophotous Patriarchatus Monolithious
>Fluff: see >>1184614
>Skill: Intelligent, Research [A]

>Bonus: [The Religious Teacher]
Your leader is also considered as a hero with the Research [A] skill.
Characters (current leaders, future leaders, heirs, heroes) can learn under you and gain an extra bonus.

[epidemic religion: hero pool upgraded to 2]

>Fluff: see >>1184614
>Military:
4 Soldiers [C: E, D: E, M: E]
>Supply: 533
>Buildings:
Market [Trade Routes: 2, Valdean estate [E], Epidemica [E]]
Monolith [Conversion Rate: C]
Church [Supply Gain: E, Conversion Rate: D]
School of St. Aegon the academic [Research: A, Conversion Rate: B]
Arch of Neutrality [Neutral ground]
The Fontino [Happiness: E]
The Synodotous [Supply Gain: E]
The Liturgical school [temple study: E]
The Exchange [Trade: E]
Housing [Happiness: E]
>Bonus:
Once you convert a different domain, you and the converted player can NOT fail their actions next turn, besides a nat1.
>Storage
+SCUOLOREGIMENTIBUS
>Technology
+Tax Code
+Minting 5/8

Ruber: +273/ ? +(geography, fair,Religious Laws)
[racial tension] - elves of kol'talla

ACTION RELATED
Expend supplies needed to finish minting and finish training soldier.

ACTIONS
1-2: Build a Saleron, a building that makes salt from seawater.
3. Teach ruber: military history.

FLUFF
Xylophotous has developed a persistent cough. He is near death and he knows he is near death. He takes ruber aside 1 day and swears him to secrecy, then tells him that he (Xylophotous) is near death, and asks Ruber if he wants to convert.
>>
>>1212420
>Note: I would like to sell the cotton and be paid in 50% currency/general supplies to pay off Epidemica and 50% coal+iron ore for a for myself
>>
Rolled 65, 35, 74, 23 = 197 (4d100)

>>1211945
>>1204848
http://pastebin.com/3GyGygdn

Lord's Name: Bob Hexxus
Skill: Strong, Healthy
Bonus:
[Royal Blood - No Pain]
Gain 1 charge every 5 turns. Before rolling, you can get +2 succeed for both of your actions or you and 2 of your allies can get +1 succeed for both actions.
1 Royal Blood Gained from turn 20
Kingdom's Name: Epidemica
[Epidemic Religion]
Epidemica-Nepzusa Student Exchange Program; Tenders access to St.Aegon's School [Research A]
Increase Hero Pool by +1
Military:
1 Soldiers [C: E, D: E, M: E]
1 Soldiers [C: D, D: D, M: D]
Veritas [Ship] Storage: 4 M: C
Supply: 603
45x [Alberton Supply - Forgery]
Storage: Skull [Amplified Religious Buildings]
Buildings:
The Outer Imperial Trading Company [Supply Gain: X*, Special: S*2] *X is determined by your stats. *2) Free action to talk and make deals to merchants, traders, and the such
Market [Trade Route: 1, Nepzusa[E]]] (benefiting from Anti-Smuggling Policies)
Cotton Factory [Supply Gain: B]
Textile Factory [Supply Gain: C]
Cove
Docks [Trade Route: 2, Alberton[D-*]] *Quarantine (benefiting from Anti-Smuggling Policies)
Gym [Happiness: E, Training: D]
Church [Conversion: E]
Technology:
Cotton (Bandages)
Commerce
Navy Patrol [Small Defense: E]
Anti-Smuggling Policies
Bonus:
Every thread, upgrade any building with a rank of [E].
Linothorax 2/8
Upgrading Trade Route with Nepzusa 2/3
Upgrading Gym 1/6
Cotton Factory 2/10
1 Ship [Storage:4] * Damaged (It was Storage 5 before, or is this because it is damaged?)
-200 Invested in Lord Rothouse
Lyan Fendrik, the Ex-Pirate, will begin his training and will have 100 supply devoted to him

Glass blowing 7/9
Repaired Ship 3/4
Patrol Tower 1/4

(Is there a free action to continue repairs on the ship?)
1 Begin Training Lyan Fendrik in the Gym [Training D] for the rigors of his new duties.
2 Continue building the Patrol Tower 1/4
3 Continue Research on Linothorax 2/8 in the School of St.Aegon Research [A]. The sewing of it is considerably durable and the local sewing technique curriculum offered should be quite beneficial.
4 Finish the Research on Glass Blowing 7/9 in the School of St.Aegon Research [A]
>>
>>1212464
>>1212419
>>1212387
>>1212374
>>1212271
>>1209617
>>1205919
A letter comes from Epidemica's King and Governor Bob Hexxus it requests the presence of your Lords or heirs so that a discussion can be had about the future of the Empire and the Imperial Colonies. There are directions to a [Cove] on the shores of Epidemica. The letter entails it has been converted to serve for meetings away from prying eyes and ears and the general population.

"With the Emperor dead and the Royal Army in a state of inaction it is about time that the surviving Imperial Provinces make efforts to support a movement against rebel and militant states who threaten to continue their hostilities against well-to-do Imperials. There is opportunity here to salvage the institutions of the Empire to the benefit of every Imperial Citizen so I hope you will arrive with all due haste.

(We can begin when everyone has responded with an Affirmative or Negative)
>>
>>1211945
>Name: Treesönar
>Fluff: One of the most talented necromancer Treesönar rose to prominence early, although he's talented in necromancy his true skill lies in his experimentation and creation of warbeasts whom serve him. He now rules over skallerskön with a great focus on experimenting on local animals although some rumours claim he has far more sinister things in the making.
>>Skill: Necromancer, Experimenter, Dark Magic [A], Research [A]
>>Bonus: [The Black Coat Experimenter]
>Your leader is considered as a hero with the Research [A] skill and Dark Magic [A].
>If your [Bio Academy] is up, you gain +1 Bio Charge for every failed roll. You can consume these bio charges to gain an effect. These effects are determined by the level of your Bio Academy.
>>Kingdom's Name: Skallerskön
>>Color: Orange
>>Fluff: The lands of SkallerSkön used to be a dangerous land where wild beasts roamed the land terrorizing the people, Thus they had to turn to darker powers to stay alive. The power gave them the abilty to drive off the warbeasts from the lands temporarily. The powers that they were given came at a price, 1 in 8 died and thus the leader was forced to rule with an ironfist for decades. And now Treesönar coming back from his journey he took up the role of the leader when the previous one died of a mysterious heart disease...
>>Military:
>3 Soldier [C: E, D: E, M: E]
>Warbeast "Dehaka" [C: E, D: E, M: C] Hunter, Independent *Requires no action to be deployed
>>Supply:
>276
>>Building:
>Bio Academy [Research: D]
>-1 Charge, 1d50 for a warbeast
>-2 Charge, 1d5 for a student's project
>Docks [Trade Route: 2]
>Farm [Supply Gain: E]
>>Technology:
>Monster Creation
>Biology
>>Magic:
>Dark Magic [D]
>>Bonus:
>You can create [Bio Academies] in other nations (with the Lord's permission). Other nations, with Bio Academies, boost both of your research level and gives you charges if they fail a roll.
>Charges 3
>Action 1: Train dehaka
>Action 2: Train dehaka

Bio Dark Technology 3 / 10
Training Dehaka 1/5
>>
Rolled 19, 50 = 69 (2d100)

>>1212610
Fugg forgot rolls
>>
>>1212387
A bat arrived in the capital,

"To Lord Caius Serviluis, "the Golden Eagle" of the Empire,

know that the loyalties of the Salvynian people lie with the Empire. Furthermore know that Salvynia will support you in your endavours to ensure the glorious resurgence of the Empire.

Should you require Food for your Men, Salvynia will provide.

Should you require a Place to Rest, Salvynia will provide.

Should you require Soldiers to Restore Order, Salvynia will provide.

Your Struggle is Ours. Your Faith is Ours. Your Enemies are Ours.

- Sohnzwei, Faithful Servant of the Empire and Count of Salvynia"
>>
>>1210878
The Count raised his eyebrows at the Dwarf's blunt demand, then again judging from the Savage's appearance not much more could have been expected.

"I would appreciate it if you took the time to share your take on current events in the Empire with me.

Namely the secession of Bluholm that is. Though your take on the succession to the Imperial Throne would interest me as well.

At this point I would usually offer you trade relations as a matter of good faith, but I assume that if there is something you want you will tell me regardless."
>>
>>1212675
A message is swift in reply, carried by none other then a Royal Messenger, who bears not only a return letter, but a fine vintage wine from the capital. The Letter bears the seal of the Commander of the Imperial Army, Caius Servilluis.

"To the most esteemed Count Sohnzwei of the radiant province of Salvynia

Your loyalty is eternal count, such as the Empire shall prove to be. We and other like us shall see the Empire through these dark times and into a glorious tomorrow, and on that day we shall bask in the incandescent glory of the Imperium. Please, enjoy a personal favorite of mine in token for your letter, its Early Empire vintage, Epidemica Wine.

I've also received an invitation to meet with several lords of the realm on a shore of Epidemica by none other then its ruler King Hexxus, and I feel that it would be shame if the noble Count Salvynia were not in attendance. You will find enclosed the meeting location and means of transportation to it.

To the Empire, and to Bello!

Lord Commander of the Imperial Army, Caius Servilluis"
>>
Rolled 4 (1d10)

>>1211945
Rolling that 1d10
>>
>>1212528
A reply from the office of the patriarch, with its seal, the steeple-cap and 2 keys, is sent in reply.

"Dictated by his eminence, the patriarch Xylophotous."

"I cannot attend the meeting you propose, but I will give my endorsement to the results if the following conditions are met."

>That those in attendance should strive to bring peace, hope, prosperity, and stability to the empire.
>That whomever the meeting puts forward for the imperial throne, if any such person is selected by the meeting, is not either a demoniac, abomination, or undead.
>That any such vote is true, fair, and public.
>That swift and fierce action shall be brought upon the rebellious states, but that mercy shall be borne in mind for the very young who are involved, those who's involvement has been forced, and that no action shall be taken against those who are not combatants without due, just, and clear-cut cause.

"We reaffirm Nikon's sin-remission for the execution of pirates in the traditional ways of Hanging, burning, stoning, burying alive, decapitation, dismemberment, and disemboweling."

"Additionally, we confirm and proclaim that there is no sin in using the strapando to acquire information from rebels, who are either proved as such or caught red handed, and no sin in boiling to death the same, so long as they are proved guilty or caught red handed."

Reminder: strapando is hanging a person by their crossed wrists above their head, while whipping them in the genitals with a salted flail.

The seal of the Patriarch, a Holy man holding 2 books, 1 is holy law and the other is Nikon's patrimony, standing on the forehead of a whale, with a monolith on one side and gods on the other, the motto 'extirpando ignoramusi' is on the bottom of the seal.

"Open the black scroll privately."

The letter ends with a blessing.

The black scroll, when opened, reveals that the reason the patriarch cannot attend is that he is near death, and that the 'appointed hour' is so close a successor has already been selected.
>>
>>1212172
>>1211945
This is for turn 23 if you could do it for me boss.
>>
>>1212528

A letter bearing a raven on a skull arrives at Hexxus' palace.

"To Bob Hexxus:

We will be in attendance, though any jobs you might want done will have to be discussed in more private settings.

But know that we will not cow down to a future emperor that would deny us the respect we deserve and would send us to the executioner's block instead. That said, we acknowledge that we too mourn the Emperor's loss, and that he needs a suitable replacement.

We would also like to discuss something after the meeting of a more private nature. Assistance with this would guarantee our support.

-The Black Raven"
>>
>>1212160
Your chemistry is in the lowest rank. You will to advance more.

>>1212172
+Building:
Training Hall [Training: B]

+Technology:
Spears

Warship 6 / 15
>>
Rolled 27, 5 = 32 (2d100)

>>1211945
>Lord's Name: Hiram the Stargazer.
>Fluff: Hiram is a sorcerer and scholar who claims to receive visions from incomprehensible godlike being from beyond the void. He claims these beings are the true gods of the universe, and that all lesser beings must serve them or suffer their wrath. These gods have granted their him, their new prophet, strange and terrifying arcane knowledge, so that he might better demonstrate the power of his masters. Hiram now seeks to unite the remnants of the empire under his new faith. He has gathered a band of fanatics around him, with whom he travels from city to city, seeking converts for the new religion.
>Skill: Intelligent, Void Magic
>Bonus:
[The Vision of the Void]
Every new followers give you a [Void Token]. Spending X amount of tokens, lets you roll a 1dX0. Your magic increases depending on roll.
>Supply: 30
>Military:
2 Fanatics [C: 0, D: 0, M: E]
2 Skallerson Fanatic
1 Troll Fanatic
1 Expedition Mermaid Fanatic
Woody Landers [C: ?, D: ?, M: ?] Biology Student
>Buildings:
>Technology:
>Storage:
>Magic:
>Void Tokens: 9
>Bonus: Every Turn 5n, you get X amount of Void Tokens, where X is the 1/2 of the number of your followers.

1: Continue production of the Warbeast [69/666]

2: Have my followers continue to trade [1/12]
>>
>>1212826
How about my powder weapon? Will Michaels generator be able to make the stuff or will I need chemistry too?
>>
>>1212870
Do you wish to collaborate so that we can both advance our technologies at an even faster rate
>>
>>1212933
I think you declared independence from the Empire right? Me and Arthur are loyalists.
>>
>>1213003

The harpoon gun seems separate from a musket anyway. If I recall most harpoon launchers use steam or hydraulics, not to mention one based around gunpowder would be completely retarded for more than one reason and would require a LOT of work and explanation as to why it works.

Also neither of you even has cannons down yet, how do you think you can make guns with rifling and all that shit? You're early steampunk at best, not space age hon
>>
>>1212826

Please see >>1212277, I have some questions for Mr. Myin
>>
>>1213102
It's a fantasy setting, we have some pretty fantastical things and magic right now so I think fantasy weapons are okay. I mean, between being able to summon giant plague monsters or wizards shooting fireballs from flying brooms or swarms of giant monster insects a harpoon musket or a regular isn't so out there.

Also I was basing it a tiny bit off this harpoon gun and I was dropping explanations on how it worked. https://m.youtube.com/watch?v=2xAJZEGQ63w
>>
>>1213200
Also mind control magic and crystal ball tvs for wizard football and invisibility spells and metal golem robots. It didn't feel like we were trying to be realistic instead of fantasy setting.
>>
>>1213212
To be fair Nimble has said magic is not as useful in combat as prepared out of combat. Also no one has true mind control magic yet, just monster mind control magic.
>>
Rolled 35, 69, 90 = 194 (3d100)

>>1211945
>Lord's Name: Count Sohnzwei
>Fluff:
Its a hard knock life.
>Skill: Warrior, Mage
>Bonus:
Get two Bloodsucking Token for every [Turn 5n]
[Bloodsucking Bond]
Consume one Token. Choose one ally. Both yours and your ally rolls get amplified depending on the other persons rolls last turn.
[Bloodsucking Curse]
Consume two Token. Choose one player. Player gets a -5 on both actions, while you get +5 both actions for 3 turns.
>Bloodsucking Tokens: 4
>Kingdom's Name: County of Salvynia
>Color: A sad grey
>Fluff:
For us.
>Military:
+ Salvynian Dark-Stars [SDS] (Magic Team) [C: 0, D: 0, M: E]
+ 2 'Crimson Cloaks' Vampire [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Moon Disciples' Werewolf [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Swamp Daughters' Witch [C: E, D: E, M: E, Support: E]
+ 1 'Salvynian Guard' Last-Gasp Soldier [C: E or A*, D: E or 0*, M: E] *Last breath
>Supply: 245
>Buildings:
+ Market [Trade Route: 1, Hawthorne [E]]
+ 'House of Black Tomes' (Magic Library) (Research: E)
+ 'Iron Tower' (Barracks) [Recruiting: E]
>Technology:
+ Tax
>Storage:
+ The Book of Summoning [D]
+ Hellsfire Scroll [E]
+ Curses for Dummies [E] (Read)
+ Bronze Elemental
>Magic:
+ Dark [C]
+ Curses [E]
>Bonus:
+ Soldiers immediately upgrade to a [Cursed Lord] (Vampires, Werewolves, Necromancer, Witches...)
+ Heroes immediately upgrade to a [Cursed Lord]
+ Popular [From Wizard Bowl, 3rd place]
>In Progress:
+ Dark Magic [B] 13/16
+ Training Hall 3/4
+ Undead Army 6/8

1. Though many people feared dark magic for connotations of Necromancy and the like when inspected more closely Dark Magic bore an uncanny resemblence to the magic of Light. Perhaps Sohnzwei should not have been as surprised as he was, were they not two sides of the same coin?
+ Dark Magic [B] 13/16
+ 'House of Black Tomes' (Magic Library) (Research: E)

2. It would seem there was a scramble for people to force bits and pieces of the Imperial Military under their control. A, how Sohnzwei felt, more than dubious practice. Not only did it imply that Imperial values could be bought but it also undermined the integrity and strength of imperial forces. While not outright treason it was about as close as one could get to it.

Sohnzwei would offer food and housing to members of the Imperial military. It would be free. It would be provided without question. There would be no implications of any kind of service or repayment. This was a service to the Empire, not a ploy to empower the Count of Salvynia.

3. Just another day raising the undead.
+ Undead Army 6/8
+ 'Iron Tower' (Barracks) [Recruiting: E]
+ Dark [C]
>>
>>1213003
Well poo, By the way who's loyal and who is independent?
>>
>>1212775
>>1213102
You talk like a fag and your shit's all retarded.Jpeg
>>
>>1213222
Btw apply Bonus to this >>1205686 to boost rolls.

Token not substracted yet.
>>
>>1213212

Do you really think they'd be able to make that in the 15th-16th century? I bet you'll want machine guns and grenade launchers next.

In any case that's exactly the problem. Those weapons are -magic- powered, basically magical spells made into gun form. If you aren't gonna rely on magic then you're gonna have to rely on physics and reality, which is a much greater bitch to overcome.

Besides that weapon looks lanky as hell, I mean look at all that winding...do you really think that'd be suitable for combat?
>>
>>1212277
Myin only smirked," What's with all these threats? I thought we agreed on a partnership. And what makes you think I know anything about that? I'm just a Pirate."
>>
>>1213246
It wouldn't actually include the harpoon rope for combat, just the harpoon also its not the same thing. The charge is inside the harpoon and ignited by the weapon.

I don't plan to make those other things either, but they did have machine guns, grenades, and tanks in Warhammer fantasy and Warcraft and those were 15th 16th century like too. I don't think they were out of place there.

Besides, why allow handwaving for fantasy magic but not fantasy tech. It's kind of arbitrary.
>>
>>1213228

"Because I'm well aware of your nature and I don't trust you yet, but nevertheless I need your assistance. Now, before joining me you had a transnational smuggling ring. I'm not going to assume that you had anything to do with the emperor's death or any insane plots like that. That's not my concern. However, around that time someone wanted to silence us. Then came the rise of your little crime group. I need to know if there's a connection, so I'm going to ask - was there anyone who financed your little operation? It is not my intention to let this get bloody, but you do need to pay your rent if you want to stay here and I'm a rather strict landlord."

>>1213306

It's up to Bello whether he wants it in his game and I'm not saying it's impossible. It's more just the /k/ommando in me going batshit over the design. I still think you should go with steam/hydraulics, especially if you want a more fantasy-ish steampunk-type vibe
>>
>>1213453
I kind agree with you. To be honest I'm really considering that.

If Bello would allow it I would love to have water/steam based harpoon muskets instead of powder based ones that have the same potential for usage and upgrade as a regular musket, simply for the fluff value.
>>
captcha is giving me some trouble, test
>>
Rolled 63, 98, 26 = 187 (3d100)

>Lord's Name: Arthur Seaworth
>Skill: Leader, Charisma
>Bonus:
[Two Worlds, One Sea]
Every 5 turns, you and your the people trade with gets 1 free action. (Free Action = No rolls needed, just 1 success). For every 2 trade routes, you gain another free action. (Activates TURN 25)
>Military:
2 Soldiers[C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
Commercio (Tradeship) [C: 0, D: 0, M: E]
Samuel Lakefold [C: 0, D: 0, M: E] *Captain of Commercio, Trader and Merchant
>Supply: 383
>Buildings:
+Docks Docks [Trade Routes: 5, Captain Nema[E], Epidemica [D-*1]] *1: Quarantine, Snowpeaks[E], Roa[D], Syndicate [E]]
Naval Academy [Recruiting: E, Training: E] Domestic Market [Happiness: E, Supply Gain: E]
School [Research: E]
Lumbermill [Construction: E]
Underwater Temple of the Old Man of the Sea [Conversion: E]
The Outer Imperial Trading Company [Supply Gain: X*, Special: S*2] *X is determined by your stats. *2) Free action to talk and make deals to merchants, traders, and the such
>Technology:
Boatbuilding [D] Commerce
>Bonus:
Soldiers can move through water without the use of ships.
Can reduce the supplies needed for water-travel for you and your allies.
Trade Route w/ Dwarves 1/2
Seaweed Farm 1/4
School Upgrade 2/4
Upgrading Ship 2/12
Seawood Mill 4/ 9
Boatbuilding 3/10
Imperial Stock Exchange 2 / 10
Commercio Conquest 2 / ?
Bonus: Populated with Stock Brokers

1. The Imperial Stock Exchange continues its construction. 2 / 10

2. Albreton continues to build her underwater Seawood Mills, which will give her ships stronger and more bouyant wood for greater and larger vessels. 4 / 9

3. Mr. Commercio is to resume consolidating the trade fleets 2/10

>>1212528
A simple message is returned, stating that Albreton will attend this meeting.
>>
>>1213228

Loyal in exchange for being independent, it's a bit complicated
>>
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>>1214318
A rebel, by any other name
>>
>>1213228

We served the Emperor and in return he looked the other way in regards to our activities. It was a rather harmonious agreement. It's not like we seceded or anything.

Making an enemy out of a potential ally is not smart, especially when that ally is made up of ninja assassins
>>
>>1214318
>>1214331
does the Black Raven have any documentation or public decree about this? I would think the Emperor would have given them some.
>>
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>>1214366
>>1214331
As a well traveled and well connected man of the capital, I have seen or heard nothing of this.

Most likely it was blackmail, something only a rebel would do
>>
>>1214366
>>1214373

Stop fucking with my fluff.
>>
>>1214382
I wasn't trying to. I was just asking. perhaps you could re-explain since I think Caius wasn't here for the first thread and most of us don't keep our kingdom fluff in our post.
>>
>>1214382
I assure you, there is no "fluff" of which you speak in the Imperial Records
>>
if it isn't this is some meming and banting going on and he's pretty much going to read and write the history books as he sees fit, so don't take it too hard
>>
>>1214318
Could you lay down for me what exactly being independent entails in this case? Do you just not pay taxes, or are you your own literally independent nation?

I'm not meaning to be a dick but I'm really loosing track of who belongs to what why and should have what cultural rights.
>>
Think the Yakuza in Japan. A criminal organization, but still part of the Empire with respected cultural status and under-the-table connections with the government.
>>
>>1214501
If you could answer a bunch of questions for me to clarify the degree of relations you hold with the Empire that'd be appreciated.

All of these questions are assuming the Emperor were still alive (or we actually found a proper new Emperor):

1. Would yoube obliged to pay taxes?

2. Would you be obliged to send troops to aid his military campaigns?

3. Would you be obliged to seize military operations if ordered to do so?

4. Would you be obliged to seize clandestine operations if ordered to do so?

5. Would you be obliged to convert your religion if ordered to do so?

6. Would you be obliged to act against your own code of honor if ordered to do so?
(assuming you have one)

7. Do you consider yourself to be part of the Empire?

6. Do you believe you should hold voting rights for the Emperor's succession?
(assuming an Elective System)
>>
>>1214501
Eh, just to warn you there's some crap happening on the IRC and certain player powers are going to say whatever they want irregardless of your fluff. treat it as you will as lies or revisionism, cause I think they'd just do the same to your fluff too.
>>
>>1214561
Ignore the Numbers, failing elementary school is a bad thing
>>
>1. Would you be obliged to pay taxes?
If we had to
Obliged? Yes. Did we? Not always. There was a lot of tax evasion which caused certain groups to get pissy at us.

>2. Would you be obliged to send troops to aid his military campaigns?
People in our territory would be drafted into the regular army but we'd be doing our regular duties, i.e. spying, assassinating, etc.

>3. Would you be obliged to seize military operations if ordered to do so?
The Emperor does not interfere with our operations, as per our agreement, but in turn we do not act against the Imperial government

>4. Would you be obliged to seize clandestine operations if ordered to do so?
No, see above

>5. Would you be obliged to convert your religion if ordered to do so?
We don't have one, and no.

>6. Would you be obliged to act against your own code of honor if ordered to do so?
(assuming you have one)
If a contract is made it stays until it is broken

7. Do you consider yourself to be part of the Empire?
Yes.

8. Do you believe you should hold voting rights for the Emperor's succession?
(assuming an Elective System)
In that situation yes, as much as anyone else here
>>
Rolled 5, 64, 40 = 109 (3d100)

>>1211945


Lord Aric Bryne, Raider Captain and Regent of Roa
>Skill: Military Leader, Fighter
>Bonus:
[Master of Sea]
Naval combat or raids do not cost an action.
Setting a new trade route gives you extra supplies and a bonus action the next turn.
Successful raids can steal rolls.
Every 5 turns, roll a 1d25 for a [Grand Fish]

ROA, The Empire's Southern Fishing Colony
>Military:
5 Raiders [C: D, D: E, M: D]
1 Ship [M: C, Storage: 4]
1 Warship [C: E, M: C, Storage: 6]
>Supply: 621
>Technology:
Boatbuilding
Mass Fishing
Rum-Making
>Buildings:
Docks: Upgraded 3/4, [Trade Routes: 3, Snowpeaks [D], Albreton [D], Black Syndicate [E]
Fishing Port [Supply Gain: E]
Whaling Yard [Supply Gain: E]
>MAGIC: Water [E]
>Bonus:
Supplies to build raiders or ships are halved.

Whale Oil Refinement 1/10

Rare Fish Meat [SS], 5 Good Bandages

Cultural Hostility: With the Swarm.
Cultural Tension: With the Trolls.


1. Continue furthering our knowledge of Water Magic. 4/10 +[Water Magic: E]

2. Continue refining our Whale Oil. 1/10. +40 Currency.

3. Continue recruiting our Raiders. 8/10

>>1212528
Lord Bryne returns a letter before setting sail, personally, for the Cove.

>>1214232
After (presumeably) much deliberation, a letter is returned, penned in Aric's now-familiar hand.

"I have discussed your proposal at length with my advisors, my wife, and my children. They are in agreement and see no reason not to accept: our families will be wed to each other, in a mix of Islander and Roan tradition. Preparations will be in order, of course, to make the wedding a memorable one. We must firstly decide upon a location: will this ceremony be held in my lands, or yours?"
>>
>>1214703

And by broken I mean by the other party
>>
>>1214703
Alright, thanks for your answers. That actually did clarify a lot.
>>
>>1214712
You might want to rethink calling yourself "independent" chum, as that word has connotations that do not agree with your answers to the above questions, and paints your nation as no different then the rebels.
>>
>>1213453
Wait did I say that or is that directed at me?
>>
Rolled 31, 7 = 38 (2d100)

>>Lord's Name: Professor Nimbledon
>>Fluff: Professor Nimbledon is the senior professor and Lord of Hawthorn Castle, and one of the oldest and most experienced Wizards of the age. a wise and intelligent leader, he treats both his students, staff, and their families with care and kindness. he has spent a lifetime studying the magical arts, and tries to pass on this knowledge to those he is charged with guiding and protecting.
>>Kingdom's Name: Hawthorn's Academy of Magic and Mystics
>>Color: Royal Blue. Location: south of the East Castle
>>Fluff: >>1083821
>>Skill: Wise, Intelligent
>>Bonus:
>[Magic Professor]
>Once per thread. After rolling, you can rearrange the order of the digits in any order. Not applicable to nat1 or 100. Has the potential to kill you.
>+Every thread, you gain a student. You can choose which nation this student came from.
>EX)
>Rolls: 18, 06
>New Rolls: 61, 80
>>Military:
Magic Team [C: 0, D: 0, M: E] *Lvl4
Sally Sohel [C: 0, D; E, M:E, Dark Magic: D] *Lucky Charm
Trist Andels [C: 0, D: 0, M:E or C*] *Water, Mermaid, Engineer
>1 Soldier [C: E, D: E, M: E]
>1 Mage [C: E, D: D, M: E]
>>Supply: 340
>>Buildings:
>+Hawthorns Academy of Magic [Magic Research: B, Happiness: E*] *Can host major events
>Market[Trading Route : 1, Salvynia[E]] Upgrading Trade Route 1/3
>Achievement Room [Happiness: E]
>Trist Andels Workshop [Research: E]
>>Technology:
>Potion Brewing, Wandcrafting, Monster Charming, Thesis Paper of the Theory of Magictechnology, Magitechnology workshop
>>Magic:
>Fire [E]
>Water [E]
>Earth [E]
>Air Magic [B, Competitive]
>>Bonus:
>Start out with 4 [Magic].
>Every 5 turns, gain an extra action dedicated in increasing your [Magic]
+Storage:
Lead Trophy (Gold)
Golden Leprechaun Lucky Charm (+1 Roll of 1d100 + 60 for one turn. Nat1 is impossible. 100 and 160 are counted as Nat100)
+Bonus:
Popular [From WizardBowl, 1st Place]
[Learning Magic will be much harder with the loss of a professor and there is unease with the death]
Beast Hunt 2/6
Air Magic 8 / 20
Earth Magic 5 / 8
Trist Research 4 / ?
#1 "to improve the quality of the school" very well. let us focus on that first. maybe before becoming an all A in the schools of magic, we become an A-class learning education center. let us upgrade Hawthorne's again. 40 supplies are spent for this.
#2 while classes are momentarily readjusted, a focus is placed on Trist research. what sort of device or ideas is he devising, or is he looking for input from us? 4 / ???
>18 turns till the next Wizardbowl
>>
>>1215573

Oh shit, I meant that for >>1213293

>>1214740

If you want a fight that badly then you can come and get it. Bello is dead, the contract is currently null and void and we're sticking with Bello's last wish that the lords and ladies of the land take it into their own hands and decide for themselves who should rule the Empire. I have no qualms with fucking up cocky little shits who would turn against us whether they be in the imperial army or not at this point.
>>
>>1215752
>>1215752
You mong, this is OOC, and you calling yourself independent is not accurate. You little more then a common bandit who pays rent. If you want a fight continue to call yourself independent and posture, but if you want to be logical quite sperging off that you're your own state, when you very clearly are not.
>>
wow its really gotten hostile in here all of a sudden, and not even IC but OOC. what gives new guy.
>>
>>1215811
I think what he's trying to play is a vassal or some kind of autonomous state, not a territory but also not outside the empire. it's really bad just to narrowly interpret what he's trying to do based on one word he isn't even using anymore.
>>
>>1215832
>>1215831
My guy whole goal IC is to keep this Empire together, so some dude spurting off that he's independent while enjoying all the luxuries of being one, such as protection and the right to vote, its gonna rub my guy the wrong way. Considerably more so when we have an open rebellion and this whole "lol I'm independent" stitch is a new thing. Simply imagine the implications of a single province of an entire empire being granted special treatment for no reason other then "lol we bribe him." Picture how your lord would react in that instance, let alone what the people of the Empire will think when they're beacon of hope, the Emperor, is actually a schmuck who lets petty criminals run his province. I'm saying if he wants to be left alone he needs to quit running his mouth about being "independent", because declaring that openly with only the word of a now dead emperor as your tiniest shred of evidence makes you no different then Bluholm.
>>
>>1215868
He hasn't said so IC at all, so he has been quiet about the whole thing. Everything he's said has been OOC. Furthermore IC your guy would have remembered that Ravens special status by the Empire and Emperor is something that has existed since the Emperors conquest and was a facet of society. I mean, I guess you could say now that the emperor is gone you want to amend for what he thouhht was ultimately a mistake by the Emperor and Empire
>>
>>1215868
I mean, let's not also forget the Emperor hired at least three known paramilitary groups and two independent navies from the Imperial army because he wanted forces not constrained by Imperial law and loyal to him. Its bad to say he did that IC, but it did happen
>>
>>1215888
If he hasn't said it IC, then how would anyone know about his special status IC? People just don't go around saying they bribe the Emperor for special privileges, not smart people anyway
>>
>>1212187
As a gesture of goodwill i'll shoulder the cost of whatever damage azok has done. Of course i'll do it only if you join the alliance. So please do consider accepting we could have this resolved very easily
>>
>>1215899
They dont. Just like people in Italy and Russia dont talk about the Mafia. They know they are there, they know the police and state turn a blind eye, but nobody calls them out for it. Its a thing that exists quietly.

IC it might be explained as official decrees setting conspicuously low tax rates and exemptions from certain requirements. You might wonder why they exist, but you wouldn't say so out loud in their province.
>>
File: 61b.png (9KB, 369x311px) Image search: [Google]
61b.png
9KB, 369x311px
>>1215913
So its is by some unspoken rule that his tenuous claim at official independence is held.

This is government boy, it requires proofs
>>
>>1215926
He can make actions for it to turn fluff into reality just like everyone does
>>
>>1215928
And until he does so he is a rebel, plain and simple
>>
>>1215935
Or consider that if this has legitimately existed since the time of the Emperor more than likely they already have everything set up legitimately within imperial law. I wouldn't imagine any reason he'd fluff his nation to the contrary. He could easily fluff himself as having the paperwork.
>>
>>1215935
Look at the trolls and bugs who basically overtook an AfK nations. They came to existed after the Emperors death so he couldn't have approved of them himself, but people treat that there is some kind of imperial law allowing a dominant force to take over a defunct nation and become a legal part of the Empire. They didn't have to make actions for that or prove they were accepted.
>>
>>1215948
By being granted special priviledge from the emperor he has existed outside of Imperial Law since the time of his inception. The Bugs and the Trolls are also not claiming to be independent, and if they did they'd receive the same treatment.
>>
>>1215991
He hasn't claimed anything IC. He's simply stated the facts, the Emperor gave him special priveleges and they were granted such that they were not illegal or rebellious during the Emperors reign, his death would not have changed this so it's more than likely it's as legal now as it was then.

Also like I said it doesn't have to mean outside the law, it could simply mean the law has been molded to fit him.
>>
>>1216008
"Facts"

Unless there is some record of this in the Imperial Archives, any claims he makes of being independent can and should and in fact will be seen as secessionist acts.

and

>And entire empire changing its whole system of laws to allow one state to do whatever the fuck it wants simply because the leader bribes the Empire of a Continent

Enough baz, this is a tiring affair
>>
>>1216017
I'm not baz. Also the Emperor cam do whatever he wants, he wrote the laws. If he wanted to change the law to make day into night he could.

And if Black Raven wants to fluff them being in the archives or use actions to get them there he can. Just like the Trolls and bugs can say there's an imperial law allowing new powers to take over kingdoms is okay with or without making actions for it.
>>
>>1215868
wait so you get a vote if you're part of the empire...well this is awkard since I thought the empire was an autocratic regime and I'm aiming for that sweet sweet democracy
>>
>>1216027
The Emperor is dead, and that this independence granted by him is a post start fluff edit supported by no actions. So until those actions take place, he is making seditious claims, and besmirching the reputation of the Emperor.

and for proofs: https://archived.moe/qst/thread/1082912/#q1087700

The original Statblock, which makes no claims of being such
>>
>>1216045
Voting for the new emperor chum
>>
>>1216046
Lots of people have added fluff that expanded their nation history that wasn't in the start. Nimble said the Emperor approved his nation deposit an old dictator, and you fluffed up the Band of the Hawk which wasn't in your starting block either. Unless bello outright says that's not true, there's no reason to deny it.
>>
>>1216052
the band of the hawk is something that I made up, its not real

it never was

It is a cover story that my guy made up on the spot, IC, to cover doing clandestine shit and as a joke, since shin was saying "oh if only we had a mercenary group to do stuff for us." To which I responded "But maybe we do."

The fact that other people treat it likes its real is only because they are reading my posts, as the band is in fact not real.
>>
>>1216052
>>1216060
And making up a mercenary band is quite different then all of sudden saying your province is so special and you're so powerful that you got to blackmail the emperor into allowing you to be your own autonomous state while still enjoying the freedom of a province.

Besides the point, this is shitting up the thread, if you want to actually discuss this, come in here: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
>>
>>1216060
Since you didn't indicate in your posts the band of the hawk was a ruse, it was easy for others to treat it as true and having existed historically. Especially since there are other existing mercenary groups and there was no reason to doubt you.
>>
>>1216133
It was a private convseration that only I am private too, if the host got it that is all that matters. Anyone else that even references them is acting in the meta sense and only showing that they play with respect to others actions, and no in what their character would know.

Again, this is shitting up the thread baz, go to the irc to discuss this if you really feel the need
>>
>>1216139
I play in respect to player worldbuilding. If a player fluff something as existing, I welcome it as an expansion to the lore.
>>
>>1216217
by that logic I can say that my player has a tank that runs on magic, and since I've said that its always existed.

Join the IRC if you want to continue this.
>>
>>1216223
Why not. It sounds like a weapon the emperor would employ on his army, and then work gettint it running. Bello could make it a big project.
>>
>>1216248
No see, he already has it. He fluffed it so he has it
>>
>>1216223

Yeah, the thread quality dropped dramatically since this prick joined. If this kind of fighting and shit keeps up I might just quit to be honest, I really don't want to deal with it regardless of what happens with my fluff
>>
http://www.strawpoll.me/12438097
>>
>>1216417
Should he be disciplined for raising a legitimate concern because somebody's feelings got hurt over retroactively changing things that could be of game mechanical relevance?

Hell he even suggested to take the conversation to an IRC.

This fucking thread. These fucking people.
>>
>>1216480
Except it hasn't at all changed the game mechanics at all or the gameplay. By far the only thing disrupting the game is the fallout of someone attempting to chip away at someone's fluff in an intensely arbitrary and dickish way.
>>
>>1216542
Now while it may not have been the most polite, Dark Raven did claim to be independent. Which, as you will hopefully agree, should have a major impact on game mechanics. Namely not being protected by Imperial Law or recognition. This will also have a significant impact on gameplay as it shapes interaction with different Empire member states.

Dark Raven did make clear that independence was not at all what he was referring to, to which Caius responded by telling him that he may want to avoid using the term Independent as this could easily lead to confusion.

While everyone should be able to determine their fluff for the most part, there should be some limitations to this, as in my eyes you should not simply be able to announce yourself the Designated Regent of the Empire at your own whim, claiming that this would be backed up by your national fluff.

I do agree that these "facts" should be decided at Bello's discression, however I also believe that (potentially) fundamental changes in fluff should be adressed with Bello beforehand, not after they have already been proclaimed.

That said I don't object to whatever status Dark Raven considers himself to have, but the way this entire thing was treated is just one big bunch of crybaby bullshit which I may now too consider myself a part of.

Do us all a favor and if you have a response to this, show up in the IRC that was linked here: >>1216064
>>
>>1216542
Well if worse comes to worse perhaps we can become allies?
>>
>>1216480

The reason why I'm losing interest isn't so much about the fluff, it's that I think I've figured out who Caius is and if my hunch is true it will just be a pattern leading into a downward spiral.
>>
>>1216634
You're invited to join the IRC too by the way. In fact everyone is. Its really supposed to be for exactly this kind of situation.
>>
>>1216634
https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
>>
>>1216634
do you mind if you come to the chat, I want to speak with ye
>>
>>1212264
Gail Research 4 / ?
Enchanting 5 / 12

>>1212271
Ship 2 / 12
Training 4/4
Second Training 2/4
Raven Thief [C: E, D: E, M: E] *The Way of the Raven

Your Raven thief can now fight!
-5 Supply [Training]
>You get one extra roll to EITHER continue training or continue to build the ship

>>1212360
>elections will have to take a turn yes?
It's up to your fluff.

Chemistry 1 / 12

>>1212376
-50 Supply
+Building:
Steel Mill [Technology: E]

Supply Chest 4/6

>Two Worlds, One Sea does not give a roll. Just +1 success
-75 Supply
Harpoon Gun 3 / 15

>You would need gunpowder to use these weapon but as of now you are just building the model

>>1212387
Your scouts give this report.

Fortifications are generally weak and Bluholm has a decent military. They're fairy equipped and probably have the better range weapons in the entire Empire.

Colhen is different. They are more fortified but their military is nothing special.

But you now have a map of the layouts of the nations.

+Storage:
Map of Colhen
Map of Bluholm

>>1212395
+Technology:
Fortress Building

Winter Warfare 2 / 6
>5th need to roll a 1d10

A strange man named, Valdean Rothouse, present himself to you.

He presents you the Technology [Cotton] in trade of Coal and Iron (Supply).
(Free Action to discuss to Rothouse)
>>
>>1212420
You go to people of Snowpeaks and present them Cotton.
(Free Action to discuss to Snowpeaks)
(Note: By selling only 100 supply worth of Cotton, the other player will receive the Technology [Cotton]. You can try to sell the rest to the population)

>Trader Action: Do I still need to roll for these
yes

>>1212464
Saleron 1/4

Ruber 295 / ? +(geography, fair,Religious Laws, Military Laws)

Ruber seems very troubled by the matter. He has grown to be attached to you, but he wonders if his home needs him more than ever.

>>1212510
>Free action to repairs
Nope
Lyan Fendrik Training 4 / ?
>Free Action to continue Training
Patrol Tower 2/4
Linothorax 7 /8

+Technology:
Glassblowing

>>1212610
Dehaka 2 / 5

>Do you want to make up for your lost turn?

>>1212739
>>1212846
Warbeast [96 /666] *Void Atrribute[4 / 6]

>>1213222
Dark Magic 14 /16

+Technology:
Free Housing to the Royal Military

+Military:
-10 Supply [Undead]
Undead Army [C: F, D: C, M: F] *Can grow stronger by killing other biological beings

>>1214232
Imperial Stock Exchange 4 / 10
Seawood Mills 8 / 9

>>1214709
-40 Supply
Whale Oil 4 / 10
Raiders 9 / 10

>>1215577
-40 Supply
Hawthrone 1.8 / 12
>>
Rolled 15, 84, 30 = 129 (3d100)

>>1216824

Lord Aric Bryne, Raider Captain and Regent of Roa
>Skill: Military Leader, Fighter
>Bonus:
[Master of Sea]
Naval combat or raids do not cost an action.
Setting a new trade route gives you extra supplies and a bonus action the next turn.
Successful raids can steal rolls.
Every 5 turns, roll a 1d25 for a [Grand Fish]

ROA, The Empire's Southern Fishing Colony
>Military:
5 Raiders [C: D, D: E, M: D]
1 Ship [M: C, Storage: 4]
1 Warship [C: E, M: C, Storage: 6]
>Supply: 581
>Technology:
Boatbuilding
Mass Fishing
Rum-Making
>Buildings:
Docks: Upgraded 3/4, [Trade Routes: 3, Snowpeaks [D], Albreton [D], Black Syndicate [E]
Fishing Port [Supply Gain: E]
Whaling Yard [Supply Gain: E]
>MAGIC: Water [E]
>Bonus:
Supplies to build raiders or ships are halved.

Whale Oil Refinement 1/10

Rare Fish Meat [SS], 5 Good Bandages

Cultural Hostility: With the Swarm.
Cultural Tension: With the Trolls.

1. Improve our Water Magic. 4/10 [Water Magic: E]
+40 Supply
2. Improve our Whale Oil Refinement. 4/10 +40 Supply

3. Raider Recruitment. Cost is halved.
>>
Rolled 66, 33 = 99 (2d100)

>>1216824
Baku informs the people that the elections must wait, War is coming to bluholm and we must prepare.

>Lord's Name: Baku Abaghdadi
>Skills: Military Leader, Power-Hungry
>Bonus:
[Eternal Dictator]
Twice per thread. You can reroll your actions. However, your rerolls are 2d80. Can not reroll a nat1. [x][x]
>Bluholm
>Military:
3 Soldiers [C: E, D: E, M: E]
1 Soldier [C:D, D:D, M:D]
Longbow Men [C: E, D: E, M:E] Ranged
>Supply: 280
>Buildings:
University [Research : D]
Market [Trade Routes: 1(Trading with the black raven)]
Barracks [Recruiting: E]
Granaries[Supply:E]
Laboratory 1/4
Housing
>Bonus:
You can learn another player's technology very quickly but only with their consent
>Current tech
Bow+arrow
Constitution
upgraded Bow+arrows 1|8
chemistry [E]

1.Spread nationalism and the pursuit of self interest to the citizens of other nations
2.Train a company of shortbowmen
>>
File: map.png (151KB, 900x771px) Image search: [Google]
map.png
151KB, 900x771px
>>GLOBAL EVENT<<

The economy and people just took a worse turn now.

Usually each province was supplied by the Capital and gain the necessary supplies to survive.

But without the Emperor and no one in the Capital doing their job, the province need to fend for themselves now.

The Golden Age is over now.

>Beginning Turns are officially over
-Supply Gains will be reduced
-Military Units will NOW have upkeep cost every Turn5n.
-Buildings will SLOWLY have upkeep cost every Turn5n. It will be slow and small for the firsts SupplyDrops and slowly add up to a stopping point.
-Military upkeep will change depending on the state of the nation (peaceful, tight, warzone)

---
>Other things
Hey tell me where you want to put your Capital in the map.

You can now place Capital and/or Castles in the map.
Units will have to be stationed in a castle/castle/or a location to gain a defense bonus.
>>
>>1216849
And here are some more things to micromanage your castle, captital, and military!

>ALL NATIONS
It's now 3 actions per turn

>ALL HEROES
It's still only 2 actions per turn
>>
Rolled 69, 75, 32 = 176 (3d100)

>>1216831
Lord's Name: Krogar, Lord of the Six Rivers
Fluff: Big scary troll the hates destiny
>Skill: Fighter, Military Leader
>Bonus:
[Defy Destiny]
Every failed action gives you [1 Vision Charge].
[1 Vision Charge] turn rolls of 20-29 into successes.
In the beginning of every thread, you can discard X amount of [Vision Charges]. You will then be presented X amount of [Good Events]. You can choose X/2 of these event to happen. (Rounded to the lowest #)
>Vision Charge: 4
>Supply: 390
>Military:
2 Trolls [C:D, D: D, M: E]
1 Bigger Troll [C:C, D: C, M: D]
1 Ship [M: D, Storage: 3]
>Building:
Docks [Trade Route: 1]
Barracks [Recruiting: E]
Training Hall [Training: B]
Fishing Port [Supply Gain: E]
>Technology:
Boatmaking
Spears
>Bonus:
Your units roll a 2d6.
Boats gain +1 Movement while near your territory.
-----
6/15 Warship
----
1-2. Improve Training Hall
3. Warship 6/15
>>
>>1213222
+Magic:
Dark Magic [B]
>>
>>1216878
Training Hall 4 / 10
Warship 7 / 15
>>
Rolled 46 (1d100)

>>1216843
3rd action: fucking whale refinement 4/10
>>
Rolled 8 (1d10)

>>1216824
Forgot to roll 1d10
>>
Rolled 63, 28, 58 = 149 (3d100)

>>1216824
>Lord's Name: Lord Tyandir Stormsong
>Fluff: Son of the old sorcerer king of Kol'Talla who fought the empire and died in the war. Seeing the devastation left upon his people Tyandir surrendered and was integrated into the empire. Tyandir had inherited the sorcerous bloodline of his lineage, which was said to have been given to the Stormsong line by the god of the sun himself, and has practiced relentlessly through Emperor Bello's lifetime. His people had lost due to their pride blinding them, but now he could see clear and he will not pride cloud their judgement again.
>Skill: Magician, Wise
>Bonus: [Sorcerous Bloodline]
You can flip the digits of a roll. Not applicable to a crit 1. Using this too much will kill you.

Ex: 18 -> 81. 09 -> 90.
>Kingdom's Name: Kol'Talla
>Color: Blue
>Fluff: A High Elf kingdom with a long history of pride and magic. That pride was shattered when the empire conquered their land and killed many of their sorcerers in the war. Even though they were treated well many of the elders still chafed under the rule of 'the lesser races', although many of the younger elves saw that as false pride. Now their pride no longer clouds their vision, they have been shown they are not invincible, and now they will show they world they will not be left behind.
>Military: 3 Soldiers [C: E, D: E, M, E]
1 Spearmen [C: D, D, D, M: D] *Air Spear, Earth&Nature Shoes, Transmutation Armor, Lanter
Magic Team [C: 0, D: 0, M: E] Lvl2
>Supply: 211
>Buildings: Market [Trade Routes: 1, Rothouse [D]]
Magic School [Magic Research: D] *Popular [Silver Trophy]
Yern Lumber Mill [Construction: E, Yern Gain: E*]*Every [Turn5n], gain a [RandomQuality] Yern Lumber
Upgrading Lumber Mill 4/8
Enchanting Workshop [Enchanting: E]
Training Yard [Training: E]
Gail's Magic Workshop [E]
Palisades [Defense: C]
Garden [Happiness: E] Upgrading Garden 2/4
>Technology:
Enchanting [E]
>Storage:
1 Slipnir (Movement Beast) a rare horse-like figure that could greatly improve movement and movement cost on a unit.
1 Good Yern Wood
Magic Stick of Elements
>Magic:
Geass [D]
Light [E]
Transmutation [D]
Earth E
Nature E
Air E
>Bonus: Gain a new bonus for each new magic you gain.
Every 5 turns, get +1 Supply for every magic you have. Higher ranked magic give more supply. Maximum of 20 supply gain.
Every 5n Turns, add one progress point in one of your Buildings.
Every thread, roll a 1d5 to tame a beast.
[Racial Tensions]
[Small Migration - Scythia(From)]

1. Continue to aid Gail in her research. 4/?
+Gail's Workshop [E]
2. Continue to upgrade our knowledge of Enchanting 5/12
3. Continue to upgrade the lumber mill 4/8
+ Construction [E]
>>
>>1216906
+Storage:
1 Precious Emerald [Unknown Magical Capabilities]
>>
Rolled 58, 79, 39, 44 = 220 (4d100)

>>1216889
Lord's Name: Krogar, Lord of the Six Rivers
Fluff: Big scary troll the hates destiny
>Skill: Fighter, Military Leader
>Bonus:
[Defy Destiny]
Every failed action gives you [1 Vision Charge].
[1 Vision Charge] turn rolls of 20-29 into successes.
In the beginning of every thread, you can discard X amount of [Vision Charges]. You will then be presented X amount of [Good Events]. You can choose X/2 of these event to happen. (Rounded to the lowest #)
>Vision Charge: 4
>Supply: 390
>Military:
2 Trolls [C:D, D: D, M: E]
1 Bigger Troll [C:C, D: C, M: D]
1 Ship [M: D, Storage: 3]
>Building:
Docks [Trade Route: 1]
Barracks [Recruiting: E]
Training Hall [Training: B]
Fishing Port [Supply Gain: E]
>Technology:
Boatmaking
Spears
>Bonus:
Your units roll a 2d6.
Boats gain +1 Movement while near your territory.
-----
6/15 Warship
----
1-2. Improve Training Hall 4/10
4. Research Armor
3. Warship 7/15
>>
Rolled 4, 2, 1, 2, 2, 5, 4, 4, 1, 3, 3, 5 = 36 (12d5)

>>1216933
The Roani raiders come ashore in a bloody tide, blades and axes held high as they crush the docks, raze the ports, and generally take back what of the sea's bounty they can find from the brutish trolls.

+[Master of Sea] - Raiding does not cost an action. Successful raids can steal rolls.
5 Raiders [C:D, D:E, M:D]
1 Warship [C:E, M:C]
>>
>>1216942
>Quick Raid
>Supplies cost is reduced by half
>Damage to buildings/people lessened
-Cost
25 Supplies per Raider

-125 Supply
>>
File: troll_fight_by_tmza-d2xmyol.jpg (830KB, 1200x740px) Image search: [Google]
troll_fight_by_tmza-d2xmyol.jpg
830KB, 1200x740px
Rolled 6, 1, 6, 2, 3, 2 = 20 (6d6)

>>1216942
2 Trolls [C:D, D: D, M: E]
1 Bigger Trolls [C:C, D: C, M: D]
+Spears

"SPEARS OUT BOYS! LET THIS RAIDERS IMPALE THEMSELVES THEN WE CAN GORGE ON THEIR FLESH! DON'T GIVE THEM AN INCH!"
>>
Rolled 25 (1d100)

>>1216875
Undermine the legitimacy of Sohzei's reign and encourage the Cursed lords to take power as a united front against him
>>
Rolled 96, 49, 28 = 173 (3d100)

>>1216831
>Lord's Name: Count Sohnzwei
>Fluff:
Its a hard knock life.
>Skill: Warrior, Mage
>Bonus:
Get two Bloodsucking Token for every [Turn 5n]
[Bloodsucking Bond]
Consume one Token. Choose one ally. Both yours and your ally rolls get amplified depending on the other persons rolls last turn.
[Bloodsucking Curse]
Consume two Token. Choose one player. Player gets a -5 on both actions, while you get +5 both actions for 3 turns.
>Bloodsucking Tokens: 3
>Kingdom's Name: County of Salvynia
>Color: A sad grey
>Fluff:
For us.
>Military:
+ Salvynian Dark-Stars [SDS] (Magic Team) [C: 0, D: 0, M: E]
+ 2 'Crimson Cloaks' Vampire [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Moon Disciples' Werewolf [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Swamp Daughters' Witch [C: E, D: E, M: E, Support: E]
+ 1 'Salvynian Guard' Last-Gasp Soldier [C: E or A*, D: E or 0*, M: E] *Last breath
+ 1 Undead Army [C: F, D: C, M: F] *Can grow stronger by killing other biological beings
>Supply: 235
>Buildings:
+ Market [Trade Route: 1, Hawthorne [E]]
+ 'House of Black Tomes' (Magic Library) (Research: E)
+ 'Iron Tower' (Barracks) [Recruiting: E]
>Technology:
+ Tax
>Storage:
+ The Book of Summoning [D]
+ Hellsfire Scroll [E]
+ Curses for Dummies [E] (Read)
+ Bronze Elemental
>Magic:
+ Dark [B]
+ Curses [E]
>Bonus:
+ Soldiers immediately upgrade to a [Cursed Lord] (Vampires, Werewolves, Necromancer, Witches...)
+ Heroes immediately upgrade to a [Cursed Lord]
+ Popular [From Wizard Bowl, 3rd place]
>In Progress:
+ Dark Magic [B]
+ Training Hall 3/4

>Free:
Place my Capital right in the Center of Salvynia

1. The Imperial Infrastructure had collapsed. Luckily enough the Salvynians had their fair share of experiences with hunger and illness already so that should not prove to be too much of a change. That said having to resupply the military could prove to be somewhat of a challenge and required a new source of income.

Count Sohnzwei would use his considerble military forces to capture and domesticate some of the dangerous species that lived within the Salvynian forests. They could be used as livestock or eventually for battle or simply as companions, regardless monsters were the one thing you had no hard time coming by in Salvynia.

2. Finish construction of the Training Hall. Soon Salvynia will not only boast a large military but a strong one at that.
+ Training Hall 3/4

3. With a people now actually wanting to get paid for their military service (what a joke) Salvynia would do good in utilizing a few more mindless individuals to ensure its defense. Count Sohnzwei would raise some more Undead, just to be safe.
+ Dark Magic [B]
+ 'Iron Tower' (Barracks) [Recruiting: E]
>>
>Regarding the salt

It's been all cleared up in the IRC. Head over to the chat if you want to know what happened.
>>
to note, part of IRC chatter was that Raven's thing was about being given a "independence in his affairs by the Emperor" and not "declaring independence from the empire". they are very much still part of the empire as was being argued.
>>
>>1212685
"The Empire is the Empire. It's not going away anytime soon, too embedded in peoples hearts and minds, but folks are gonna disagree on what the Empire means without an Emperor to tell them. As for who is going to be an Emperor nobody has nominated themselves, and nobody has voted for anyone. Maybe folks just don't want a different Emperor from Bello.

Bluholm? They seceded from the Empire, they have no love from us for doing so. But our lands are cold and high and far, but they'll regret their decision.

And what about you Count of Salyvnia. What do you think."
>>
File: NADERONOUS PTRC..jpg (15KB, 234x300px) Image search: [Google]
NADERONOUS PTRC..jpg
15KB, 234x300px
>>1216831
Stat post

FLUFF EVENT
A short time after he gives ruber leave to either go or stay as he must, but asks him to visit the monolith if he goes, Xylophotous feels faint mid sentence during a walking meeting with cardinals in which he is speaking on religious law. Witnesses say he lurched up suddenly, said "SANCTO NIKON, QUO VADIS?" then collapsed.

He was pronounced dead two hours later. His last words were "Naderonous must protect the monolith."

Lord's name: Naderonous, Patriarchatus Monolithious

Fluff: An unexpected candidate for the patriarchate, served as a clerk in several different offices of the church/government in Nepzusa for nearly 50 years before his election, Naderonous ascended to become patriarch at the advanced age of 92 at the specific request of the previous patriarch due to a quirk in the law, he wouldn't have otherwise been selected due to his very advanced age.

>Military:
4 Soldiers [C: E, D: E, M: E]
>Supply: 533
>Buildings:
Market [Trade Routes: 2, Valdean estate [E], Epidemica [E]]
Monolith [Conversion Rate: C]
Church [Supply Gain: E, Conversion Rate: D]
School of St. Aegon the academic [Research: A, Conversion Rate: B]
Arch of Neutrality [Neutral ground]
The Fontino [Happiness: E]
The Synodotous [Supply Gain: E]
The Liturgical school [temple study: E]
The Exchange [Trade: E]
Housing [Happiness: E]
Saleron 1/4
>Bonus:
Once you convert a different domain, you and the converted player can NOT fail their actions next turn, besides a nat1.
>Storage
+SCUOLOREGIMENTIBUS
>Technology
+Tax Code
+Minting 5/8

Ruber: +273/ ? +(geography, fair,Religious Laws, Military laws)
[racial tension] - elves of kol'talla

Pic related, Naderonous
>>
>>1217426
Skills & bonus to be assigned by bello.

Fluff for nation found at >>1184614

Waiting for skills and bonus to be assigned before proceeding to do any actions.
>>
>>1217234
Funny things is we haven't decided whether or not we secede from the empire
>>
Rolled 59, 47 = 106 (2d100)

Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
Skill:
Bonus: Fighter, Military Leader, Battle-born [C: A, D: C, M: C]
[The Servillius Way - The Forever Fight]
>Everytime you fight, you and all your units gain a permanent or temporary [Servillius Way] bonus.
>[Royal Officer]
You are an important officer of the Capital. Lords are still ranked higher than you, but you should be treated with respect since you do control some of the Royal Army.
>>Supply: 175

>Storage:
Map of Colhen
Map of Bluholm

1. Interesting, see if one of the elusive "Band of the Hawk" scouts can steal a copy of the advanced Bluholm ranged technology and return it to me, so that we in the Empire may make use of it.

2. Furthermore, we should also investigate instances of violence within the Empire itself, and the best way to do this is to listen to the chattering and bickering of the Courtiers.
>>
Rolled 81, 57, 5, 27 = 170 (4d100)

>Lord's Name: The Black Raven
>Fluff: The Black Raven Syndicate is a sophisticated network of master thieves, assassins, and other various criminals. In the past they served as Emperor Bello's hidden hand - in other words, taking care of his dirty work, a.k.a. assassination of his enemies and subterfuge. Now, with Emperor Bello gone, they are free to pursue their own agenda.
>Skill: Warrior, Manipulator
>Bonus: [The Title of the Black Raven]
Every five turns, gain a [Criminal Token]. Use a [Criminal] by selecting a player and then roll a 1d20. A certain effect will happen to the player. The token can be given to other players.
>Kingdom Name: The Black Raven Syndicate (territory's name is Raven Watch)
>Criminal Token Count: 3
>Military:
Myin [C: C, D: D, M: D, Trickster: A*] Crime Leader, *Trickster - In optimal conditions, Myin vastly lowers enemy's stats.
4 Raven Guardsmen [C: E, D: E, M: E]
1 Raven Bruiser (armed with troll weapons) [C: D, D: E, M: E]
>Supply: 580
>Buildings:
Black Market [Crime: E, Trade Route: 2, Bluholm [E], Roa [E]]
Blacktalon Dojo [Training: A] *All Soldiers gain [The Way of the Raven] Bonus (Trained in Stealth, Magic and Skill)
Gambling Den [Happiness: E, Supply: X*] X depends on the current supply boost
Workshop [Research D]
Docks [Trade Route: 2, Alberton (E), Epidemica (E)
>Magic:
Illusion magic [D] (Reduced chance for criminals to get caught) (Can disguise as other people)
>Technology:
Bliss (Hallucinogenic Drug)
Joy (weak knockoff of Bliss) *Addicts
The Illegal Trade [More "gains" with nations we trade with, with no penalty to them]
>Storage:
1 Insect Jelly
>Bonus:
Cost some supply. It's a free action to convert yours or allies' soldiers to non-combative criminal units; Thieves, Assassin, Dealers, etc.
>Works in progress: Gambling Den (Next Level): 2/8, Illusion Magic C: 3/14, Sea Phantom (warship), Guardsman training (next level): 2/4

Actions:
1. Shit, there goes the milk and honey. Get a few rice farms up and running and give these poor bastards something to do, we're gonna need to stay fed and we can export the stuff too, there isn't good land everywhere.
2. Those who do not improve die. This is the law of the world. Resume our research into illusion magic, soon we'll be able to not only disguise ourselves as others but blend in with our environment as well. (+Workshop (Research D))
3. We may have a top-class dojo but we can go further. There are many poisonous plants around here, some of which we used to create Bliss. If we can mix potent enough toxins, we can ensure our prey's demise.
4. (Free Action) Continue training the newblood. He has earned his white belt but white does not befit a being of the shadows.
5. (Free fluff action) I'd like Raven Watch to be in the center of my territory as well, and if possible next to a river running towards the ocean.
>>
>>1216911
I forgot: capital will be in the center of my territory
>>
Rolled 44, 97 = 141 (2d100)

>>1216831
>Lord's Name: Hiram the Stargazer.
>Fluff: Hiram is a sorcerer and scholar who claims to receive visions from incomprehensible godlike being from beyond the void. He claims these beings are the true gods of the universe, and that all lesser beings must serve them or suffer their wrath. These gods have granted their him, their new prophet, strange and terrifying arcane knowledge, so that he might better demonstrate the power of his masters. Hiram now seeks to unite the remnants of the empire under his new faith. He has gathered a band of fanatics around him, with whom he travels from city to city, seeking converts for the new religion.
>Skill: Intelligent, Void Magic
>Bonus:
[The Vision of the Void]
Every new followers give you a [Void Token]. Spending X amount of tokens, lets you roll a 1dX0. Your magic increases depending on roll.
>Supply: 30
>Military:
2 Fanatics [C: 0, D: 0, M: E]
2 Skallerson Fanatic
1 Troll Fanatic
1 Expedition Mermaid Fanatic
Woody Landers [C: ?, D: ?, M: ?] Biology Student
>Buildings:
>Technology:
>Storage:
>Magic:
>Void Tokens: 10
>Bonus: Every Turn 5n, you get X amount of Void Tokens, where X is the 1/2 of the number of your followers.

1: Continue work on the warbeast [96/666, Void Attribute 4/66, spending ! Void Token for the attribute]

2: I need something to do. I will meditate and ask the gods of the void for their guidance [Spend 1 Void Token]
>>
>>1218321

For Action 2 Illusion Magic C is 3/14
For Action 3 my workshop bonus could be applied to it to save my workers from a toxic death and I believe >>1213236 would boost it too assuming it was the bloodsucking bonus he used and assuming it was successful
>>
>>1216831
Fixed Stats, same actions

>Lord's Name: Count Sohnzwei
>Fluff:
Its a hard knock life.
>Skill: Warrior, Mage
>Bonus:
Get two Bloodsucking Token for every [Turn 5n]
[Bloodsucking Bond]
Consume one Token. Choose one ally. Both yours and your ally rolls get amplified depending on the other persons rolls last turn.
[Bloodsucking Curse]
Consume two Token. Choose one player. Player gets a -5 on both actions, while you get +5 both actions for 3 turns.
>Bloodsucking Tokens: 3
>Kingdom's Name: County of Salvynia
>Color: A sad grey
>Fluff:
For us.
>Military:
+ Salvynian Dark-Stars [SDS] (Magic Team) [C: 0, D: 0, M: E]
+ 2 'Crimson Cloaks' Vampire [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Moon Disciples' Werewolf [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Swamp Daughters' Witch [C: E, D: E, M: E, Support: E]
+ 1 'Salvynian Guard' Last-Gasp Soldier [C: E or A*, D: E or 0*, M: E] *Last breath
+ 1 Undead Army [C: F, D: C, M: F] *Can grow stronger by killing other biological beings
>Supply: 235
>Buildings:
+ Market [Trade Route: 1, Hawthorne [E]]
+ 'House of Black Tomes' (Magic Library) (Research: E)
+ 'Iron Tower' (Barracks) [Recruiting: E]
+ Free Housing for the Royal Military
>Technology:
+ Tax
>Storage:
+ The Book of Summoning [D]
+ Hellsfire Scroll [E]
+ Curses for Dummies [E] (Read)
+ Bronze Elemental
>Magic:
+ Dark [B]
+ Curses [E]
>Bonus:
+ Soldiers immediately upgrade to a [Cursed Lord] (Vampires, Werewolves, Necromancer, Witches...)
+ Heroes immediately upgrade to a [Cursed Lord]
+ Popular [From Wizard Bowl, 3rd place]
>In Progress:
+ Dark Magic [B]
+ Training Hall 3/4
>>
>>1217234
Since its apparently unclear whether Bluholm actually seceded or not I will just ignore that part.

"I certainly know I wish he had remained Emperor.", Count Sohnzwei said with a reminiscent stare, "Regardless I would much prefer a true Heir of Bello to rule the Empire, even if he be an ever so distant relative.".

With a sigh the Count thought back to the letter he had received from Caius, "For now all we have is upstart Counts who hide behind their various schemes, one trying to outdo the other. Certainly all of them have ruled but I don't believe there is one among them who knows what it truly means to be a Ruler.".

Sohnzwei remembered whom he was speaking to and immediately rolled his eyes, "Poetic nonsense, I know. Some of them are little better than the filth that rots in their prisons. We cannot allow the Empire to break apart in this time of weakness, and I hope that you agree with me that it will be better for us all to continue as we did before until a suitable heir has been found. In peace, that is.".
>>
Rolled 39, 61 = 100 (2d100)

>>Lord's Name: Professor Nimbledon
>>Fluff: Professor Nimbledon is the senior professor and Lord of Hawthorn Castle, and one of the oldest and most experienced Wizards of the age. a wise and intelligent leader, he treats both his students, staff, and their families with care and kindness. he has spent a lifetime studying the magical arts, and tries to pass on this knowledge to those he is charged with guiding and protecting.
>>Kingdom's Name: Hawthorn's Academy of Magic and Mystics
>>Color: Royal Blue. Location: south of the East Castle
>>Fluff: >>1083821
>>Skill: Wise, Intelligent
>>Bonus:
>[Magic Professor]
>Once per thread. After rolling, you can rearrange the order of the digits in any order. Not applicable to nat1 or 100. Has the potential to kill you.
>+Every thread, you gain a student. You can choose which nation this student came from.
>EX)
>Rolls: 18, 06
>New Rolls: 61, 80
>>Military:
Magic Team [C: 0, D: 0, M: E] *Lvl4
Sally Sohel [C: 0, D; E, M:E, Dark Magic: D] *Lucky Charm
Trist Andels [C: 0, D: 0, M:E or C*] *Water, Mermaid, Engineer
>1 Soldier [C: E, D: E, M: E]
>1 Mage [C: E, D: D, M: E]
>>Supply: 300
>>Buildings:
>+Hawthorns Academy of Magic [Magic Research: B, Happiness: E*] *Can host major events
>Market[Trading Route : 1, Salvynia[E]] Upgrading Trade Route 1/3
>Achievement Room [Happiness: E]
>Trist Andels Workshop [Research: E]
>>Technology:
>Potion Brewing, Wandcrafting, Monster Charming, Thesis Paper of the Theory of Magictechnology, Magitechnology workshop
>>Magic:
>Fire [E]
>Water [E]
>Earth [E]
>Air Magic [B, Competitive]
>>Bonus:
>Start out with 4 [Magic].
>Every 5 turns, gain an extra action dedicated in increasing your [Magic]
+Storage:
Lead Trophy (Gold)
Golden Leprechaun Lucky Charm (+1 Roll of 1d100 + 60 for one turn. Nat1 is impossible. 100 and 160 are counted as Nat100)
+Bonus:
Popular [From WizardBowl, 1st Place]
[Learning Magic will be much harder with the loss of a professor and there is unease with the death]
Beast Hunt 2/6
Air Magic 8 / 20
Earth Magic 5 / 8
Trist Research 4 / ?
#1 the new school continues its construction, while a memorial is planned for the dead professor in a new wing. 1.8 / 12
#2 Trist works tirelessly, knowing that far off she is no doubt working hard as well, hoping to beat her in their challenge to each other. meanwhile since there are no magic classes until the new school upgrade is built, Hawthorns thinks this new knowledge might be an acceptable alternative and so give 75 supplies toward his strange research 4 / ???
>17 turns till next Wizardbowl
>>
>Lord's Name: Arthur Seaworth
>Skill: Leader, Charisma
>Bonus:
[Two Worlds, One Sea]
Every 5 turns, you and your the people trade with gets 1 free action. (Free Action = No rolls needed, just 1 success). For every 2 trade routes, you gain another free action. (Activates TURN 25)
>Military:
2 Soldiers[C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
Commercio (Tradeship) [C: 0, D: 0, M: E]
Samuel Lakefold [C: 0, D: 0, M: E] *Captain of Commercio, Trader and Merchant
>Supply: 383
>Buildings:
+Docks Docks [Trade Routes: 5, Captain Nema[E], Epidemica [D-*1]] *1: Quarantine, Snowpeaks[E], Roa[D], Syndicate [E]]
Naval Academy [Recruiting: E, Training: E] Domestic Market [Happiness: E, Supply Gain: E]
School [Research: E]
Lumbermill [Construction: E]
Underwater Temple of the Old Man of the Sea [Conversion: E]
The Outer Imperial Trading Company [Supply Gain: X*, Special: S*2] *X is determined by your stats. *2) Free action to talk and make deals to merchants, traders, and the such
>Technology:
Boatbuilding [D] Commerce
>Bonus:
Soldiers can move through water without the use of ships.
Can reduce the supplies needed for water-travel for you and your allies.
Trade Route w/ Dwarves 1/2
Seaweed Farm 1/4
School Upgrade 2/4
Upgrading Ship 2/12
Seawood Mill 8/ 9
Boatbuilding 3/10
Imperial Stock Exchange 4 / 10
Commercio Conquest 2 / ?
Bonus: Populated with Stock Brokers

>>1216843
"When we first met in person, we exchanged our sons at sea, the thing that unites both of our lands. I would find no qualm in exchanging our daughters to our sons at sea as well."

>>1212528
>>1213572
>>1212470
"Members of the Board of Directors of the Outer Imperial Trading Company. There has been an economic collapse in the capital following the lack of an active Imperial Government. This will no doubt have serious consequences to the state of the empire as a whole. But more than this the plight of the capital denizens must not be forgotten. Once the pride and jewel of the empire, the capitals people live in abject poverty, no longer imbibing in the resources and supplies gathered from the provinces on the Emperor's will.

We within the company are a select few who, together, have the combined economic power to overturn this terrible situation. I would propose to join a grand project to restore the capital, and the empire, to economic function as well as providing for the wellfare of the empires greatest city and stemming the tide of poverty."

>>1212470
"Mr Rothouse, I would request that you shift room in your docks for a trade route to Albreton to allow for a more direct means of shipping aid into the Capital."
>>
File: f3.jpg (73KB, 400x482px) Image search: [Google]
f3.jpg
73KB, 400x482px
Rolled 13, 40 = 53 (2d100)

>>1218708
1. Albreton continues construction of the Imperial Stock Exchange, in this time of Economic collapse, it will be the life preserve for future economic restoration. 4/10

Lumbermill [Construction: E]

2. Big Project: The OITC restores the economy and capital. Albreton beings a great concerted effort to overturn the economic spiral through the use of the OITC, and gain much prestige and credibility in the capital and the empire. The plan is as follows:

>open up a direct connection from the capital to the trade hub of Albreton, and begin a flow of basic goods and commodities to the impoverished capital citizens (food, water, Albretonian commodities, epidemican clothing, Snowpeak iron tools and coal, Roa fish). ensure capital citizens are cared for

>set up minor OITC companies to restore the function of the Capital City. establish OITC small divisions in the capital for sewage treatment, fire brigades, hospitals, grocery stores, public transport, building maintenance. gain revenue, while also restoring life to the capital

>encourage job growth and certain redistribution of labor. homless/jobless common capital citizens are encouraged to work in the small OITC divisions or to take up as sailors, while administrators, accountants, and management are encouraged to move work in Albreton and aid the OITC in fixing the situation

the final result should be:
1. Capital citizens have restored food and city functions and jobs
2. the OITC establishes a new backbone for the economy of the empire and gains prestige for stopping the depression in its tracks
3. Albreton establishes itself and the OITC as a new imperial trade hub and economic administration in the empire, supplying and providing jobs to the Capital which should also benefit rest of the provinces with a restored Capital

A whopping 250 supplies are invested into this to begin the great endeavor.
>>
>>1218483
The Dwarf nodded. "Peace is always good, and the Snowpeaks have only ever waged war when the Emperor called for us. I think by now Count, you ought to know that the nature ought to know the nature of people. The kingdoms tried to outdo each other before the Emperor, the lords tried to outdo each other during the Emperor, and we can all see they are still trying to outdo each other after the Emperor.

I mean no offense Count, but I'm an old enough Dwarf to have spoken with your predecessor, and he told me of how difficult it was for him to keep the Salvynian lesser lords in line. Tell me that isn't still true. Hell sometimes my own lords get into a mighty fuel, it took 5 generations to break up the Hawfields and McCairn war.

I think what keeps people together is a shared sense of identity. Would you not say your lords understand that to be Salvynian means to put Salvnyia first, even if it means not being able to take down a rival count they want to? And all of us might have all squabbled under the Emperor, but we never attacked each other, because he made us feel and know that we were all Imperial in our own way.

If war comes, it will be because that shared identity breaks apart. If people doubt that they themselves are imperial, or doubt that other people are imperial because of differences in opinions. Maybe it will be secession, or maybe it will be a dispute over borders or resources, or a question of legitimacy. If the lords can't settle their differences as imperial lords, rather than as themselves, they won't put the peace before pride and all will be lost."

>>1212420
Cotton! Precious, precious cotton. The life giving warmth bringer so freely handed to other kingdoms is worth its weight in gold to the Snowpeaks who rely on only the fur of dangerous Yeti and the hairs on their body. Such cotton they could wear on their bodies, or use to warm their homes and their children.

They are glad to trade mined rocks for this precious material, and the dwarf lords offer 200 supplies as payment. As requested, 100 of those will be general supplies while 100 will be in the form of iron ore and coal. In addition, the Dwarf lords are willing to invest 350 supplies worth of iron ore and coal. They request 50% of this be shipped to Captain Nema's new steel mill and converted into steel and returned to us. The dwarf lords also ask him come back with more cotton, and some commodities and whale meat from Roa if possible, such items are of precious value.
>>
Rolled 94, 78 = 172 (2d100)

>Lord's Name: Captain Ariela Nema
>Kingdom's Name: Captain Nema's Expedition
>Color: White?
>Skill:Engineer, Intelligent, Water-breather
>Bonus:
[The Best Atlantis Can Offer]
Every [Turn 5n], you get two Invention Token. Using one token lets you roll a 1d115 for a technology. Rolls 100-115 are considered as nat100s. A player can only use a token once every thread. You can give tokens to other players. Other players must may at least 25 supply to use the Token and you get 1/5 the profit. *A player can only use a token once every thread, but YOU can use it after every 5 turns and/or a new thread.
+2 Invention Token
(You can up the price of your tokens of course.)
>Military:
2 Soldiers [C: E, D: E, M: E]
Michael Jones [C: 0, D: E, M: E] *Innovative
1 Large Ship [M: D, Storage: 8]
>Supply: 333
>Storage:
Harpoon Gun [B]
>Buildings:
Market [Trade Route: 1]
Hangar Docks [Trade Route 2/2] [Upgrading Trade Route 3/3] - (Albreton)
Technician Castle [Defense: D, Rolls: E]
Research Facility [Research: E]
Common College [Research: E*] *Can share technology with other nations
Theater [Happiness: E]
Forge [E]
Technology:
Altantean Projects
Hommonculi Improvements
Supply Generator (Michael Jones)
>Bonus:
Units can travel through water without the need of ships
Any players from any part of the world can buy your Invention Token.
You get 50% of the profit from selling your token to first-timers.
Protected Supply Chest 4/6
Steel Mill 8/10
Harpoon Gunmaking 6 / 15

(Hey Bello! My Harpoon gunmaking was already at 4 / 15, I mistakenly put it at 1 / 15. I noticed you added 2 points to make it 3 / 15 so I added them to the actual progress okay?)

1. Gee Michael, there's rumors that you're not the only one trying to make a super ranged weapon! We better finish up your Supply Chest thing so we have a safe place to put it. Someone might try to steal our blueprints. 4/6

Research Facility [Research: E]
Common College [Research: E*
Hommonculi Improvements
Michael Jones [C: 0, D: E, M: E] *Innovative

2. Michael says he wants to take a break from the gun and work on the fuel for it. He says he needs lots and lots of supplies so he can experiment in the generator to figure out the right combination of chemicals to make it happen. Okay! I'll let Michael get on the path to figuring it out. I'll give him 150 supplies!

Research Facility [Research: E]
Common College [Research: E*
Hommonculi Improvements
Michael Jones [C: 0, D: E, M: E] *Innovative
Supply Generator (Michael Jones)

(I'm not sure if I have to research Chemistry or Gunpowder but do whatever is right Bello)
>>
>>1218766
(Do Altantean Projects and Hommonculi Improvements help with research?)

Forgot to add the steel mill to my statistics!

>Lord's Name: Captain Ariela Nema
>Kingdom's Name: Captain Nema's Expedition
>Color: White?
>Skill:Engineer, Intelligent, Water-breather
>Bonus:
[The Best Atlantis Can Offer]
Every [Turn 5n], you get two Invention Token. Using one token lets you roll a 1d115 for a technology. Rolls 100-115 are considered as nat100s. A player can only use a token once every thread. You can give tokens to other players. Other players must may at least 25 supply to use the Token and you get 1/5 the profit. *A player can only use a token once every thread, but YOU can use it after every 5 turns and/or a new thread.
+2 Invention Token
(You can up the price of your tokens of course.)
>Military:
2 Soldiers [C: E, D: E, M: E]
Michael Jones [C: 0, D: E, M: E] *Innovative
1 Large Ship [M: D, Storage: 8]
>Supply: 333
>Storage:
Harpoon Gun [B]
>Buildings:
Market [Trade Route: 1]
Hangar Docks [Trade Route 2/2] [Upgrading Trade Route 3/3] - (Albreton)
Technician Castle [Defense: D, Rolls: E]
Research Facility [Research: E]
Common College [Research: E*] *Can share technology with other nations
Theater [Happiness: E]
Forge [E]
Steel Mill [Technology: E]
Technology:
Altantean Projects
Hommonculi Improvements
Supply Generator (Michael Jones)
>Bonus:
Units can travel through water without the need of ships
Any players from any part of the world can buy your Invention Token.
You get 50% of the profit from selling your token to first-timers.
Protected Supply Chest 4/6
Harpoon Gunmaking 6 / 15
>>
>Lord's Name:
Valdean Rothouse
>Bonus:
[The Wealthy Merchant's Assets]
You can produce [Rothouse Traders]. You can send these traders without the use of actions. Depending on the trader's rank, they have access to special items.
>Military:
2 Soldiers [C: E, D: E, M: E]
2 Traders [E]
1 Tradeship [D] + 2 Magical Mercenary [C: D, D: E, M: E] (-10 supply a turn)
>Investments
~300 Supplies (Albreton's Investment of Goods) {Albreton} (5/5 SOLD at Hawthorns)
~100 Supplies (Albreton's Commodities) {Myself} (5/5 SOLD at Hawthorns)
+200 Supplies (Epidemica's Cotton) {Epidemica}
>Profits and Dividends
Total Profits from Hawthorns Game: +376 Supplies (Currency)
Albreton's Dividends [300/400 supplies sold =75%. 376*75% = 282. 282*50% = 141
Net Profit for Albreton = +141 Supplies (Currency)
Personal Gain = +141 Supplies (Currency)
>At Home Supply
240 Supplies {Myself, General} (-10 for Magical Mercs)
>On Hand Supply:
235 Supplies {Myself, Currency}
441 Supplies {Albreton, Curreny} (owed)
>FINANCIAL NOTES:
Hawthorn's Game Day: 400 units of [Albretonian domestic Goods/Commodities] sold. +376 Currency gained. 1.94 Currency per unit of A-Goods/Commodities.
>Buildings:
Docks [Trading Route: 2]
Trading Center [Supply Gain: E]
Barracks [Recruiting: E]
Rothouse Trading House
-Trader[E] gain +1 [Free Action Item] when you get a roll a 90+.
>Technology:
Boatbuilding
>Bonus:
Get 1/4 of the trader's profit.
Get more profits when selling to new nations.
Every new sale, your traders gain some progress to rank up.
Trading Post in Hawthorne 2/4
>>
I have some questions Bello before I can post.

1. If I trade with players, do I still get to keep the initial investment as with trading to NPC's?

2. I meant to use actions last turn to sell to the Snowpeak population/civilian merchants. Did you mean it was a free action this turn to also sell to them as well?

3. Can my traders handle my ship for me, that is, move goods around while my leader can travel elsewhere?
>>
Rolled 8, 61, 88, 2 = 159 (4d100)

>>1216831
http://pastebin.com/3GyGygdn

Lord's Name: Bob Hexxus
Skill: Strong, Healthy
Bonus:
[Royal Blood - No Pain]
Gain 1 charge every 5 turns. Before rolling, you can get +2 succeed for both of your actions or you and 2 of your allies can get +1 succeed for both actions.
1 Royal Blood Gained from turn 20
Kingdom's Name: Epidemica
[Epidemic Religion]
Epidemica-Nepzusa Student Exchange Program; Tenders access to St.Aegon's School [Research A]
Increase Hero Pool by +1
Military:
1 Soldiers [C: E, D: E, M: E]
1 Soldiers [C: D, D: D, M: D]
Veritas [Ship] Storage: 4 M: C
Supply: 603 (633 with my share of the last Company profits)
45x [Alberton Supply - Forgery]
Storage: Skull [Amplified Religious Buildings]
Buildings:
The Outer Imperial Trading Company [Supply Gain: X*, Special: S*2] *X is determined by your stats. *2) Free action to talk and make deals to merchants, traders, and the such
Market [Trade Route: 1, Nepzusa[E]]] (benefiting from Anti-Smuggling Policies)
Cotton Factory [Supply Gain: B]
Textile Factory [Supply Gain: C]
Cove
Docks [Trade Route: 2, Alberton[D-*]] *Quarantine (benefiting from Anti-Smuggling Policies)
Gym [Happiness: E, Training: D]
Church [Conversion: E]
Technology:
Glassblowing
Cotton (Bandages)
Commerce
Navy Patrol [Small Defense: E]
Anti-Smuggling Policies
Bonus:
Every thread, upgrade any building with a rank of [E].
Linothorax 7/8
Upgrading Trade Route with Nepzusa 2/3
Upgrading Gym 1/6
Cotton Factory 2/10
1 Ship [Storage:4] * Damaged (It was Storage 5 before, or is this because it is damaged?)
-200 Invested in Lord Rothouse
Lyan Fendrik, the Ex-Pirate, will begin his training and will have 100 supply devoted to him

Repaired Ship 3/4
Patrol Tower 2/4
Lyan Fendrik Training 4/?

Spend a Royal Blood Charge +2 to everything
1 Patrol Tower 2/4 +2
2 Cotton Factory 2/10 +2
3 Lyan Fendrik Training 4/? +2 In Gym [Training D]

Place my Capital in the middle of the western half of Epidemica
>>1218712
>>1218708

"It is a good plan Arthur and while you ensure that the skilled workers enter the OITC I will make ties with the nobility of the capital and endear them to Epidemica and the OITC. This state has been brought about by everyone of the capital failing in their duties after the death of the Emperor and they must learn from us what it takes to endure. Their wealth and connections will not go to waste and be most suitable to sprouting more able plantations and factories that require considerable investments but are always rewarded when managed with good Epidemican virtues. Add thus to the plan

>Nobility will be encouraged to invest their wealth in Epidemica and establish ties with our prominent nobility to survive this economic crisis, these ties that will ensure a more stable Empire to give us the political clout to prevent such a crisis from happening again.

4 Big Project: The OITC to restore the economy and the capital.
"We will of course match Albretton's investment of 250 supplies along with our added measure."
>>
>>1219051
+2 on 4th Action from Royal Blood Charge*
>>
>>1217426
>>1216849

Ruber receives a letter from his father. It calls for his return to help resolve this crisis of the Capital and the Empire. His services as Prince and as an educated man are dearly needed. Yet with the death of Xylophotous he has been permitted to remain for a short while (2 turns) to mourn, attend the ceremonies of death and ascension of the Patriarchs, finish any notes and studies his teacher might have left him to complete his education. Finally; he should pay respects to the new Patriarch and see if they can offer any aid in Epidemica's and the OITC's plans to restore the capital and the Imperial economy.
>>
>>1218791
1. No.
2. Yes, i allowed it so you can sell to the player and npc
3. Yes
Thread posts: 446
Thread images: 67


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