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> The Glorious Epilogue of Tcombat
Greatest_Dude
 Posted: Feb 13 2014, 06:47 AM
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this will be a new tcombat that will be ran alongside Zurrumon's Form. will update twice a week. (thinking Tues and Friday, though is subject to change)
In this game i will be the GM here are some changes i will be implementing: (all rules are subject to change, i will notify you and appreciate feedback)

-supplies for ships (no going around the world with out touching land for 3 years) you may increase the time that you can last with out supplies, by having larger ships with less crew (not good for military), or upgrade your ships. the beginning ships will have enough supplies for 2 turns, then they have 1 turn to get to land before they become a ghost ship.

the template for your country
Name:
Race(s):
Gov style:
Strength (up to 2):
weakness (equal disability to you strengths, same No# as strengths):
Description: add a paragraph (3+ sentences)

here are descriptions of the area you can start in

Area 1: small forested island, cold for most the year, but is teaming with possibilities

Area 2: rocky shores, and green woods, a hardy land for a hardy people

Area 3: a Savannah that is teeming with unique creatures, to hunt or to tame

Area 4: A swamp full of decay but with treasures for those willing to brave it's depths

Area 5: fertile land and a welcoming land waiting for life

Area 6: a jungle full of a diverse population of animals and plants, holds many medicines but also poisons

Area 7: a land were the sun rises and sets with out interruption (it's flat)

Area 8: a land of lazer dragons waiting for high fives, it is also a mountainous place of frost and wind

Area 9: a forested land that feels the moods of the world (very seasonal)

Area 10: a land of extremes fire and ice, deadly drops and dizzying heights. (rocky land w/ volcanoes)

--------------------
Accept the Flower of peace, and see the beauty of the land

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
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Invisible
 Posted: Feb 14 2014, 03:14 AM
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Area: 9
Name: Hi no Kuni : capital kasai
Race(s): Korugan
Gov style: military oligarchy
Strength :Body enhancement magic, skilled spies
weakness: Slow military build time, political shananigans
Description:
A humanoid peoples with redish skin, the Kasai no senshi (people of Hi no Kuni) are a very secretive militant people. Ruled by their shifty and constantly warring council of elite spies and soldiers,whom follow the highest bidder. 10% of their population is innately magic, with the ability to enhance their own virtues making them capable of great feats. This 10% is mostly heretitary and at the age of 8 all citizens with magic are forced into military and espionage academies, the magically gifted making up 100% of the military.
The fighting force of the kasai no senshi is one to be feared, they are very skilled, trained their whole life, and much stronger than the average human due to their magical gift. However, the entirety of the countries army and counter intelligence program is professional. The country makes the majority of its income by selling our their warriors and spies temporarily for different disputes and jobs at top dollar.
To know them is to know a shadow
you will never completely know it.
It runs and it hides.
Always keeping secrets.
A secret kept is a weapon wasted. -Kasai no senshi poet

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Zurumon
 Posted: Feb 14 2014, 08:27 AM
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Area: 3
Name: Sha'maeli Empire
Race(s): Karvu
Gov style: Absolute Monarchy
Strength: Giant, Superior warriors
weakness: Consume extra food, Poor Diplomacy
Description: The Karvu are a race of Titanic Lionmen, originating in the harsh Savannah they became warring tribes and clans. Until Emperor Sha Vu united all of the Karvu under his iron rule. The Karvu are a proud warrior race to be a peasant is an insult. Ever since they were united the Karvu have spent much of their time trying to gain the favor of their Emperor. Due to the lack of lumber many of the building in the Sha'maeli Empire are stone and ceramic. Though being a peasant is insulting being a tradesman is deemed a noble pursuit. The Capital of Ijani is built in a large Oasis and buildings stretch far and tall. The Palace of Sha Vu is a massive fortress built by a slave race that the Karvu worked to extintion. From the Savannah the Karvu have tamed their loyal Dire Hyenas to which they use for hunting, guarding, and War. Dire Hyenas are seen in almost every household as they are also used to eliminate vermin. Religiously the Karvu only honor their ancestors and spirits with heavy ties into shamanism(Just regular shamanism no magical abilities).


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Greatest_Dude
 Posted: Feb 14 2014, 10:33 AM
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additional stuff about sean's country (gleaned from his description)

-worked a race of humanoids (called the Fire watchers) to death. instead of organs they held an fire in them that kept them alive. Karvu used the fire to smelt weapons and shape stone. the weapons and materials made with their fire are sharper and never wear to corrosion, rumors say because by smelting it using them it is imprinted with the thing that kept the ravages of time from them. now their hollow corpses a strewn about the land it is seen as a good luck charm to have their large rib cavity upon your mantle as it will bring you a long life.

- has a poor and hatted underclass kept in line by the warriors and harsh laws
-old clan ties still exist
- not very much trees but high amount of high quality stone and minerals

--------------------
Accept the Flower of peace, and see the beauty of the land

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
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Equinox
 Posted: Feb 14 2014, 11:04 AM
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Area 1
Name: Principality of Rheinland
Race(s): Human
Gov style: Absolute Monarchy
Strengths: Advanced Metallurgy, Industrious
Weaknesses: Magic is Cheating, Poor Starting Resources


Hengst is the capital city of the Rheinland, situated atop a large island off the coast of an unexplored continent. Its steel industry is the pride of the nation, but years of mining have depleted the once-rich iron deposits. Rheinland mechaniks have, through steady progress and sometimes innovative leaps, transformed the nation with their clever designs.

Barring the War of Unification two decades prior, life in the Rheinland is orderly and peaceful. Military service is mandated for all able-bodied men beginning at age 18, for a term of service not exceeding 6 years.

There is a robust whaling industry, the refined oil serving many roles, chief of which is lighting up streets and homes against the terrors of the dark. Fishing barges are a common sight passing through the man-made bay, while a modest Navy stands protective watch near the capital.

A harsh winter the year before has devastated the harvest in the outlying villages, prompting a response from the Prince.


oooOOOooo

"Father, will I be ready to lead this... all of this?" asks the boy, sweeping an arm to encompass the austere vista before them. The man looks down, a gentle smile playing across his stern features, and ruffles the boy's hair, then turns to face the ocean.

"Our line has always ruled with wisdom and strength, and I know you will show restraint when exercising your great power."

"But the truest victory, my son, is stirring the hearts of your people. I tell you this, for when my days have come to an end, you shall be emperor."

oooOOOooo


Prince Alek sighs, shaking his head. The dawning sun cuts across the palace balcony overlooking the industrial capital, burning off the morning fog and turning the city streets into burnished gold.

The Ironwerk is beginning operations for the day: the muffled shouts between the foremen and their charges provide a backdrop to the steady clanging of the water-hammers. Smoke rises from the heavy stacks, in fitful bursts. Production is running low again, and the outlying villages need their replacement machines if they hope to recover from the last bad harvest. More than that, there were many issues plaguing the young man's attention today.

"Well then, let's get started."
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Spookums
 Posted: Feb 15 2014, 04:05 AM
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Area: 5
Name: The Confederacy of Alderblack
Race: Orcs and Undead
Government style: Sovereign Caste system
Strengths: Necromancy, Advanced stonecutting and masonry
Weakness: Bad reputation, Social stratification


The Orcs of the Fjordlands, commonly referred to as "Fjorks" by their contemporaries, are an isolated but diverse mish-mash of different Orc communities and cultures that inhabit the northern isles. The level of genetic diversity between the different orzet populations, (the plural form of Orc), is astoundingly high given their confined geography and close proximity. Certain settlements are known to sport traits and features more commonly found in foreign territories such as the temperate jungle-inhabiting Orcs of the far south. Scholars have debated for centuries over what could have caused this strange genetic localization. Theories range from a mass migration caused by climate shift, to magical manipulation, but so far no conclusive explanation has been reached. Despite the varied genetic traits, the northern orcs, or "Norcs", all share some common features such as elongated canines, shallow noses, and pointed ears.

The Northern orzet society is one based upon a rigid caste system, the roots of which can be traced back to an event known as the Unification Wars which saw to the rise of the first Sovereign. Originally a scattered and tribal society, Orc populations were organized into isolated clans which dotted the Fjordlands. Though conflict and war were natural events during these times, It wasn't until around 200 years ago that an aggressive but ambitious Orc leader was able to rally together his clan and wage a campaign to unite the normally fractious orc societies under his rule. When all was said and done the independent orzet clans were all either brought together under the new Sovereign's banner or culled. The modern caste system is a result of the sovereign's attempts to gift and punish those he conquered during the annexation. The clans who offered the least resistance or who provided the greatest gifts to his empire would later populate the higher tiers of the system, while those who opposed his authority would find themselves at the bottom rungs of Orzet society. The Alderblack Caste system is composed of six social classes which include in order of influence the Noble caste, Knight caste, civic service caste, artisan caste, merchant caste, and peasant caste. As each of these social classes are individually composed of the descendents of the largest clans that emerged from the unification wars, members of each caste are easily distinguishable from one another due to the genetic variations each tribe possessed. For instance, those of nobility are distinguished by their fuchsia eye-coloring and elongated ears (thus making long ears a symbol of status and beauty amongst all castes), while the members of the lowest agricultural class tend to have shorter ears, elongated tusks, ashen skin, and red-hued eyes, (all signs of rural upbringing and therefore undesirable in orc culture).

The majority of orc settlements lie within and around the many lush valleys that span the southern Alderblack territories. The great cities and fortresses of the Fjorks are often built to reflect the stratified nature of Alderblack culture. Alderblack settlements are typically built within the canyon walls of the Fjords while the valleys are solely populated by the peasant caste, who work the fertile land to grow the food and provide raw materials for their social superiors. Within these mountain-homes great networks of tunnels and geometric caverns are carved into the very heart of the mountains. As a people possessed of incredibly talent and an affinity for stone-working, Orzet mountain-homes are truly a sight to behold. The innards of a mountain-home is built into the shape of a diamond, with those of the highest caste populating the highest tip and those of lower birth populating the areas beneath it in descending order. Despite the stigma Orc cultures typically face, Alderblack Fjorks are well renowned as great patrons of the arts. A very musical culture, these Fjorks boast some of the finest musicians in the known world.

In the western stretch of of Alderblack, far beyond the fertile valleys of the Fjordlands lies a range of mountains known as the Forlorn Spine. The lands of the forlorn spine are not known to be the most hospitable of places for orc-kin to settle. Subzero climates, hostile predators, and unforgiving terrain make for a very harsh and dangerous landscape. Even still, small bands of determined Orcs are known to have established footholds in the perilous peaks. Mainly composed of clanless or renegade orcs shunned by the mainstream Alderblack society, these hardy Orcs eke out a living as trappers and scavengers on the fringes of Orzet society. These folk are often looked down upon by even the lowest castes and tend to have a reputation for being uncouth and foolhardy. And yet, it would be one of these outcast tribes that would stumble upon an ancient relic that would forever change the course of history.

Deep into the Forlorn spires lies an unnaturally cold valley of which no orc has set foot upon for hundreds of years. Six years ago a scavenger party of casteless orcs stumbled upon a massive frozen lake spanning the valley's center. While traversing the lake in search of game and scavenge, the explorers stumbled across a lone tower protruding from the lake's center. Hoping to uncover fortune and fame within its depths, the explorers cautiously entered the tower's highest window. Deep within the bowels of the spire the caste-less stumbled across a grand throne-room littered with frost-caked skeletons. In its center upon a stone altar lay an ornate bejeweled amulet with an ancient and crumbling sword protruding from it. Upon removing the weapon a brilliant flash of light erupted from the amulet's gem. Within the blinding emerald light the writhing form of the arch-lich Teraptus materialized. Though as equally stunned and confused as his liberators, the Lich gathered his wits and his energies, raising an army of the undead from the bodies scattered around his throne.

Using the knowledge gleamed from the explorers, Teraptus marched towards the orcish capital of Orzindell and slew the reigning sovereign, usurpring his throne and securing himself as the reigning master of Alderblack. Under the guidance of their new unliving master, a new age dawns for the Orcs of the Fjordlands. Just what the Cauldron king has in mind for his new subjects remains to be seen, but rest assured... the aftershocks of the Lich's awakening will extend far beyond the borders of Alderblack.

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mythicdawn12
 Posted: Feb 15 2014, 08:32 AM
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Area 2: Landfall

Name: The Arisen

Gov. Style: Connected auto-sentience

Strengths: Swift adaptability and Resilience
Faults: Lack of language and means to reproduce without dead

The Arisen are bipedal, somewhat amorphous beings that emerged from the craters resulting from a meteor shower that peppered the land in what I am calling Landfall. Their flesh is a shimmering bioplasmic solid that the Arisen can change seemingly at will.

They are generally non-threatening. They are silent and impassive and move at a loping, tranquil speed. When they encounter other sentient beings, they watch silently and attempt to mimic whatever sounds they hear. They exhibit this curious phenomenon, wherein they ahm, embrace corpses they encounter and multiply their numbers by infesting them somehow.

I've witnessed several structures that the Arisen have constructed simply by joining together and growing larger, forming buildings...or something. Whatever they see, they attempt to mimic (if it is clearly something beneficial).

Whilst they are certainly naive about and new to the world, they are very intelligent.

(Can research, learn and build incredibly quickly, are very resilient)
(Have no starting language, cannot replenish numbers without "husks" of other previously sentient beings be they mechanical, magical, or regular flesh and bone.)

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Phydeaux
 Posted: Feb 16 2014, 03:36 AM
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Area: 10
Race: Erinyes
Government Style: Parliamentary Republic
Strengths: Extreme Environmental Adaptation, Innately Magical
Weaknesses: Long Generations, Not Technologically Inclined

One of several peoples to develop sentience among the inhabitants of the harsh southern wastes, the erinyes are a powerfully magically inclined race of winged humanoids. This winged humanoid species is incredibly versatile, able to endure and even thrive in environmental extremes that would fell even the strongest members of other races.

With a society that values stability and a very long generational cycle, the erinyes have had few major conflicts in their history. Despite this, recent crowding has forced the erinyes to expand, seeking new lands to settle and new resources to develop.
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Invisible
 Posted: Feb 18 2014, 07:43 PM
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Lol fjordland
memories of steam punk vikings in powerarmor
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Greatest_Dude
 Posted: Feb 18 2014, 09:17 PM
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okay now that every one has posted their civilization it is time for the first turn! biggrin.gif

Everyone will have theses units starting off
-2 explorers
-2 spies
-2 standing armies (basic infantry)
- those who are next to the ocean have 2 exploring/transportation ships except the Principality of Rhineland who will have 3

Everyone has 3 research slots starting off and 4 build slots. you can decease the time required to research or build, by increasing the knowledge of your population (building schools, effect will come in 1 year after school is built), and having a high concentration of people, (growth over time if there is no where to expand to) respectively. (certain research will also reduce build times, like architecture)

you can gain more build slots by building a Iron works, then a factory, then an assembly line, then a automated factory (or your race's equivalent to this) research is required for every thing above iron works (factory=steam, assembly line=electricity, automated factory=robots or Civ equivelent)

to gain more research slots you may build Libraries, then academies, then a grand academy, then a collage. no research required just takes a long time to build.

ships have supplies so they may only sail with out landing on land for 2 turns then they have 1 turn to get to shore before becoming a ghost ship. this time can be extended by rationing food on the ship but the ship may will not be happy and may revolt and will be worse at all actions due to hunger. to extend this time, research better boats, or build bigger boats with less crew (worse at fighting)

for any action that you do not wish for other players to see Please PM me and i will have your secret action take effect and PM you back the effect or post it publicly if it is a noticeable effect. please do not over use this as it make the game very uninteresting if your entire turn is secret actions.

after meeting a country all public posts are known to all countries that know that country, this is to make the game easy for all and to represent you keeping tabs on other countries.

i may be adding or removing more, but i will inform all of any changes made

It is the 1st turn of a glorious game of T-combat, all civilizations start in the medieval era, (unless you have advantages, rob) now fight, ally, scheme, and explore for your country! let the game begin!

--------------------
Accept the Flower of peace, and see the beauty of the land

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
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Greatest_Dude
 Posted: Feb 18 2014, 10:32 PM
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it is summer upon the world and for the 3rd time in the planet's long history nations turn their eyes to the horizons, will this be like all the other ages before or will it be unique.

Republic of Stygia: We can adapt to anything, we are strong. due to the over population of their and and lack of food the Erinyes turn their eyes deep into their lands. scouts report that despite the lack of food the inlands are heavily populated with tribes. though not as large or as organized as Republic of Stygia they are numerous. there are 3 races umongst them the Blanc (changelings) who are able to change shape at will and some can even create fake images of themselves and others at will, the second race is the Phere Kin, who are beings with bird wings on their back they seem to as a race be able to control the freezing winds of the land. and the third race is the Rakth, a short and wide people with hair upon their faces, who live withing the Mountains yet to bleed and look for minerals to forge into weapons to control others. we do not know much about these people, we could attack them, try to communicate them or ignore them.

The Arisen: What is this? after awakening the Arisen have spread across the land from their meteoric origins, making more from the dead always more. but now they seen not deer. these things move with purpose like the Arisen. one is grey skinned people who eat the dead like the Arisen (pale yellow), and the other is beings of glowing light , who eat nothing (green). there is a race of tall things that control the light ones but they other light ones seem to want to make dead of them (red in between). and there are things with long tin wavy arms that live in the sea, but they don't like us. there is also a very pretty coral reef to the south.

The Confederacy of Alderblack: Who was i? with the Lich awoken and the orcs at his command he is ready to find his parts and with them some memory of who he was. the scouts have reported a large supernatural frozen lake there a hint of magic upon it but it is not magic a spell known to the great Lich. there also a red plant that grows in farm land and destroys all the crops due to it's growth, it is also very hard to remove, due to i'ts bark like roots.

Principality of Rheinland: It is time to make my kin proud. It is time for the young king to assend to the throne, though his father's sickness was know to all his death still shocked the boy to no end. but this is the day he had been born for, it is time to make Rheinland Great just as his father wished. after digging up some old maps that his Grandfather made, the price discovers that there is two near by lands, one is populated with strange creatures, like the Black Rock kingdom with it's men made of goo, and it's giant centipedes that talk, (dark red) and Middlestone with it's ravenmen, and short men, and so called Dark men. (grey) "ships are standing by for your orders, my liege"

Sha'maeli Empire: Our land is great and all is ours. with the Sha'maeli Empire expanding the brush hunters have found other people who are ready to conquer, we have found men with snake lower halfs and are covered in scales, they seem to collect knowledge, (seafoam green)the only knowledge we need it how to kill my lord. it also seem that the Fire Watchers are still alive to the east, though they are grey and rotting, and their fire is week like them. there is also a giant flat rock to the north it is full of minerals but it is also beautiful and some other the tribe are seeing it as divine land

Hi no Kuni Strength is within but it is only shown without. After the grand meditation of the internal self by the Council of five, the discison was to turn out ward so that we may show out strength. it seems in our isolation there has been one kingdom that border us the Grand Union (Gold), a society of metal men with the faces of beasts, and strange rock creatures, they are slow to act and to think. and there also is a land of beautiful art and buildings but are populated by monsters with four thick legs, and tentacles instead of faces and arms, they must have destroyed all the inhabitants of this land. we have also found a large grave yard of ships that could hold riches, but the area is very dangerous for sea going vessels.

and that's all folks! (3 research slots, 4 build)

--------------------
Accept the Flower of peace, and see the beauty of the land

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
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Phydeaux
 Posted: Feb 18 2014, 10:45 PM
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Build Slot 1: School
Build Slot 2: Library (with what wood, I wonder... maybe stone tablets?)
Build Slot 3: Ironworks
Build Slot 4: Mine (Lava mine? I know you can find some pretty gems in cooled lava flows...)

Research Slot 1: Scrying Magic
Research Slot 2: Enchantment
Research Slot 3: Metal Casting

Basic Infantry #1: Remain in capital.
Basic Infantry #2: Accompany explorer #1.

Explorer #1: Travel to the Rakth in an attempt to make diplomatic contact.
Explorer #2: Travel to the Phere Kin in an attempt to make diplomatic contact.

Spy #1: Accompany explorer #1.
Spy #2: Remain in capital.

Transportation/Exploration Vessel #1: Remain in capital.
Transportation/Exploration Vessel #2: Remain in capital.
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Equinox
 Posted: Feb 19 2014, 12:08 AM
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Research #1: Chemistry
Research #2: Improved Education
Research #3: Printing Press

Build #1: Ironwerk Improvements (Ironworks)
Build #2: National Library (Library)
Build #3: National School (School)
Build #4: Relief Aid to farmers

Spy #1: Capital Counter-espionage
Spy #2: Attached to Explorer #2

Explorer #1: attached to EV#1 to assist mission
Explorer #2: attached to EV#2 to assist mission

Exploration Vessel #1: sail east to establish relations with Black Rock
Exploration Vessel #2: sail east to establish relations with Middlestone
Exploration Vessel #3: sail west to seek out new life

Standing Army #1: Capital garrison
Standing Army #2: Assist relief efforts to farmers
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mythicdawn12
 Posted: Feb 19 2014, 02:03 AM
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Research #1: We we learn from light-walkers
Research #2: We will learn of this mass of salty liquid
Research #3: We will learn about the fauna here

Build #1: We need to see further so we will create sight-towers
Build #2: We must be sheltered so we shall create a great shelter
Build #3: We see you. This world is yours and you know. We want to know.
Build #4: We see you. This world is yours and you know. We want to know.

Spy #1: What are the light-walkers doing.
Spy #2: What are the dead-eaters doing.

Explorer #1: This growth in the liquid is beautiful
Explorer #2: This conflict between light constructs is fascinating

Exploration Vessel #1: Error
Exploration Vessel #2: Error
Exploration Vessel #3: Error

Standing Army #1: Error/reap from the aftermath of light conflicts
Standing Army #2: Error/reap from the aftermath of light conflicts


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Spookums
 Posted: Feb 19 2014, 05:49 AM
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[Actions]

-None yet

[Research Slots]

-Basic Aerodynamics
-Corpse-crafting
-Study the red plants, see if I can mix up a solution to either destroy them or make them easier to remove.

[Build Slots]

-Raise a skeleton unit
-Raise a skeleton unit
-Settlers
-In an effort to make the transition of having an undead master for a new sovereign easier, Taraptus the cauldron king will try to appease his new subjects. Oddly enough, for an unliving spawn of damnation, Taraptus is weirdly fond of music. You'd think an unfeeling abomination would relish death or bloodshed or something, but no. Dude just loves himself some music. He will call for a grand theater to be built within the capital. Here the greatest bards and artists of Alderblack can congregate and usher in a whole new renaissance of music.

[Explorers]

-Send a scout unit to investigate the lake in detail.
-Explore the lands to the southeast. once they reach the souther edge of the island they'll loop west and complete the circuit back to the capital.

[Navy]

-Head north, see what lies at the tip of the world
-Head east, go see what lies beyond the horizon.

[Armies]

-Protect the explorer unit as they unravel the mystery of the lake
-Accompany the explores as they circle the island.

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Taraptus, The Cauldron King
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