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> The Glorious Epilogue of Tcombat
Zurumon
 Posted: Feb 19 2014, 08:01 PM
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Oh Great Emperor, the other Clans are not worthy of your favor. Allow Clan Velkesh to secure the lands to the west.
Do not be deceived my mighty Emperor, Clan Velkesh cannot compare to the might of Clan Tornat, grant us your favor to eliminate all who oppose your grand radiance.
Well said honeyed words but the Emperor will not be fooled for Clan Shinde is mightiest Clan in all of our lands. Oh great Emperor do not waste your time with these lesser Clans.
Pathetic all of you, you have allowed the lesser beings of fire to escape. Prove yourselves worthy of my favor and eliminate or enslave the survivors.
Clan Tornat will do as you command mighty Emperor
Do not waste your time Clan Velkesh will take care of these lesser beings.
We shall not let you steal the Emperors favor, it belongs to Clan Shinde.

Research
Metallurgy(if I already count as having advanced Metalurgy)
Advance Agriculture
Advanced traps* for big game and lesser races*

Building
Clan Velkesh Hunters- Armed with a powerful bow to match their size, light armor, two hand axes, and Dire Hyenas.
Clan Tornat Iron Guards- Armed in light chainmail with a thick heavy spiked tower shield and halberds.
Clan Shinde Brutalizers- Armed with heavy armor, large war mauls capable of swatting aside the lesser races, and armored Dire Hyenas.
Ironworks

Actions

Explorers:
-Head east and carefully observe the remaining escaped slaves
-Head west and observe these so called scholars, the Emperor demands to know if they will be a threat to Karvu dominance.

Spies:
-Infiltrate the scholars serpents will pose as a diplomat
- The other will remain at the homeland spreading propaganda to increase loyalty and devotion to Emperor Sha Vu.

Military

-1st SA Remain in the homeland
- 2nd take the plateau by force if need be

Other
-Proclaim that the Plateau is a gift from our ancestors and we shall use it for it would be a great insult to our ancestors to never use such a wonderful gift.

user posted image
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Invisible
 Posted: Feb 20 2014, 12:39 AM
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Research:
Metallurgy
Alchemy
Combat tactics/espionage

Building:
Honugaru warrior
Honugaru warrior
Honugaru spies
Grand Belaruse military academy in the capital (Military academy where all honugaru warriors are trained with foot solider divisions, officer divisions, etc )

Actions:
Explorers:
1st explorer squad: Head southwest into the heart of the continent
2nd explorer squad: North east between the two countries visiting each one to get a better knowledge/working relationship with them
1st Galley sqaud : travel south along the coast looking for civilizations
2nd Galley squad: brave the ship graveyard for tresure

Spies:
Shangetsu (the first): Constant sweep for spies both foreign and domestic within
Elderon (the second): Hold for orders meditate and hone skills
Armies:
1st Honugaru warriors: Hold for orders meditate and hone skills
2nd Honugaru warriors: Hold for orders meditate and hone skills
user posted image [General thalmar of the five (ceremonial horns)]
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Greatest_Dude
 Posted: Feb 21 2014, 09:02 PM
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Hi no Kuni: to the east his scouts are welcomed into the Grand union, a land of masterfully crafted object of both the arcane and mundane, they seem to have the amazing ability to combine the two. They value patience in their country and are slow to act because of it, this is shown in their worship of the grand timepiece, that which controls time. There is also no elders or children in their country. The Grand Union would like to send diplomats into your country before making decisions about you. On sadder news the ships send to the Grave yard are bashed against the rocks and join the grave yard (lost them). The 1st explorer squad finds a group of tribes of short men (bellow waist height), who refuse to let the explorers in without a gift. They wanted the swords of the men but each one refused to give up their ancestral weapon.

Sha'maeli Empire: the Emperor declares that the Grand Rock will be mined, this angers some of the more religious of Karvu, who are starting to say he isn't pious enough, though this is counteracted by the propaganda. the explores head into the slaves territory, only to be discovered by the large amount of them, showing the might of the Karvu they kill the slave that find them and go back into hiding. They do discover that the slaves no longer seem to sleep, and try to burn anything they find in their open, they can also take mortal wounds and survive now, the explorers had to eviscerate them to kill them. The military head and secure the Grand Rock finding no resistance. (need to mine the Grand Rock to get the money build slot also needs to be in your territory) the snake people call themselves the Shishinni and the "diplomat" is welcomed in the country, though he find none of their secrets. He finds that they are ruled by an order of the librarians, who managed to unite the people against the king who believed that a knowledge is evil. Now the librarians are trying to regain the knowledge that they lost in those dark days. The few things they remember was the art of making high quality blades and armor.


AlderBlack: As the explorers reach the lake and attempt to enter the castle they realize that most of the castle is frozen solid with only the top of the tower, where their new lord was, unfrozen. Will take a lot of work to remove the ice. (All from a mundane perspective) the other explorers begin heading around the rest of the island only to find more Fjorcs who quickly join the ranks upon hearing the untold power of the lich. As the ships north sail they report that they think there might be land ahead. The ships east see nothing but water.

The Arisen: The growth in the ocean is unreachable by us. The conflict with the light beings see use of the light as a weapon and the lesser ones hide behind the light beings. neither on them like us spreading from them, the hurt us (explorers at 50%) the light beings find the hidden one and he is severed from us, we do think they like us. the grey ones find our hidden one but they watch us as we watch them. they are infected with a pain, and wish for help. they eat others like us but do not grow from it. can we help them?

Pricpality of Rhineland: The people love their new king as the relief aid to the farmers is much appreciated. “I will work twice as hard for my sire, he is Dandy" Farmer whose crops were blighted. It also seems like the old maps were correct and there were people in the locations, thanks grandpa! The Council of Middlestone actually remember the people of Rhineland, due the dwarves' long lives. They are currently facing an issue between the Mund’he (super dwarves) and the Hei (Raven men) with them constantly bickering about the right thing to do it has ground the government to a Halt. According the notes this fighting has been going on scene Grandpa meant them. They do have the precious ore we need for our industry. Black Rock is proving to be hard to enter as it is entirely underground and the inhabitants have no need for torches, and actively hate bright light.

Republic of Stygia: the Rakth upon seeing the might of Stygia's army are open to negotiations and respect the power of your people, they are willing to join your country if you kill or subjugate their enemies the Blanc and they get a position with in your government. Relation with the Phere Kin as the Explorers not used to talking with other races, starts making grand statements about Stygia, "we all have the power of a thousand winters at our hands we make the mountains bleed at our command." the Phere Kin call them liars and order them away, or they will never move from the spot they stand.



Hi no Kuni:
Research:
Metallurgy 1/7
Alchemy 1/8
Combat tactics 1/7 espionage 1/6

Build:
Honugaru warrior 1/5
Honugaru warrior 1/5
Honugaru spies 1/4
Grand Belaruse military academy 1/12

Sha'maeli Empire:
Research:
Metallurgy 1/7
Advance Agriculture 1/8
Advanced traps 1/8

Build:
Velkesh Archers 1/5
Iron Guards 1/7
Brutalizers 1/7
Ironworks 1/7

AlderBlack
Research:
-Basic Aerodynamics 1/15
-Corpse-crafting 1/9
-Blood Vine removal 1/5

Build:
-Raise a skeleton unit 1/4
-Raise a skeleton unit 1/4
-Settlers 1/4
-theater 1/3

Arisen
Research:
sons(light people) 1/10 (harder because of difficulty to watch them)
wildlife 1/6
ocean 1/7

Build:
observation towers 1/5
Grand Shelter 1/4
Meat factory (don't eat) 1/3
Library (can’t read, or have use for books) 1/10

Principality of Rhineland
Research:
Chemistry 1/8
Imp. Education 1/6
printing Press 1/7

Build:
Ironwerks 1/7
Library 1/10
School 1/5
Fix farms 1/2

Republic of Stygia:
Research:
Scrying Magic 1/15
Enchantment 1/19
Metal Casting 1/11

Build:
School 1/5
Library 1/10
Ironworks 1/7
Lava Mine 1/6


Side note: I have added in simple mechanics for Moral and wealth of your country it is just a measurement system

--------------------
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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Spookums
 Posted: Feb 21 2014, 09:56 PM
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[Actions]

-Send a cabal of the high-caste necromancers to investigate the castle. See if they can find anything of use like magical artifacts or writings or anything.

[Research Slots]

-Basic Aerodynamics
-Corpse-crafting
-Plant removal

[Build Slots]

-Raise a skeleton unit
-Raise a skeleton unit
-Settlers
-Grand theater

[Explorers]

-Send a scout unit to investigate the lake in detail.
-Loop around west and explore the coast

[Navy]

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

[Armies]

-Accompany the explores as they circle the island.
-Accompany the explores as they circle the island.

user posted image
The Alderblack Fjordlands
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Phydeaux
 Posted: Feb 22 2014, 04:21 AM
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BUILD SLOTS:
#1: Continue work on School
#2: Continue work on Library
#3: Continue work on Ironworks
#4: Continue work on Lava Mine

RESEARCH SLOTS:
#1: Continue work on Scrying
#2: Continue work on Enchantment
#3: Continue work on Metal Casting

UNITS:
Explorer #1: Inform the Rakth that their proposal will be considered by the Republic, and return home.
Explorer #2: Leave the Phare Kin and continue south to make contact with the Blanc.

Spy #1: Return home with explorer #1.
Spy #2: Remain in the capital.

Infantry #1: Return home with explorer #1.
Infantry #2: Remain in the capital.

Sea Transport #1: Remain in the capital.
Sea Transport #2: Remain in the capital.

SPECIAL:
Because I forgot to put it in the first post...

Innately magical: The Erinyes have access to three innate magical abilities. These effects are Suggestion (compels someone to follow a suggested course of action, assuming it isn't obviously harmful or against their nature), Crushing Despair (afflicts somebody with horrible depression, weakening their resolve and making them less effective in combat), and Dominate Person (turns somebody into a thrall that obeys simple commands).
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Invisible
 Posted: Feb 22 2014, 05:24 PM
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Both of your kings are very virtuous and we are impressed. We admire your great kingdom and craft work, as we also celebrate craftsmanship and patience is a weapon that we know too well. We hope for a bright and strong friendship between our two blossoming peoples and we offer our services.
-Esteemed diplomat Tenshi nishijima

Research:

Metallurgy (continue)
Alchemy (continue)
Combat tactics/espionage (continue)

Building:

Honugaru warrior (continue)
Honugaru warrior(continue)
Honugaru spies(continue)
Grand Belaruse military academy in the capital (Military academy where all honugaru warriors are trained with foot solider divisions, officer divisions, etc ) (continue)

Actions:
Explorers:

1st explorer squad: Head southwest into the heart of the continent (deeper past the tribe)

2nd explorer squad: North east between the two countries visiting each one to get a better knowledge/working relationship with them (to the north country now)

1st Galley sqaud : travel south along the coast looking for civilizations (continue)

Allow the grand union to enter our country with its diplomats, but have a entourage inconspicuously keep them away from any secrets or important information.

Likewise send diplomats to Grand union

Send diplomats with a gift to the tribals

Spies:

Shangetsu (the first): Constant sweep for spies both foreign and domestic within
Elderon (the second): Sneak into grand union alongisde the diplomats and then break off and find out information about them

Armies:

1st Honugaru warriors: Hold for orders meditate and hone skills
2nd Honugaru warriors: Hold for orders meditate and hone skills
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Zurumon
 Posted: Feb 22 2014, 11:40 PM
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Your former King thought knowledge was evil? What a pathetic lesser being, you were wise to get rid of such an incompetent King. I can assure you the his Majesty, the Divine Emperor Sha Vu shares your desire for knowledge and generously offer but a few of his many and vast resources to help you recover what was stolen from you. - Mokalk the Seeker, Diplomat to the Shishinni.

His Glory, our beloved Emperor has deemed the threat of the slaves foolish to ignore while the Velkesh, Tornat, and Shinde gather their forces. We Clan Zuru will carry out his will and secure our mighty Empire from these lesser creatures. Though they are immune to an impaling spear they are no match for our might. We will go to the border and remind these pathetic things why their ancestors served and feared us.- Segrom the Brute, leader of the 2nd SA

Research
Metallurgy(if I already count as having advanced Metalurgy)
Advance Agriculture
Advanced traps* for big game and lesser races*

Building
Clan Velkesh Hunters- Armed with a powerful bow to match their size, light armor, two hand axes, and Dire Hyenas.
Clan Tornat Iron Guards- Armed in light chainmail with a thick heavy spiked tower shield and halberds.
Clan Shinde Brutalizers- Armed with heavy armor, large war mauls capable of swatting aside the lesser races, and armored Dire Hyenas.
Ironworks

Actions

Explorers:
-Eastern unit will circle around the lesser beings and continue east. While traveling will mark opportune ambush spots and count military presence of the slave creatures. Also note if they still talk in that miserable lesser tongue.
-Western explorers will travel through Shishinni land aiding the Diplomat in his counting as they travel through.

Spies:
-Remain in Shishinni land, secretly count military, economical, and industrial might of the small serpents.
- The other will remain at the homeland spreading propaganda to increase loyalty and devotion to Emperor Sha Vu.

Military

-1st SA Remain in the homeland
- 2nd SA Equip with two handed war axes and swords then move to the outskirts of slave territory begin setting up traps(of the extremely lethal variety, as noted by the explorers regular mortal wounds will not cut it, there's a pun in there somewhere) near a local source of water. Do not engage yet, but fight back if attacked.

Other
-Begin talks with Shishinni, understand these lesser creatures if at the very least it will help the Empire conquer them later.
-Ask if we can send Archaeologists to help them try to recover lost knowledge, The Sha'maeli Empire recognizes knowledge's power. If they accept have archaeologists search for any knowledge if they uncover something truly powerful wait to share the findings with the Shishinni.
- The Shishinni house knowledge try to gain access to as much of it as possible, diplomatically for now.
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Equinox
 Posted: Feb 23 2014, 05:46 AM
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Research #1: Continue research on Chemistry
Research #2: Continue research on Improved Education
Research #3: Continue research on Printing Press

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

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

Explorer #1: Split off to explore north of Black Rock
Explorer #2: Split off to explore east of Middlestone

Exploration Vessel #1: open sealed orders from the Prince, advising them to await response from the denizens of Black Rock
Exploration Vessel #2: Begin diplomatic mission, offer to mediate between the belligerent parties, express interest in trade with the Council
Exploration Vessel #3: continue sailing 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 25 2014, 04:27 AM
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Research #1: Continue research
Research #2: Continue Research
Research #3: Continue Research

Build #1: Finish Sight towers
Build #2: Continue building great city
Build #3: Build great walkers
Build #4:Build great walkers

Spy #1: Make contact with dead eaters. Learn.


Explorer #1: Make contact with dead eaters. Learn.
Explorer #2: Leave this land, head north


Standing Army #1: Counter assault the light beings
Standing Army #2: Counter assault the light beings
Standing Army #3: Counter assault the light beings
Standing Army #4: Counter assault the light beings
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Greatest_Dude
 Posted: Feb 26 2014, 03:25 AM
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so i am like exhausted today so i'll either post late tonight or tomarrow, sorry guys

--------------------
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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Zurumon
 Posted: Feb 26 2014, 07:17 AM
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Booooooooooooooooooooooo






Nah it's all good see you tomorrow.
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Greatest_Dude
 Posted: Feb 27 2014, 05:27 AM
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user posted image
3rd Age, year 500 Summer (not a great turn for the PC countries)

Hi no Kuni: the Grand Union is a very productive society as none of the members have to sleep or eat the industry never stops. the sounds of spells and hammers fill the air day and night. as people who do need sleep this is very unwelcomed to the diplomats who are going to have to live here. the diplomats of the grand union enter into your country and begin talking to the locals and seem very uninterested in the council, more focusing on the peasants and the lower class, the gaurds try to shoo them away from the poor but this only leads to more curiosity. the spy was very unused to trying to infiltrate a society who do not sleep and was spotted by a Rock man who he swore could see him even though he was using the 18 Darkness technique. he was not captured but he is sure the Grand union know of our attempts

Sha'maeli Empire: the trap seemed to work better than imagined, sadly too good as the fire walkers start massing at the site quickly becoming too much for the traps and the army (85% left), the group seems to be acting under orders this was no accident! the explorers are also attacked in mass by the fire walkers, few make it out alive, the survivors report seeing fire walkers with their flames becoming infernos consuming the upper half of their bodies. (33% left) the lands of the fire walkers glow at night now as if there is a great Bush fire in the distance. the Spy is effective as he quickly gains their military, economical, and industrial might. (PM) the shashinni are a people who are recovering from their last king, he burned all knowledge but that of war, and the librarians are attempting to fix this issue. the Shashinni do not need archaeologists as the information lost was resent and was destroyed before their eyes with books used to fuel forges, and tablets broken and ground up to serve as motor. The Shashinni are glad to share knowledge with the Karvu. they propose a deal that the Karvu protect the Shashinni and in return the Shashinni will provide knowledge to them.

AlderBlack: interesting findings are made about the lake this season, the mundane explorers find that the this ice is not natural as after removing the snow it is shown that the ice is as clear as glass, and that this castle is not frozen alone, there is a village below. the magical nature of the ice is backed up by the necromancers as they see with their mage sight that the ice is magical in nature and that there are multiple powerful magical artifacts trapped in the ice, all them are hard to tell apart due to the ice's aura, but one stands out above the rest a large source of magic that seems to be radiating the same aura of the ice. the everything in the tower is carefully taken to the lich, most of it being books and scrolls written in a dead language (or a language of the dead) the explorer finds a patch of deadly flowers that seem to numb skin and then they cut living things apart with their bladed pedals as they walk through the fields, until they bleed out and die to feed the plants. (luckily no one died to these they watched a deer fall pray to them)

The Arisen: the dead eaters welcome us they live underneath large groupings of stone houses. but they do not enter them. they try to make sounds at us we can not understand what the sounds mean, why do they not try to connect to the hive mind. the explorers are completely severed from us in the war, maybe not a good idea to send them into hostile lands. the armies are on their way

Pricpality of Rhineland: the farmer's lands are free of the blight that effected the harvest and are eternally grateful of their new king. in Middle stone the diplomats manage to help the situation by helping the two parties start to see the other's side, but he states "there is a long road a head of us if we what them to stop bickering. the dwarves are very happy for the assistance and much needed ore flows into Rhineland's harbors in exchange for finely crafted goods. Upon a moonless night the exploreres hear voices come from the darkness. "who are youssss? what do you wantssss?" say the voices. "we are from the great Land of Rhineland!" we wish to contact the members of Black rock to establish trade and relations with them" the explorers reply "then it issss we you sssseek." Black rock is willing to trade it's goods with Rhineland, the good shall be delivered every new moon, in a place with no light. they will also allow you to use the old diplomat's post though it needs repairs. (apperently Grandfather had this post built to contact them)

Republic of Stygia: the Blanc or mirror men as the explorers are calling them are interesting as they seem to have the unsettling habit of taking the form of who ever is talking to them and mouth the words said in when thinking. from the contact it is shown that the Blanc just wish to be left alone but the other two tribes keep attacking the Blanc.

Hi no Kuni:
Research:
Metallurgy 2/7
Alchemy 2/8
Combat tactics 2/7 espionage 1/6

Build:
Honugaru warrior 2/5
Honugaru warrior 2/5
Honugaru spies 2/4
Grand Belaruse military academy 2/12

Sha'maeli Empire:
Research:
Metallurgy 2/7
Advance Agriculture 2/8
Advanced traps 2/8

Build:
Velkesh Archers 2/5
Iron Guards 2/7
Brutalizers 2/7
Ironworks 2/7

AlderBlack
Research:
-Basic Aerodynamics 2/15
-Corpse-crafting 2/9
-Blood Vine removal 2/5

Build:
-Raise a skeleton unit 2/4
-Raise a skeleton unit 2/4
-Settlers 2/4
-theater 2/3

Arisen
Research:
sons(light people) 2/10 (harder because of difficulty to watch them)
wildlife 2/6
ocean 2/7

Build:
observation towers 2/5
Grand Shelter 2/4
Meat factory (don't eat) 2/3
Library (can’t read, or have use for books) 2/10

Principality of Rhineland
Research:
Chemistry 2/8
Imp. Education 2/6
printing Press 2/7

Build:
Ironwerks 2/7
Library 2/10
School 2/5
Fix farms 2/2 (slot open)

Republic of Stygia:
Research:
Scrying Magic 2/15
Enchantment 2/19
Metal Casting 2/11

Build:
School 2/5
Library 2/10
Ironworks 2/7
Lava Mine 2/6

more will be added later

--------------------
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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Zurumon
 Posted: Feb 28 2014, 12:24 AM
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EPIC WIN MAN
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Research
Metallurgy(if I already count as having advanced Metalurgy)
Advance Agriculture
Advanced traps* for big game and lesser races*

Building
Clan Velkesh Hunters- Armed with a powerful bow to match their size, light armor, two hand axes, and Dire Hyenas.
Clan Tornat Iron Guards- Armed in light chainmail with a thick heavy spiked tower shield and halberds.
Clan Shinde Brutalizers- Armed with heavy armor, large war mauls capable of swatting aside the lesser races, and armored Dire Hyenas.
Ironworks

Actions

Explorers:
-Eastern unit will circle around the lesser beings and continue east. While traveling will mark opportune ambush spots and count military presence of the slave creatures. Also note if they still talk in that miserable lesser tongue. Increase distance from the Smogarrens.
-Western explorers will travel through Shishinni land aiding the Diplomat in his counting as they travel through.

Spies:
-Return to the homeland begin spreading propaganda to increase loyalty and devotion to Emperor Sha Vu.
- The other will remain at the homeland spreading propaganda to increase loyalty and devotion to Emperor Sha Vu.

Military

-1st SA Join the 2nd SA in countering the Smogarrens equip the same weaponry.
- 2nd SA since the Smogarrens are advancing towards the homeland even when they weren't attacked the 2nd SA will fortify and prevent them from attacking the homeland.

Other
-Accept deal with the Shashinni.
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Spookums
 Posted: Feb 28 2014, 03:25 AM
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[Actions]

-No one to talk to... no one to plot against...

[Research Slots]

-Basic Aerodynamics
-Corpse-crafting
-Plant removal

[Build Slots]

-Raise a skeleton unit
-Raise a skeleton unit
-Settlers
-Start excavating an express tunnel down to the frozen village.

[Explorers]

-Explore the western coast of the island.
-Head to the southern point of the island then circle back north.

[Navy]

-Head west along the newly discovered landmass, then south towards the western part of the home island.
-Turn back and head to the home island. Need more supplies if I want to travel further from home.

[Armies]

-Accompany the explores as they circle the island.
-Accompany the explores as they circle the island.
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mythicdawn12
 Posted: Mar 1 2014, 02:03 AM
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Research #1: Continue research
Research #2: Continue Research
Research #3: Continue Research

Build #1: Finish Sight towers
Build #2: Continue building great city
Build #3: Build great walkers. Why are we building this other stupid shit the hivemind wants great walkers
Build #4: Build great walkers. Why are we building this other stupid shit the hivemind wants great walkers

Spy #1: Learn from the Dead eaters


Explorer #1: Learn from the Dead eaters


Standing Army #1: Counter assault the light beings
Standing Army #2: Counter assault the light beings
Standing Army #3: Counter assault the light beings
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