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> SuperTcombat, Once more
Greatest_Dude
 Posted: Aug 13 2015, 07:30 PM
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Research:
-Werewolves

Build:
-N/A

Explorers:
-Northern: go to Elves in the canyon by going around the plague
-Eastern: explore mountains next to the fat munchkin land
-Western: go around the goblins

Actions:
-open trade routes and cultural appropriation w/ friendly countries
-send diplomat to nightmare land as evil is not a reason to attack
-get good with goblins using gifts to get diplomats in

--------------------
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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Ryker Stormblade
 Posted: Aug 15 2015, 07:50 PM
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I would like to continue diplomatic relations with USD. Hopefully getting a trade agreement.

Build:
Barracks
Recreation (Massive structure of Forges and workshops in the Mountains)
EXPAND Into the mountains
Settlers

Research: ongoing

Attempt relations with zombie people as well.

--------------------
user posted image
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Ferther34
 Posted: Aug 16 2015, 01:27 AM
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research:
Guns 6/9
Music
Anatomy

Build:
Border patrol
University 3/6
Infrastructure
Mines 1/3

Return all troops and scouts.
Have one spy try to locate the source of Sutmar's slaves.
Keep trading pro-trade agreement propaganda with Sutmar.
Have water sprites (I dont remeber what you called them) teach their music in Swanson.
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Spookums
 Posted: Aug 16 2015, 01:58 AM
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[Actions]

-Have the settlers who have reached the western continent begin establishing a port city around the strange temple. No one is to set foot into the temple until the empress gives the word under penalty of death by scary angel guardian.

-The second group of Settlers will continue following the southern sailing explorers

[Research Slots]

-Ascension Magic
-Healing Magic
-Destruction magic

[Build Slots]

-Roads
-Expand Borders
-Warships
-Grand magical academy

[Explorers]

-Start exploring west of the temple
-Continue exploring the ice field
-Set sail north of Coradine. Maybe you'll actually find something interesting this time
-Continue sailing south

[Spies]

-Nothing to spy on
-Nothing to spy on

[Armies]

-Defend homeland
-Defend homeland
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Invisible
 Posted: Aug 16 2015, 04:41 AM
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Actions:
Declare the great crusade of Gilgamesh ( crusade against the bitch nigga rapin niggas) in the namesake of the First knight lord cardinal general Gilgamesh whom was recently brought into office

Begin harvesting that stuff (insert name of discovered shit)
research:
continue

Build:
Knights *finished*
Temples *finished*
Missionaries (lightly battle trained) *finished*

temple school add ons *finish*
Research lab continue
Snow Leopard warriors(skrishmishers) continue
colonize Adrominda (northern land)
standing army OF FAITH
que aqueducts
que barracks

Military:
1st standing army " the holy insighters " (100%) : engage "GORMASH GIVE US MIGHT!!! GROMEERE BLESS ME WITH VICTORY"
- first explorers "word bringers" : scout for tactical positions / set up camp / sanctify camp

2nd standing army (100% ) : defend

1st Knights (100%) " Wrath" lead by first Knight lord cardinal general gilgamesh : head to the war effort
START THE CRUSADE!!!!!! FOR THE CARDINAL

1st Holy reverends of isis (missionaries) : TO THE CRUSADE sanctify encampment, magical military aid , sermons of fire
"The holy words of the light bringer isis shall cleanse the darkness from the land" - Xander II acting captain

2nd explorers "friend bringers" : Continue good relations in the south, spread the word of the gods and haggle for open trade ; we will convert them.

" we are both borne under kalgar the oxen god whom brought seed to the world , our faith shall aid you in your conquest " randall : first to make contact




Pantheon:
Isis : Eagle god of knowledge , generally associated with the missionaries for his flight carries the word of the gods across the verse.
It is said that she brings the sun apon her wings every morning to drive away the darkness that ails the land ; bringing the healing power of the sun with her

Gromeere : Bear god of strength, vitality, and endurance. It is said that his hibernation gives any who follow him to endure anything. Some warriors pray to him.
Celeste: elk god of the circle of life
Kalgar: Oxen god of like planting and fertility. Said to have carried the seed of life to the world
rak'kar : Snow leopard god
Gromash: Tiger god associated with warriors, martial prowess and the hunt ( sometimes hunting heathens)
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Zurumon
 Posted: Aug 16 2015, 07:31 AM
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user posted image

Swanson spies discover documents showing that the hawkmen originated from what is now western Sutmar, as far as the Confederacy knows all hawkmen have been enslaved by them. The Water Elementals Blues become an instant hit across Swanson with many would be bards following the traveling Elementals. In west Swanson, several cult uprising attack government buildings and employees. They call themselves Liberal Anarchists For Freedom Equality No Government Save Transport Or College Schools, or L.A.F.F.E.N.G.S.T.O.C.S., anyway so far they have done a terrible job of overthrowing the government with most villages stopping the rebels with simple law enforcement. L.A.F.F.E.N.G.S.T.O.C.S. demands to be taken seriously!

Angrimmar forces manage to spearhead into the lands of the Raping Republic of the Dead taking 20% casaulties to the Standing army. MC Hitler Stalin denounces Angrimmar "Bitches be crazy huffing a daisy, You shouldn't have become a warmonger cause it aint gonna make that dick longer. Rip, stab, slash away at my heathens cause I'll keep sending more till ya beaten." -MC Hitler Stalin. Angrimmar Knights are attacked by Shadow beasts while moving to reinforce and suffer 10% Casualties before slaying 12 of the beast as their corpses faded into the snow. The explorers to the south in the Goholdian Empire have little success in getting any other gods than Kalgar accepted, they seem to worship just Kalgar and Victorcidor, a supposed god of conquest believed to be able to take any form. Scouts from USD arrive from the west but are heavily wounded by Shadow Beasts.

Unity's diplomats have a bad day. The diplomats sent to Icks Bicki are decapitated and their heads sent back to Unity with a threat "Come near us again and we'll start to get creative in how we butcher your kind." The Diplomats sent to the Nightmare lands are recieved but little progress can be made as they learn the Nightmare beasts require to feed on the minds and fears of Sapient life. Trade routes between Metaland and TOF go off without a hitch but M&M Inc is imposing high tariffs on Unity goods. M&M Inc also request to nearby countries to send armies before the nightmare lands attack again. Scouts find nothing of note. Unity and TOF discover that the gateways require a key, one of pure light in the shape of an orb. The gateway seems to be able to connect to other gateways, where these gateways are none know.

Coradine's most westward scouts find more dense jungle, nothing of note. The southern scouts hit land, well a dense marsh untouched by sapient life. In the winter lands scouts come across what looks like a titanic collapsed stone doorway with a fluctuating portal that's blasting out sub-zero temperatures. a bit to the north Scouts finally find something, bad. Large tarpits filled with Tar-ghouls, mindless undead that seek out sapient life to drag into the tar pits and be reborn. The Firetide Republic has recently finished it's first explorer fleet and plans on sending several brave fire crabmen into the dark beyond.

Draen finds a cave in the central largest mountain filled with a tribal society of Harpies who seem to be strongly in touch with the Winds. Sailor scouts find the Fire Serpent Harbor filled with terrifying Sea Serpents whose heads are the size of a galleon and breath fire the burns underwater, the beasts often fight each other for territory. In less terrifying news Draen has encountered the Minotaur Goholdian Empire, ruled by Empress Goldhorn.
MC Hitler Stalin requests aid against the warmongering Angrimmar, USD frowns on both of them for their lack of Freedom and seems to be taking an Isolationism approach to the conflict. Vampire Academy to the far north is rumored to be on good terms with R.R.O.D. USD agrees to the trade agreement as long tariffs remain no more than 1%. MC Hitler Stalin reveals that Fabtasia is attempting to lay claim to the western most collosal mountain. He also expresses interest in taking mountain territory himself and offers to divide the mountains 50/50.




Coradine Empire
[Research Slots]

-Ascension Magic 6/14
-Healing Magic 6/9
-Destruction magic 6/8

[Build Slots]
-roads 2/3
-Grand magical academy 6/8
-Combat ships 3/4
-growth++

Draen

Build:
Settler 4/4
UNiversity 3/6
Combat ships 3/4
Barracks 1/3
Recreation (Massive structure of Forges and workshops in the Mountains) 1/10
EXPAND Into the mountains on hold
Settlers on hold


Research:
Metalurgy 6/8
Steam 2/13
Internal strength (using their magic to enhance themselves) 6/8

Unity

research:
improved diplomacy 6/6
Whywolves 1/7
Doorways 5/5
Sociology 6/8

Build:
University 4/6
Growth ++
Settler 3/4
Diplomat academy 3/6

Swanson

research:
Reverse engin Gun 7/9
Improved metallurgy 6/6
Medicine 6/6
Music 1/5
Anatomy 1/6

Build:
Barracks 3/3
Embassy 4/4
University 4/6
Mines 2/3
Border Militia 1/3
Infrastructure (Irregation) 1/3

Argrimmar
Research :
Enhanced strength (through faith) 6/8
Metallurgy 6/8
Armor of faith (FAITH, PRAISE IT) 6/8

Build

temple school add ons 3/3
Research lab 5/8
Missionaries (lightly battle trained) 3/3
Snow Leopard warriors(skrishmishers) 2/5
Growth@Adrominda
Standing Army OF FAITH, PRAISE IT 1/4
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Greatest_Dude
 Posted: Aug 16 2015, 07:49 AM
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EPIC WIN MAN
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Research:
-N/A

Build:
- Merchant guild

Explorers: (keep an eye out for the key)
-Northern: go to Elves in the canyon by going around the plague
-Eastern: explore mountains next to the fat munchkin land
-Western: go around the goblins

Settlers
-send to hops fields

Actions:
- see if nightmares and M&M will accept a trade of prisoners from M&M to be punished in the nightmare lands and in return the nightmares stop attacking and start trade relations with Unity and M&M
- show M&M that if they tax so heavily out of the gate the merchants won't come. (try to re negotiate the trade agreement using that we are early adopters and will spreed word to trade with them)
- offer to sell the services of our improved diplomats to the merchant guilds
-ask why the goblins hate others so much?
- share info about the gates with the frost mages and see if they can find they key to them
- set up a information sharing network for map detail so we can know this world together

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

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
PM
^
Spookums
 Posted: Aug 17 2015, 07:52 PM
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EPIC WIN MAN
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[Actions]

-Have the settlers who have reached the western continent begin establishing a port city around the strange temple.

-The second group of Settlers will establish a settlement once they make landfall

-Propose a deal with the crabmen. Coradine will share whatever lands they discover as long as their explorers do likewise.

[Research Slots]

-Ascension Magic
-Healing Magic
-Destruction magic

[Build Slots]

-Standing Army
-War Academy (For faster troop production)
-Expand Borders
-Grand magical academy

[Explorers]

-Continue trekking through the jungle west
-Send a volunteer through the ice portal, see if its possible to pass through it and find out what's on the other side.
-Ignore the tar pits and set sail north
-Explore the immediate area, find a suitable place for the settlers to set up

[Spies]

-Nothing to spy on
-Nothing to spy on

[Armies]

-Warship Fleet: Encircle the island
-Foot soldiers: Establish a perimeter around the tar pits.
-Foot soldiers: Establish a perimeter around the tar pits.
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Invisible
 Posted: Aug 19 2015, 03:53 AM
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EPIC WIN MAN
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Dollars: 1860
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Member No.: 52
Joined: 8-October 11









Actions:


Begin harvesting that stuff (insert name of discovered shit)
research:
continue

Build:
Knights *finished*
Temples *finished*
Missionaries (lightly battle trained) *finished*
temple school add ons *finished*

Research lab continue
Snow Leopard warriors(skrishmishers) continue
colonize Adrominda (northern land)
standing army OF FAITH
que aqueducts
que barracks

Military:
1st standing army " the holy insighters " (100%) : pull back have nights spearhead and thne engage "GORMASH GIVE US MIGHT!!! GROMEERE BLESS ME WITH VICTORY"
- first explorers "word bringers" : scout for tactical positions / set up camp / sanctify camp

2nd standing army (100% ) : go to war
spearhead
START THE CRUSADE!!!!!! FOR THE CARDINAL

1st Holy reverends of isis (missionaries) : follow up with standing army sanctify encampment, magical military aid , sermons of fire
"The holy words of the light bringer isis shall cleanse the darkness from the land" - Xander II acting captain

2nd explorers "friend bringers" :convert mroe and say that using our tea is necisary for worship get them hooked and haggle for open trade ; we will convert them.

" we are both borne under kalgar the oxen god whom brought seed to the world , our faith shall aid you in your conquest " randall : first to make contact




Pantheon:
Isis : Eagle god of knowledge , generally associated with the missionaries for his flight carries the word of the gods across the verse.
It is said that she brings the sun apon her wings every morning to drive away the darkness that ails the land ; bringing the healing power of the sun with her
Gromeere : Bear god of strength, vitality, and endurance. It is said that his hibernation gives any who follow him to endure anything. Some warriors pray to him.
Celeste: elk god of the circle of life
Kalgar: Oxen god of like planting and fertility. Said to have carried the seed of life to the world
rak'kar : Snow leopard god
Gromash: Tiger god associated with warriors, martial prowess and the hunt ( sometimes hunting heathens)
PMEmail Poster
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Ryker Stormblade
 Posted: Aug 19 2015, 04:25 AM
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Awesome
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Joined: 4-February 13









Get in contact with Vampire academy. Offer to trade maps with the minotaurs. The country of Draen would currently like to stay out of all conflicts but is willing to give aid in non-combat actions.
Draen is claiming the land from its borders to its new settlement as well as the easternmost mountains.
I would also like to continue relations with all countries and start setting up a trade network between them all. For those willing I offer a neutral meeting place. As well as I invite diplomats from all known countries to come and speak on our visions for the future.

--------------------
user posted image
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Ferther34
 Posted: Aug 19 2015, 04:40 AM
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Swanson

research:
Reverse engin Gun 7/9
Music 1/5
Anatomy 1/6

Build:
University 4/6
Mines 2/3
Border Militia 1/3
Infrastructure (Irregation) 1/3

Spies find the location and size of Sutmars army.
(I just want the armies back not the scouts)
Scouts continue trying to find new countries
Request to trade map information with Sutmar and CIS
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Zurumon
 Posted: Aug 19 2015, 09:45 AM
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EPIC WIN MAN
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user posted image
Fall year 5
"Aaaargh aaaah whhhhy? why have the gods forsaken us? whhhy?"- barbarian at the foot of the largest mountain as he and his entire tribe are incinerated and consumed by dragons.
Swanson spies locate all of Sutmar's military, 2 standing armies,2 skrimisher units(faster but weaker than standing armies), and 1 unit of trebuches. Loose cannon cop Niles Dorne succeeds in single handledly taking out all of L.A.F.F.E.N.G.S.T.O.C.S.'s leaders after they tried to kidnap his family. "He doesn't play by the rules but goddamit does he get results"- The Mayor. Scouts have discovered the nation of Mirthun, isolationist humans that seem to have advance architecture knowledge as they have built massive walls and forts to keep outsiders out. C.I.S. also seems to have had trouble interacting with Mirthun. One of the Water Elemental splits from the other and starts playing cool jazz causing snow.


Argrimmar is under attack by the shadowbeasts! Sensing the lack of troops the shadow creatures swarm the villages, not sparing a single life. Militias are form but are ill prepared. The Goholdians remain faithful to the two gods of theirs, pushing the tea has limited success. The Crusade makes excellent progress, the undead are numerous, but the holy soldiers smite through them. 3 girls ages 13-17 show up on the side of the undead dressed in overly bright florescent colors with "adorable" looking weapons. Despite their appearance they change the flow of battle halting the advance of the crusade as each one strikes with the force of 10 grizzly bears in a single axe/hammer/sword respectively. Worse they move in occasional burst of speed faster than the eye can see. Their reign of the battlefield is stopped when First Knight Lord Cardinal-General Gilgamesh manages to smite the hammer wielding one turning her to ash causing the other two to pull back. On her charred skeleton a silver cross with a reptiles eye in the center is found. 1st SA at 55% 2nd SA at 75% Knights at 30% 1st explorers at 65%. The R.R.O.D. seems to be running out of troops. From the tallest mountain swarms of leathery wings stretch and take off the surrounding area is bathed in flame turning it into a hellscape.

Unity discovers the Nightmare people require too much fear and sapient life for anyone nation to provide in prisoners. The Icks Bicki continue to refuse diplomatic connections. Past those racist goblins, iDC(Interacial Diplomatic Council) is discovered. They are a peace loving society of Humans who are happy to meet another nation that is not like Icks Bicki. To the North a scouting party of USD sailors somehow got shipwrecked in the middle of the continent, weird. Some of the other nations are still unconvienced to share complete map info, but T.O.F. does and they have discovered the Coradine Empire. T.O.F. keeps an eye out for the sun orb but frost is their thingy not sunlight.

Coradine's deal with Firetide goes through and they reveal islands that the homeless merchants map missed. Apparently there is a nation called, New Minues, the Crabmen warn that these humans are lazy, illogical, and when asked about the original Minues they replied with "you probably haven't heard of it". At the tar pits tar ghouls lash out a one of the patrols, which take minimal casualties( at 95%) as they tear apart the ghouls. Unfortunately several packs of ghouls inflitrated(snuck past your patrols) the Coradine Empire and have begun murdering civilians, targeting happy families full of love. A volunteer is sent to the fluxing portal but is frozen solid 10 meters from it as the sub zero temperature are too much for Coradines current tech. To the south scouts find a nice plot of land in the swamp solid enough for the buildings not to fall into the swamp. While settling Orcs and Humans in blue and white robes and staffs approach claiming to be from the Technocracy of Frost. They tell of their ally Unity who is looking for an orb of Sunlight, the purpose of such a thing they refuse to tell.

Draen may have made an error. The scouts ascending the tallest peak found another sunlight orb on a pedestal and removed causing a barrier/illusion around the mountian to fail releasing thousands of dragons upon the surrounding area. The dragons are not sapient, the smallest are 6 meters in length while the largest seen so far is 35 meters. MC Hitler Stalin whose lands are currently be set on fire politely asks "WHAT THE FUCK, WHAT DID YOU DO?!". The scouts who removed the orb managed to flee down the mountain and hunted down to 5% strength. Goholdian empire refuses to share map info. USD warns that there might be some magical shenanigans out in the sea to the southwest. The Vampire Academy accepts a diplomat and expresses interest in Draen's elemental abilities. Xiang Riverlord of the explorers currently leaving Fire Serpent harbor, through master of his communication with the water manages to avoid utter annihilation at the maws of a Serpent. USD, RROD, and Fabtasia send diplomats.





Coradine Empire
[Research Slots]

-Ascension Magic 7/14
-Healing Magic 7/9
-Destruction magic 7/8

[Build Slots]
-roads 3/3
-Grand magical academy 7/8
-Combat ships 4/4
-War Academy 1/8
-growth++

Draen

Build:
Settler 4/4
UNiversity 4/6
Combat ships 4/4
Barracks 2/3
Recreation (Massive structure of Forges and workshops in the Mountains) 2/10
EXPAND Into the mountains++
Settlers on hold


Research:
Metalurgy 7/8
Steam 3/13
Internal strength (using their magic to enhance themselves) 7/8

Unity

research:
Economics 2/6
improved diplomacy 6/6
Whywolves 2/7
Doorways 5/5
Sociology 7/8

Build:
Merchant guild 1/3
University 5/6
Growth ++
Settler 4/4
Diplomat academy 4/6

Swanson

research:
Music 2/5
Anatomy 2/6
Reverse engin Gun 8/9
Improved metallurgy 6/6
Medicine 6/6

Build:
Barracks 3/3
Embassy 4/4
University 5/6
Mines 3/3
Border Militia 2/3
Infrastructure (Irregation) 2/3

Argrimmar
Research :
Enhanced strength (through faith) 7/8
Metallurgy 7/8
Armor of faith (FAITH, PRAISE IT) 7/8

Build

temple school add ons 3/3
Research lab 6/8
Missionaries (lightly battle trained) 3/3
Snow Leopard warriors(skrishmishers) 3/5
Growth@Adrominda
Standing Army OF FAITH, PRAISE IT 2/4
Aqueducts qued
Barracks qued
PM
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Greatest_Dude
 Posted: Aug 20 2015, 06:48 AM
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EPIC WIN MAN
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Posts: 227
Dollars: 330
Member Inventory: View

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Member No.: 48
Joined: 5-October 11









Research:
-study nightmare physiology and properties of fear
-put economics on hold to study magic of IDC

Build:
- Build a magic academy (as much as i can without magic)
- Build defenses in new land settlers found

Explorers: (keep an eye out for the key)
-Northern: go to Elves in the canyon by going around the plague
-Eastern: explore mountains next to the fat munchkin land
-Western: go past the IDC

Settlers
-send to hops fields

Actions:

Nightmare protect:
- see if nightmares would be willing to let us study their eating habits to develop a food source that doesn't require sentient minds (looking for a speed bonus for fear)

Alliances:
- set up alliance to the IDC. and see if they would be willing to help on the nightmare protect and join the exploration contract
- see if IDC would like to send trainers to help us understand and use their magic (looking for a speed bonus for magic)
- show M&M that if they tax so heavily out of the gate the merchants won't come. (try to re negotiate the trade agreement using that we are early adopters and will spreed word to trade with them) if they don't agree then limit trade with them
-send diplomat to the Coradine Empire and

world shenanigans
- offer to sell the services of our improved diplomats to the merchant guilds
- set up a information sharing network for map detail so we can know this world together

Misc.
-send USD sailors to TOF then use the trade routes to send them to my country
-see if they are willing to share map info in return for map info. ask about their culture

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

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
PM
^
Spookums
 Posted: Aug 21 2015, 06:09 AM
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EPIC WIN MAN
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Posts: 119
Dollars: 1290
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Member No.: 70
Joined: 13-November 13









[Actions]

-Open up relations with the frost folk. Inform them that we are currently expanding our domains but offer no ill will to their people. We know not of this sun orb, but our culture worships the sun and all things that honor its light. We would like to know more about this artifact. In return, we have something that may interest them. On our island we have discovered a portal to a frozen domain in which our scouts cannot survive. We want to know if your people know anything about this, or if they have any magic or abilities that could help us explore it.

-Back home I'd like to talk with the Firetide about the portal. We are still interested in scouting what's beyond the portal, but cannot weather the harsh cold. We would like to know if the crabmen have any fire magic that could protect our scouts. Additionally, we would like help eliminating the tar ghoul menace that plagues the island. Any armed forces they can provide would be crucial in eliminating this mutual threat.



[Research Slots]

-Ascension Magic
-Healing Magic
-Protection Magic

[Build Slots]

-Standing Army (You didn't count this last turn)
-War Academy (For faster troop production)
-Expand Borders
-Research Facility

[Explorers]

-Follow the coast North
-Ice field Explorers: Ignore the ice fields and start sailing east towards the new island
-Homeland Explorers: Set sail north of the island (You ignored this last turn too)
-Southern Explorers: Start exploring west along the coast

[Spies]

-Seek out the ghouls who have infested the country and eliminate them
-Seek out the ghouls who have infested the country and eliminate them

[Armies]

-Warship Fleet: Encircle the island
-Foot soldiers: Establish a perimeter around the tar pits.
-Foot soldiers: Establish a perimeter around the tar pits.
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Ferther34
 Posted: Aug 22 2015, 01:55 AM
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Swanson

Research:
Music 2/5
Anatomy 2/6
Steam power

Build:
Recreation/tourist spots
Snow Shelters
Guns
Laboratories

Recall Spies; Position 2 armies around CIS border; other armies position by capitol; Have scouts attempt to make contact if unable continue to search for more countries to open trade agreements with
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