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> SuperTcombat, Once more
Azureink
 Posted: Oct 9 2015, 03:47 AM
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QUOTE (Greatest_Dude @ Oct 8 2015, 07:16 PM)
you do realize they did it because they are addicts and have to. if a alternative is provided then they wouldn't have to. genocide is not a option that should be looked at.

They have let their weakness consume them and drive them into madness. It is all they have ever known. A sudden change in their way of life would destroy them. How is that any different?

And if The Dragon Empire helps them, won't that seem that they would owe us their very lives? The Dragon Empire wants subjects who join of their own free will. To bask in the advantages of being a citizen of the Empire. Not out of a sense of almost slavish obligation.

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Zurumon
 Posted: Oct 9 2015, 06:52 AM
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user posted image
Spring year 4
The world gets ever smaller as countries begin to consume one another.

Swanson ignores Sutmar's call to ceasefire and all but demolishes the country. Currently slaves are hunting down their former superiors in massive lynch mobs, killing men, women, and children. Firecourt succesfully defends itself. Northern explorers find a temple of crying masks. Southern explorers feel extreme paranoia walking in the shadow of the mountains.

Dragon Empire finds a nation of humans living in a land of obscure madness. Reality seems to fuse together, the land is cursed with illusions and tricks, worse is the mysterious people avoid all contact. While no one is trained in necromancy, the Undead do not attack, they even shamble a bit away from the Empire's boarders. Ickit Bicki pulls out of M&M and Nightmare lays claim to it all.

Angrimmar(AUTOPILOT TURN) moves to establish a strong naval pressence by building large warships of the northern orcs design. Explorers head up the eastern colossal mountain to explore the massive temple built into it, with the angelic guardian it intrigues many Angrimmar scholars. Southern Explorers continue mapping the land after establishing trade with the Dark Echo tribes. The Tiger calvary are being cared for and bred so one day Angrimmar can field them in proper force.

Unity's merchants are attack by Ickit bicki's pirates. iDC also discovers two colonies along the coast one belong to Aztec Inc, the other larger one Ickit Bicki. Metalands advises iDC and Unity to build a fleet as no other nations are affected. Steelheart recieves the new alcohol a bit better but now complain it lacks the flavor of a true Orge brew. A Unity scientist makes a breakthrough with developing artificial fear, a Gray named Rerot Kard. Troops are stationed at the colony. Assuming you meant west not east, Western explorers head north until they find a gap in the minefield and make contact with the country of Black Sabathia. A country of Mantis men ruled by King Freddie. They are in the middle of a cold war with Aztec Inc. due to Black Sabathia rejecting Aztecs goods, to which Aztec has increasingly tried forcing them upon them. TOF is reporting that their scouts were attacked by Aztec. M&M refugees are accepted smoothly. Ickit Bicki pulls out of M&M and Nightmare lays claim to it all. Special prison are being updated to better contain the werewolves. Most would be adventurers are trying to hunt down werewolves.

Coradine scholars begin research on the possibility of lifting the Island into the sky, while still very much in progress it is clear a tremendous amount of power will be needed. Northern explorers come across mechanical Crocodile men from a country called the Communist Ironscale society(CIS), they are bounty hunters looking for "love". From the bounty hunters Coradine gets more map info as well as the location of CIS, Sutmar Confederacy, Mirthun, and Swanson. Southern explorers are attacked the moment they approach a new country, as well as the TOF scouts following them, by soliders wearing jaguar helms, bayoneted blunderbusses, and hand axes. Explorers takes 75% casualties. Coradine learns a horrible secret about the tar dungeon.

Draen discovers two islands with its two explorers. Miners find a vast emerald vein and begin an emerald rush in Draen. Scholars in Vampire Academy learn of some rumored World Tree to the far west.


Coradine Empire
[Research Slots]
-Protection magic 7/7
-Ascension Magic 12/12
-Tar Dungeon 4/4
-Flying Military 2/8
-Walls of Light 1/5
-Country in the sky 1/12

[Build Slots]
-Healing Mages 5/6
-War Academy 8/8
-Research facility 6/8
-settlers 3/4
-Settlers 1/4

Draen

Build:
Settler 4/4
UNiversity 6/6
Combat ships 4/4
Barracks 3/3
Recreation (Massive structure of Forges and workshops in the Mountains) 9/10
Dragon Stalkers 6/6
Research Facility 6/8
EXPAND Into the mountains++
Settlers 4/4


Research:
Metalugy 9/8
Steam 9/13
Internal strength (using their magic to enhance themselves) 8/8
Manifestation of Will 7/12
How to Train your Dragon 3D 7/10

Unity

research:
Economics 5/6
improved diplomacy 6/6
Whywolves 7/7
Sparkly magics! what do I need to smoke? 11/11
Nightmare anatomy 5/5
FEAR 6/11
Sun orb and doorways 3/6


Build:
Merchant guild 3/3
Magic Academy 7/8
Colony defenses 3/3
2nd School 3/3
3rd school 3/3 NNEEEERRRDDDS
Research Facility 4/8
University 6/6
Growth ++
Settler 3/4


Swanson

research:
Music 5/5
Anatomy 6/6
Steam tech 7/12
Improved ballistics 3/5
Plumbing 3/5

Build:
Tourism spots 3/3
Snow shelters 3/3
Re-equip armies 5/5
Research Facility 7/8
Standing Army 3/4
Standing Army 3/4
Barracks 2/3

Argrimmar
Research :
The Shadow Bitches 4/4
The Free Masonry 6/6
Lay on Hands 7/9
Hot steamy FAITH! 6/12
Shadow beast + Dragon armor 2/5

Build

Paladins 6/7
Fire Archers 3/3
Defensive infrastructure 3/3
Settler ΒΌ
Orcish Frostclad Warships 1/7
Growth@Adrominda

Dragon Empire
[Research Slots]
Steam 8/13
Military Science 6/6
Magitek 8/10
Dynamite 3/3
Metallurgy 2/6 on hold
Dracomancy 3/14
Magical Power generation 1/9


[Build Slots]
Spies [3/3]
Settlers [4/4]
Cavalry [4/4]
Knights [3/5]
Massive Military Project (Faster Troop Production) [Military Academies] [3/8]
Lancers [2/4]
Lancers [2/4]
Cavalry [2/4]
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Azureink
 Posted: Oct 9 2015, 05:55 PM
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Turn 15.

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[Research Slots]
1. Magitek and Magical Infusion [9/10] (Finish: Turn 16.)
2. Steam Power and Industrialization [9/13] (Finish: Turn 19.)
3. Synthesized FEAR (Help Unity with Research.) [?/11] (Finish: Turn ?.)
4. Sun Orbs and Magical Doorways (Help Unity with Research.) [?/6] (Finish: Turn ?.)

On Hold:
1. Electricity and Arcane Power Generation [2/9]
2. Dracomancy and Transmutation [3/14]

[Build Slots]
1. Lancers [3/4] (Finish: Turn 16.)
2. Lancers [3/4] (Finish: Turn 16.)
3. Cavalry [3/4] (Finish: Turn 16.)
4. Knights [4/5] (Finish: Turn 16.)
5. Massive Military Project (Stronger Troops) [Armories/Barracks/Military Academies] [4/8] (Finish: Turn 19.)

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user posted image

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Explorers
--STANDING ORDERS: 1) If you are attacked and can't get around the problem, retreat to The Dragon Empire. 2) Catalog resources.

[Explorers]
1. Continue exploring.
2. Continue mapping the borders of the Nightmare Lands. Retreat back to The Dragon Empire if engaged by hostile forces.
3. Continue to map the surrounding waters.
4. Avoid entering the lands of madness and illusions and continue mapping all unknown areas around it.

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[Cities]

Imperial Capital of Draconis

[Spies]
1. [Milorth the Quiet] Monitor the undead activity from a safe distance.
3. [Carinth the White] Garrison at capital.

[Cavalry]
4. [The Ironeaters] (Strength: 100%) Guard the border.

[Knights]
1. [The Grayscales] (Strength: 100%) Guard the border.

Port Leviathan

[Cavalry]
5. [The Dust Devils] (Strength: 100%) Garrison at city.

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1st Cavalry Regiment (Strength: 83%)
--STANDING ORDERS: Lead civilians from M&M Inc (and any remaining soldiers of Metalands) to Metalands and The Dragon Empire. Return to the Capital in two seasons (by Turn 16).

[War Heroes]
1. [Abathur Shrike] Lead 1st Cavalry Regiment.

[Cavalry]
1. [The Talons] (Strength: 90%)
2. [The Firebreathers] (Strength: 70%)
3. [The Silent Wind] (Strength: 90%)

[Spies]
2. [Cennuth the Dark] Monitor the enemy activity from a safe distance.

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[Other Actions]
1. Continue everything from Turn 14.
2. Have Port Leviathan start setting up mining operations in the nearby mountains and fishing operations in the nearby ocean.
3. Continue to build relations with Metalands. Open dialogue on the potential of Metalands becoming a protectorate of The Dragon Empire.
4. Help Unity with Research.
5. Send diplomats to every nation that will receive them.

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Greatest_Dude
 Posted: Oct 9 2015, 08:48 PM
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proposition 38: to find what to do with the werewolves
-A: that we study them further while keeping them in captivity until knew knowlage is to be known (more whywolfe research)
- B: that we eliminate all agresive strain and atempt to make a more controlable werewolve strain (were wolve strain breeding)
- C: that we find counsling or help to pacify the werewolves. to intergrate them into non feral sosoiety (calming magic)
~send your votes to your repersenative. voting will be from Spring to summer

research:

-FEAR 7/11 (is any one going to help with this?)
- sun orbs and doorways 4/6
economics 6/6 DONE
- new research slot is based on votes on new proposition

Build:
-Magic Academy 8/8
-Growth ++
-research facility 4/8
-settler 4/4 DONE
-Warships 1/?
-Warships 1/?

Settler: send to door ways and settle around them

Explorers: (keep an eye out for the key)
-Northern: come back and explore the grey above unity
-Far Eastern: try to go past Black sabathia through the sea or if they let us through their country
-close Eastern: remove grey below the doors

Army
- head to colony

actions
-study the ogre beer and attempt to create a better version of it
- continue spread unity's culture and message to trading nations (integration project)
-send diplomancers to new countries (black sabathia, Aztechnology inc., Dark echo tribes) get a feel for them
-see if black sabathia would like to share their musical abilities with the world (especially the metal heads) use our trade caravans to accomplish this charge for the show use the expenses to pay for their journeys
-see if TOF would be kind enough to let use use some their ice wizards to contain Iki biki, as they have better ships and we do not like loosing lives in swarm tactics
-use the merchant guild to set up a profitable trade of silver fin fish but make sure not to over fish them, so we have a supply. see if they can be breed in captivity
-ask the nightmare lands if we would provide the labor and equipment we could mine the gold we would pay them for it

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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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Azureink
 Posted: Oct 10 2015, 06:41 PM
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After much debate in the Council of Wyrms, The Dragon Empire will temporarily put some research on hold in order to devote researchers to help Unity with their Synthesized FEAR and Sun Orb/Magical Doorway projects.

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Spookums
 Posted: Oct 15 2015, 08:37 PM
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[Actions]

-Send the settlers east. I want a colony set up on that three-pronged island.

-Try once more to speak with the guardian of the western temple. Perhaps dropping the name of the Sunwalker will get its attention. If not, then perhaps mention our discoveries at the frozen prison or the tar ghoul prison. Basically try to inform it of the state of the world and the catastrophic dangers that are occurring without getting vaporized.

[Research Slots]

-Flying units
-Force Dome Ritual
-Floating Island

[Build Slots]

-Healing Mages
-More settlers
-Settlers (I want to build these, not the military academy.)
-Research Facility

[Explorers]

-Western explorers: Keep exploring north
-Eastern explorers: Head south past the two islands
-Northern Explorers: Land on the island and check it out
-Southern Explorers: Head south east towards the chasm

[Spies]

-Stick around in the capital and watch for spies
-Stick around in the capital and watch for spies

[Armies]

-Warship Fleet: Explore along the west coast
-Foot soldiers: Establish a perimeter around the portal
-Foot soldiers: Remain vigilant around the tar hole
-Foot soldiers: Remain vigilant around the tar hole
-Healing Mages: Provide universal healthcare to populace
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