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File: 1350255656148.png-(2.58 MB, 1920x1200, 1341803086528.png)
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Is your body ready?
>>
ITS HAPPENING
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>>21126610
Depends will it get sucked into the void?
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>>21126610
let's do it!
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Rolled 65

>>21126610

Awww yeeee.
>>
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http://suptg.thisisnotatrueending.com/archive.html?tags=angrydorf
^^All of the previous threads^^

Last time we accidentally opened up a portal to the void (Xalothas' realm) that ended up destroying Crypt. The void is ever-expanding and none of our magic has been able to stop it! A huge grimlock army attacked the Askvarian capital, Murrun, after the battle the Shade Legion aquired a huge army of undead summoned from the great battle. With the Askvars weakened the Shade Legion marched with it's eight-thousand-man army, they have decimated Murrun. The 400 civillians have not been dealt with yet, shall the Shade Legion enslave these industrious people? Should they kill them and use them as soldiers? The Merrgons have invaded the surrounding area of Axulfel, the Merrgons are instecoids with psychic abilities that are fueled by magic, they have layed siege to Axulfel and sooner or later they will have to be saved, otherwise they will starve out.

Our army in Murrun is as follows...

1 Death King
75 Drow
400 Skeletal Drow
2100 Zombified Drow
1500 Skeletal Grimlocks
2700 Zombified Grimlocks
100 Small Skeletal Beasts
90 Medium Skeletal Beasts
8 Large Skeletal Beasts
160 Krelk
25 Undead Trees
1 Abomination
>>
The time of refresh clicking has begun!
>>
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_____________
Axulfel (Shade Legion)

Population: 253 Drow, 120 Krelk,

Food: Adequate (Unstable)

Architecture: Underground wooden houses, temple, stairs, road (Axulfel - Crypt), taverns, trading post, sewers,

Defenses: Magic stone walls /w wooden supports, wooden gate, posessed undead wooden panels, undead trees,

Armaments: Krelk armor, undead arbor armor, undead arbor shields, iron shields, iron swords, iron spears, iron daggers, iron maces, iron greatswords, iron warhammers, spirit-silt stringed wooden bows, spirit-silt stringed crossbows, iron arrows /w krelk acid, giant ballistas (3),

Magic: Necromancy (Skeletal reanimation of humanoids, fortified skeletons, skeletal reanimation of large beasts, zombification, expanded control, unholy grafting,) Arbor Necromancy (Animation, locomotion, vine growths, appendage growths, larger size, dark sentience,) Dark Illusion (Epic illusions,) Evocation (Large souls, dominations of small souls,) Pyromancy (Advanced bending,) Enchanting (Medium enchantments,)

Technology: Unified military, hide clothes, spirit-silt clothes/cloth/rope/bags/brushes, krelk torches, iron tools, glowing ink, sinew, hang gliders, antibacterial medicine, fire, torches, wooden containers, copper containers, wine, copper metallurgy, iron metallurgy, smithing, casting, yinneth berry paint, parchment, dis'coe balls, cyclopean architecture, glow moss mortar,
>>
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Allies: Mushroom Men,
Enemies: Askvar [Drow], ??? [Grimlocks]

Armies: 1st Division [1 Death King, 75 Drow, 400 Skeletal Drow, 2100 Zombified Drow, 1500 Skeletal Grimlocks, 2700 Zombified Grimlocks, 100 Small Skeletal Beasts, 90 Medium Skeletal Beasts, 8 Large Skeletal Beasts, 160 Krelk, 25 Undead Trees, 1 Abomination]

Important People: Ezerath, Melekath, Belekrag [Triumvirate of Shadows, Partial Leaders of The Drow] Elomir [Partial King of The Drow and Undead, The Marked One] Yinneth [Master Artist]

Known Gods: Xalothas [God of Void] Uxukahn [God of Bones] Molath [God of Carnage] Rayon [God of Suffering] Hecoutal [God of The Hunt] Vennath [God of Battle]

Holidays: Augusto Selethen [August 10th, Day of Happiness] Hecoutal Linth [September 10th, Hecoutl's Celebration]

Stockpile: Spirit-silt (Plentiful), Copper (None), Iron (None), Yinneth Berries (More Than Enough), Jars Of Rot Plague (3), Win Berries (Plentiful),

November 20th
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The time of voting has come...

_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 253 Drow, 120 Krelk,

Food: Adequate (Unstable)

November 20th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: None.
New Defenses: None.
New Stockpile: None.
>>
What's going on in here?
>>
E. Are the Krelk large enough to serve as mounts?
If not can we dosomething about that?
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I say enslave the prisoners and search the city for useful stuff.

How long for the messanger to reach the army?
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>>21126733
We need to find a way to deal with those bugs
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>>21126778
this
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>>21126733
B. Make some kind of better weapon. Since all we have is silk and wood maybe some kind of catapult? Yes I know you need more but thats what magic is for.
As for the army, enslave them lets go with that. And any new born child shall be sent to our cities and be raised as our own. All persons above a certain age shall live in their old cities all new borns shall be raised with us. Dont want a rebellion do we?
>>
We need to at least interrogate the civilians in regards to their resources, such as their source of iron, and if we can figure out a way to contain them and keep them docile I'd suggest picking their brains until we know about as much of their technology as possible.
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Do magic eaters disrupt undead to our knowledge?
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>>21126875
The crow people didn't seem to bother our undead if I can remember.
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http://www.youtube.com/watch?v=tUGy-31fbKw

>Imminent mood music.
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>>21126875
We should test this.
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We need more info about the Merrgons. How many are they? Do they just eat residual magic or can they just ignore spells? We need to capture some to figure out how they work.
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>>21126875
also this
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>>21126764
About as large as a hyena

>>21126778
20 Days (2 turns.)
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>>21126875
They donot, this was explained two threads ago.

>>21126931
There are about a hundred of them circling the city, more may arrive, they eat magic in general, or so said the Gantu.
>>
So do we call back the main army to crush the Merrgons and stall our advance or do we try to hold out until the conquest is finished? These things will likely attack our settlements on account of our magic walls. We should probably prepare Axulfel for a siege.
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>>21126961
If they just eat magic then they should be vulnerable to it.
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>>21126979
The main army doesn't even know of the Merrgons yet, they will on December 20th, and then it will take them two turns to go back to Axulfel, which by then it's questionable if the citizens will still be alive.
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>>21127001
famous last words
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>>21126701
theres an auto check box at the bottom of the page that works nicely in firefox
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So how big are these bug things again? And we have novice mages and fighters at our city. The balistas are always firing right? Unless we ran out of bolts or something.
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E.Seriously prepare for a siege. Our walls are magic so they're likely to try and eat them. Equip our troops with non magic equipment, try some of those fancy krelk-acid tipped arrows. If they don't come to use then I suppose we might as well move out in force.
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>>21126701
Just click update at the bottom of the thread.
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>>21127050
and chrome as well
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>>21127085
It never occurred to me to click that.
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>Axulfel
[B]
The workers try to create a war machine even grander than the ballistas. Many of the ideas were flawed, the physics behind them didn't work correctly, so in the end nothing solid was developed save for a few failed prototypes, the builders need a better understanding on the laws and physics of this reality, perhaps it is time to start venturing into academics?

The citizens of Murrun are enslaved and interrogated, the entire city is ransacked, many books, magical weapons, and white armor/weapons are discovered. The books however have remained untouched, the Shade Legion has yet to develop a written language, therefore they cannot extract information from the books. However they do get a nice sum of information from torturing the smiths and engineers. The army learns how to forge and craft steel, apparently they simply need to heat iron to extreme levels and then cool it rapidly, they also learn how to refine their enchantments, making their effects more potent than usual. However such things as how to build catapaults are lost on them. The citizens are still in turmoil, a standing guard must be left behind to keep the masses under control, and a governor must be installed in order to make the slave population productive, until they they remain as a bunch of rebellious and terrified rabble.
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 253 Drow, 120 Krelk,

Food: Adequate (Unstable)

November 30th

New Technology: Steel metallurgy,
New Armaments: None.
New Magic: Enchanting (Refined enchantments,)
New Architecture: None.
New Defenses: None.
New Stockpile: None.
>>
>>21127081
Well the Merrgons aren't anywhere near the ballistas, so the ballistas aren't really doing much.

>>21127001
That's like saying fire elementals should be vulnerable to fire.
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>>21127124
A. Improve the settlement. Stone up everything.

And Why dont we leave a few mages and some loyal drow and a quarter of our army there? Also start work on getting the slaves to educate us in their written word.
>>
D. Academics is good. In response to a few past developmental failures, I propose we start an institution to study how the world physically works. Focus on engineering and basic physics.
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>>21126733
>>21127124

E. As much as it pains me, it might be time to leave this main cave. Let's save what we can, and take this area bach another time. Axulfel's population needs to get to a more defensible position, and that means setting up in that nice city that was just vacated.
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>>21127152
Second
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>>21127187
Did you just suggest running like a bunch of faeries? Also while we can learn things from others there is no doubt that we need not bend our collective knee to pressures such as terrain or ridiculous odds.
>>
Or a death void zone of doom. Dont forget that one.
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>>21127124
let's leave some people behind to learn writting and send a majority of the army back to fuck up the magic eaters
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A. Seconding the improvement of our walls
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>>21127307
Death void zones of doom are part of our homelands charm!
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>>21127229

You're right, new suggestion, take everything with us from Axulfel in order to have our citizens form a new upper class over the conquered peoples, by perverting their cities and everything they believed in until they begin to hope for the day the void takes them.
>>
How would you guys like to improve the walls?

Also, taking a vote for leaving Axulfel.
A1. Pack up and leave for Murrun.
B1. How about no.
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>>21127435
For the walls if we have any stones or anything just shore it up like that. Also do we have any tree towers there? Or did the army get them all.
And the decision to leave depends on the horde atm. Can you do a quick sum up?
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>>21127435
B1 and use whatever the strongest stone we got lying around
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>>21127476
The hord, meaning the Merrgons? There's still about a hundred. The army got all of the undead trees. So you'd like to fortify the walls by stacking stones behind them?
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>>21127435

A1.

If we do end up staying form a bottleneck at the gates with stones to funnel them into a kill pocket.
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Make the exterior surface of the walls smooth so they are difficult to climb. Also B1.
>>
By the way, are Merrons sapient? Because the crow people were
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>>21127435
Then I say lets B1. And hold the fort.
>>
>Axulfel
[A]
In response to the threat of Merrgon siege the drow stack stones behind the walls to hopefully help keep the Merrgons out. Militia constantly man the walls, ever watchful for any signs of a Merrgon attack.

The army leaves behind 30 drow, 100 skeletal drow, 500 zombified drow, 250 skeletal grimlocks, and 200 zombified grimlocks. Their current army is now as follows...

1 Death King
45 Drow
300 Skeletal Drow
1600 Zombified Drow
1250 Skeletal Grimlocks
2500 Zombified Grimlocks
100 Small Skeletal Beasts
90 Medium Skeletal Beasts
8 Large Skeletal Beasts
160 Krelk
25 Undead Trees
1 Abomination

They return to Axulfel to report their victory and recieve their next orders. It will take roughly twenty days for them to arrive at Axulfel. Meanwhile more Merrgons arrive, there is now 250 Merrgons circling the city, staying just out of range of our ballistas.
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 284 Drow, 144 Krelk,

Food: Scarce (Unstable)

December 10th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: None.
New Defenses: None.
New Stockpile: None.
>>
>>21127871
improve the ballistas to shoot farther and have the drow we left behind learn to read
>>
So the Merrgons are at least intelligent enough to stay out of ballista range then. I suggest fortify until the army arrives. If possible try to send a message to the army about the threat. Ideally by magic.
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>>21127871
>They return to Axulfel to report their victory and recieve their next orders. It will take roughly twenty days for them to arrive at Axulfel. Meanwhile more Merrgons arrive, there is now 250 Merrgons circling the city, staying just out of range of our ballistas.

Hmm? Why not continue our march to the next city?
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>>21127917
because eventually there will be more than we can deal with and they'll just overrun the city
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>>21127917
Because unified military
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>>21127871
A. Keep shoring up the walls and defenses.
Also keep learning writing in the occupied city.
>>
E. Lure Merrgons within range of ballistas with illusions.
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>>21127938
>>21127950
But then the other drow will have time to recover and could even pose as another threat.
The proposed idea to move people from Axulfel was the best course. It would have bolstered the defence in Murron, keeping the occupied population in check and we could have marched to the next cities. After being done with them, we could come back to Axulef. Murrons would probably have left by that time after eating all the ambient magic and went to seek other sources of nutrition.


Also, does no one remember that offering souls directly to the void god gives him a bit of power? We could have sacrificed few souls to stop the void dome from expanding.
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>>21128034
We outnumber the remaining enemy drow 10 to 1. Also, how would you transport the population of Axulfel to Murrun with the Merrgons out there?
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>>21128067
Not to mention the fact that the city is running out of food.
>>
>Murrun
The drow who are left at the city try to force the Askvarians to teach them their written language, a few agree on the conditions that they aren't tortured and they're given food. It is no trouble, and the shade legion drow agree. Soon the Askvarians start teaching the Shade Legion of their language, it picks up fairly quickly, but it will take a few months until the shade legion can consistently understand it.

>Axulfel
[A]
Some wooden barricades are set up deeper into the city, if the walls should fail these barricades will help funnel the Merrgons into bottle necks.

The army is half way to Axulfel, it will take ten more days. Meanwhile the food in Axulfel has ran out, how should the drow remedy this?
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 284 Drow, 144 Krelk,

Food: None (Unstable)

December 20th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: None.
New Defenses: None.
New Stockpile: None.
>>
>>21128227
are the Krelk edible?
>>
>>21128227
It as I feared
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>>21128227
A. Improve the defenses further dig some pits with spikes and such.
TIme to eat some of the herd. And then bam we have zombie krelk in our base again.
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>>21128281
>zombie krelk
Let's go with skeleton krelk
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>>21128067
I thought that Merrgons just want to eat ambient magic from the city and don't really care for inhabitants.
>>
>>21128227
E.
Use skeletal Krelk to gather fruit. Maybe dig a small tunnel to allow them out secretly. Otherwise we're somewhat out of luck with food.
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>>21128293
Zombies are stronger then skeletons. So for defenses I think they would be better.
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>>21128227
>C. Try to improve magic. (Bonus)

Sureley, if these creatures can sustain themselves on magic. We can too.
>>
>>21128394
The Gantu eat ambient magic, the others...Not so much.
>>
Hunt Merrgons. He have divine blessing for hunts. I bet Merrgons taste great.
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>>21128427
As nice that sounds I highly doubt that we could do it in time.
>>
>>21128475
perhaps we could just stave off death till main army arrives?
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>>21128543
We can't just not eat for a month.
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>Axulfel
[A]
Pits are dug deep into the ground, sharpened bones are placed on the inside sticking upwards, anything that falls into these pits probably won't get back up. The Merrgons have massed to a sizable force of 400, swarms of them are outside the city, some are even daring the ballistas and trying to feed off of the magical walls, some even destroy segments of wall, they also start to use their psychic powers to kill archers on the walls.

[E]
The drow eat their krelk companions, it's heart breaking for them, but they must insure their own survival. They eat about 50 of them, the meat should sustain them for at least a little while. They then resurrect the remaining ones and send them out to gather fruit, when sent out they are rapidly hunted down by the Merrgons and their unholy energies sucked out of them, rendering them piles of bones...

The drow are out of food yet again.
The army has arrived, how should they proceed?
>>
The army should systematically advance on the Merrgons and slaughter them indiscriminately. Confuse them with illusions, fire-bomb them and raise their fallen as we advance.
>>
>>21128602
Map? I'd kind of like to cattle-drive these bugs to the black hole we conjured. Especially if it counts as a sacrifice and increases the void god's power.
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>>21128602
Fuck us. Have the mages make an illusion of magic away from the city in the direction of the void. Also have everyone who can use a bow use one now.
>>
>>21128602
What is the terrain like?
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>>21128705
Axulfel is located on a steep hill, the walls being at the base, besides that it's flat plains of rock.
>>
>>21128602
use the trees to throw rocks at them and then rush them with zombies
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>>21128815
Are there any chasms near by?
>>
The dark illusionists try to confuse the Merrgons with illusions, but it would seem they can sense the magical pressence of the illusions and simply eat them, fuelling their psychic powers. The Merrgons swarm our forces, though they are vastly outnumbered. The superior speed and strength of their bodies combined with their fierce psychic powers makes them extremely difficult to defeat, they kill many of our undead forces. Our mages start lobbing huge balls of fire at the insectoids, setting the lot of them ablaze, many of them become paniced and start scittering around wildly. Trees start to lift rocks and throw them at the Merrgons, however they often harm our forces with the collateral damage. Drow ontop of the walls draw their bows and launch volleys of arrows at the Merrgons, killing many of them. They decimate our skeletal beasts and our zombies/skeletons, literally eating the necromantic energy and rendering them useless, the necromancers were forced to constantly refuel the bodies until they ran out of mana. After about fourty bloody minutes of bestial combat the day is won, our losses were heavy but the Merrgons were pushed back...After the battle a scout reports that there are still more Merrgons travelling towards Axulfel, truly grim news. The dead Merrgons are raised from the dead, their psychic powers no where nearly as powerful as they were when alive.
>>
Our forces are now as follows...
1 Death King
30 Drow
250 Skeletal Drow
1000 Skeletal Grimlocks
1000 Zombified Drow
2000 Zombified Grimlocks
400 Zombified Merrgons
100 Krelk
25 Undead Trees
1 Abomination
Drow have already started to resupply the city with food.
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 275 Drow, 100 Krelk,

Food: Adequate (Stable)

December 30th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: None.
New Defenses: None.
New Stockpile: None.
>>
>>21129003
booby trap the area outside the walls with every non-magical trap we can
>>
>>21129030
D. Tech use what we learned form our conquerd city and expand upon it. Maybe create some kind of school.
>>
>>21129030
A. Start storing food and make booby traps.
>>
Can we have everyone in Axufel kill themselves and be raised as intelligent undead? It would solve the food problem.
>>
>>21129003
Also what is more? Can we get some numbers
>>
>>21129225
A constant flow of singular Merrgons
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>>21129186
We would be stuck on population growth.
>>
>>21129120
>>21129054
I have a better idea
The terrain is currently to our disadvantage so we need to fix that.
Faster enemies tend to have the advantage on flat plains so we need to make the ground as uneven as possible so they can't rush us.
>>
>>21129243
Then lets send a part of the army group to just start killing them off one by one. Fire magic, stones, and arrows only. Keep any undead around only as a defensive wall.
>>
>>21129030
E. Increase our population. 275drow and 100krelk? we need more population to draw troops from. magically enchance our populaus's fertility rates. Also I say we go ahead with the school idea, and create a "college" which would be more of a military academy to further train and enchance our army.
>>
>>21129261
I agree, but we should also start storing massive amounts of food.
>>
>If you are voting, please write a corresponding letter in your post.
>>
>>21129030

E. Use our gallons of skeletons and trees to climb to the ceiling of the cavern and drop boulders on any of the bug men. Or weighted nets. They only feed on magic for their psychic powers, so we could feed them food and experiment on them.

Or we could just dig tunnel traps and use our magic as a lure, and just collapse the entrance. Either/or really.

Also on the captured city side, I would sacrifice some of the less cooperative captives to the void. It's at least a start to calming the shitstorm to our north.
>>
>>21129030
D) learn to make booby traps and set them up outside the walls
>>
>>21129369
This cavern is huge, the ceiling is probably miles up.
>>
>>21129369
There's just one problem with capturing them. We can't do it safely nor am I sure that we could contain them.
>>
>>21129455
I just realized that the void anomaly will haunt your games for years if we don't repair it.
>>
>>21129473
Why contain it? s'cool.
>>
>Axulfel
[D]
The drow start to experiment with simple traps, so far they can create rudimentary things like pressure plates and trip wires, they litter the outside of the walls with traps so that any Merrgons that slip past the constant patrols will be killed by the traps. Speaking of patrols, militia are patrolling the southern and western fronts, keeping the plains clean of Merrgons. It would seem they are fairly easy to kill as long as they don't attack in numbers, but they are a tireless species and more keep coming day after day.

>Murrun
A governor needs to be instituted before Murrun can be used as a productive city. Scouts report that a 500-man Askvarian army has slipped through the patrols and will arrive at Murrun in roughly ten days, the message is relayed back to Axulfel. This news has yet to reach the Askvarian slaves of Murrun.
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 1 Death King, 305 Drow, 200 Krelk, 250 Skeletal Drow, 1000 Skeletal Grimlocks, 1000 Zombified Drow, 2000 Zombified Grimlocks, 400 Zombified Merrgons, 25 Undead Trees, 1 Abomination,

Food: More Than Enough (Stable)

January 10th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: None.
New Defenses: None.
New Stockpile: None.
>>
>>21129564
It might even destroy the entire world if given enough time...And if it destroys the world, it'll go beyond the world. It'll keep going until this entire dimension has been consumed. Shit.
>>
>>21129683
A. Make towers along the routes that the merrgons follow to make killing them easier. Not undead towers either. Also keep up with making merrgon undead.
For Murrun what forces do we have there?
>>
>>21129664
You do realize I am talking about the Merrgon right?
>>
>>21129683
A

And start tormenting the Askvarian army with illusionists
>>
>>21129713
Is that not our goal? Are we lying to the void god?
>>
>>21129713
Wait what, Isn't space a void by itself?
>>
>>21129858
The void god said good luck have fun.
>>
>>21129683
Since our forces dont need to eat for the most part let them siege if they will. Round up all the prisoners and put them in a secure area that can be watched easily in the city.
>>
>>21129683

D. I just realized we've had gliders for decades, and never put necromantic bone propellers on them. I vote for developing airplanes. We shall control the underground skies!
>>
>>21129951
and good to make bombers...
>>
>>21129951

Oh and also I vote for making repairs to Murron's defenses, guarding the prisoners with some undead, and creating a spike trench outside of the gates.
>>
>>21129715

Murrun: 450 Slave Drow, 30 Drow, 100 Skeletal Drow, 500 Zombified Drow, 250 Skeletal Grimlocks, 200 Zombified Grimlocks
>>
We can't keep the Askvari as prisoners. We either need to completely integrate them into our society by bribing the survivors and killing the rest, or just kill the lot of them. I vote, given that the Askvari were said to be somehow even more evil than us back when they were first introduced, which was frankly more believable at the time because we weren't quite so abominable then, that we spare the more learned Askvari families and move them to Axulfel, and kill the rest. The few remaining families will be too few and too cowed to pose a threat to us, and too unfamiliar with magic to stand a chance at gaining control of the bulk of our army, and will be integrated within a few generations, while our society benefits from their knowledge, especially if we cart all their books over.

Not voting on anything yet, just sounding out my ideas.
>>
Also fuck this quest is the bane of my Monday productivity, Christ. I shouldn't be staying up as late as I have been ever since this quest started.
>>
>>21130167

Question about the rift: Is it magical?
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>>21130474
I thought it was distinctly unmagical. It's just kinda... nothing. It's not even just there, because that's the whole point. It can't be magical 'cos it's nothing. That said, magic can clearly manipulate it, which is a whole 'nother can of worms.

I shall not rest until we get entropomancers, by the way, just like I didn't rest until we got arboreal necromancy.
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>Axulfel
[A]
Outposts are built on the outlying borders of the Shade Legion, militia sleep in these outposts and regulary go out and quell advancing Merrgons. Each outpost housing one necromancer that comes along patrols to summon undead Merrgons, strangely enough it would seem the number of advancing Merrgon is increasing, word spread to the citizens in Axulfel and it has caused quite a bit of fear. Many of them believe that the Shade Legion should move to Murrun, it's too dangerus here.
It is in drow nature to be cruel, evil, treachorous and conniving, yet up until now there has been no crime or backstabbing among the Shade Legion (mainly because there was no such thing as politics or currency.) Thieves are stealing our dwindling supplies of iron and copper, some even stealing hides and meat from our food storages, such behaviour in a time of war is unacceptable, Elomir demands punishment through death, what does the triumvirate think about this problem?

>Murrun
Defenses are shored up, the slaves are tasked to repair the walls but the damage is too great to be repaired overnight. The illusions seem to frighten and dishearten the enemy army, but they are too disciplined for it to deter them completely.
The 500-man Askvarian army has arrive, and this time with heavily armored units that glow blue with enchanted armor and weaponry.
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The area around Murrun is a large plain of rock, there is a stream that runs from north to south straight through Murrun. The enemy commander speaks into a loud horn-like thing that magnified his voice. "Honored members of Askvar, hear me!" He says, addressing the slaves. "The steel council is safe and sound at Rom, you need not serve these vile wretches who betrayed our trust and use dark evil magics! Revolt! Revolt in the name of the steel council!!" The commander ordered, and just as he did the catapaults started to launch boulders at the walls, cracking and crushing them. The infantry would form a shield wall around these important siege weapons. The crossbowmen would launch volleys of bolts over the walls, killing many of our undead. The slaves are herded to the center plaza of the city...

Askvarians
300 Swordsmen
100 Crossbowmen
100 Knights
5 Ballistas
3 Catapaults

Shade Legion
450 Slave Drow (Non-combatants)
30 Drow (5 Evocators, 5 Dark Illusionists, 5 Necromancers, 15 Pyromancers)
100 Skeletal Drow
250 Skeletal Grimlocks
500 Zombified Drow
200 Zombified Grimlocks

How should our forces proceed?
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>>21130510
It won't be easy.
>>21130474
No, it isn't magical, the portal was magical, what came out wasn't. The void is just sort of, as Alpharius said, nothing. It's a sort of nothingness that dominates every other substance and element
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>>21130543
Have the illusionst make the cover our pyromancers as the fire onto the siege engiens. Also have the evoctors spawn as much as they can into the field. Cut down all but the most loyal slaves and raise them as more troops.
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>>21130543
Kill all but the slaves who have already betrayed their own, and have the pyromancers target the siege equipment. The Dark Illusionists should make holes in the walls where none exist, and should make the actual holes seem solid. They also need to create the seeming of undead, making our army seem much larger than it is, and, moreover, in places where it is not, while masking the location of our actual forces. The undead should serve as bodyguards for the mages, and should only be deployed against units who breach the walls. The Necromancers need to work on overtime raising bodies as soon as they drop.
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>>21130631
Make the cover. Wow I should just go to bed grammer has left me.
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The pyromancers fire onto the siege engines, but the shield formations of the Askvarian infantry deflect most of the fire, the flames that do hit the catapault are quickly put out with buckets of water. The northern walls have nearly fallen, and a few platoons of infantry head to the breaches. Evocators summon the souls of the dead to terrorize the Askvarian troops, fifty ghosts draw ghostly swords and manage to kill a few enemies. Most, if not all of the Askvarian slaves revolt, killing a decent amount of undead before being slaughtered. It would seem the Askvarian citizens were well disciplined to stay loyal. The fake holes manage to occupy the enemy infantry long enough to pick a few more off with arrows and fireballs. Dark illusionists make many illusions, making our forces appear much larger and in different places, which gives us some protection from their volleys of arrows. The necromancers can't resurrect undead twice, but they do resurrect the fallen slaves and the fallen enemies. Just as the battle starts to shift in the direction of the Shade Legion the Askvarian forces charge into the breaches, their knights tearing right through the brunt of our undead and to the mages, the mages retreat slightly, but many are killed.

Shade Legion forces...
20 Drow (4 Evocators, 5 Dark Illusionists, 3 Necromancers, 8 Pyromancers)
60 Skeletal Drow
170 Skeletal Grimlocks
800 Zombified Drow
125 Zombified Grimlocks

Askvarian forces...
180 Swordsmen
80 Crossbowmen
70 Knights
5 Ballistas
3 Catapaults
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>>21131039
Focus the zombies on severing the ropes on the ballista and catapult.
Had the skeletons attack the crossbowman.
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>>21131196
The ballistas/catapults are quite a ways away from the city walls, do you really want to send our forces running all the way out there to destroy some siege weaponry?
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>>21131252
No not really
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>>21131252
Maybe we should end this thread here it seems that noone else is here.
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I'll give it a few more minutes, in the meantime the next thread will be next saturday at 17:00
Sometimes people don't check back as quickly as preferred.
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>>21131039
Have our zombies swarm the knights as our pyromancers throw fire on them. The skeltons shall keep on holding the wall. Can we make more ghosts and such?
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>>21131347
Oi Im here. And thats all that matters
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>>21131411
If we can make more ghosts we should have them cut the ropes on the catapults and ballistas.
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>>21131411
Can only really summon the souls of our dead warriors, and not many of them have died, so we've summoned as many ghosts as we can.
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>>21131464
What about the spellcaster that just died?
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>>21131526
If we survive this I say we round up all the prisoners and use them to fuel our lich making process for the wizards we lost.
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Zombies pull back to aid the mages, the knights tearing through them like hot butter. The ghosts aren't really tangible so they can't be used affectively as a troop, but they are doing a great job of terrorizing the enemy and causing damage to their spirits. Pyromancers start focusing on setting the knight ablaze, which works for the most part but for some reason they push through even while on fire and continue to slaughter the mages until none remain. Without any more necromancers to order the undead they are left to wildly attack the enemy. The Askvarian forces pull back unwillingly, realizing that the brunt of their force is surrounded. They retreat to the plains, many of them being consumed by the undead. They form a shield wall and pray to their gods for help as the Shade Legion hordes of undead stampede towards them. Catapults and ballistas lay into the undead with all of their might, but it is no use, the undead keep advancing, chanting their morbid song...

BITE THEIR FLESH AND CHEW THEIR BONES
GORGE ON THE BLOOD OF OUR FALLEN FOES
SNAP THEIR NECKS AND BREAK THEIR BACKS
FEAST ON THE LIVING WHILE THEY LAST!!

...They continued to seen, the undead clashing with the Askvarian shield wall, the commander raised the morale of his soldiers, drilling them to fight harder and above all, to hold the line. But the undead pushed through, attacking from the flanks, the Askvarian forces were forced to spread their soldiers too thin, sending contingents to their flanks to deal with the surrounding undead. Slowly it became obvious that their doom was approaching, over a thousand undead surrounded the Askvarian forces and began to devour them...
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>>21131464
OP are you going to answer my question?
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BITE THEIR FLESH AND CHEW THEIR BONES
GORGE ON THE BLOOD OF OUR FALLEN FOES
SNAP THEIR NECKS AND BREAK THEIR BACKS
FEAST ON THE LIVING WHILE THEY LAST!!

...The Askvarian army killed many, but in the end they were overwhelmed and devoured entirely by the undead masses, the Shade Legion ate well that night...

The undead, with noone to command them, simply lazed around among the carnage, wandering around the city and waiting for someone to command them, while the skeletons (who were all posessed with souls) made sure they didn't stray too far.

Nothing remained alive on that battlefield. It was a field of death, a city of silence...

VICTORY IS YOURS!!

Shade Legion forces...
15 Skeletal Drow
20 Skeletal Grimlocks
250 Zombified Drow
40 Zombified Grimlocks
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 1 Death King, 300 Drow, 200 Krelk, 255 Skeletal Drow, 1000 Skeletal Grimlocks, 1000 Zombified Drow, 2000 Zombified Grimlocks, 435 Zombified Merrgons, 25 Undead Trees, 1 Abomination,

Food: Plentiful (Stable)

January 20th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: Outposts (10),
New Defenses: None.
New Stockpile: None.
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>>21131758

D/E. Lets work on making that school. Also I guess send some necro mancers with a guard to the city to empety it out of everything of value and raise all the corpses.
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>>21131800
Let's do this
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>>21131800
This is wise.
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>Axulfel
[D]
Ah, academcics, such things have been lost on the Shade Legion since the dawn of their forming. Barely any of them knew how to write, read, paint, craft well, or build properly. One of the drow thought of a great facility that would teach the young how to do all of these things! It would be called, a school...Ah, yes, many of the drow loved this idea! So much so that they all petitioned the triumvirate to order the construction of this 'school'. Though the petition had not yet passed yet, the drow did create a school ciriculum, a sort of grade system that would organize each age group and teach more and more complex subjects. Mages even started to use this idea and apply it to wizardry, perhaps they could use this to create a school of magic? All that was left now was to build these structures, which would be no easy task...

>Murrun
A few necromancers are sent to Murrun, they resurrect dead all of the fresh dead bodies and ransack the rest of the town. Since the attack all knowledge of the Askvar language was lost with the death of the mages, the drow discover that Murrun is sat ontop of a vast mine full of rich ores, copper, iron, yellow ore and a strange whitish ore. Other than that they don't discover anything new. It may be worth while to permanently settle Murrun as a settlement, although it may come under threat of attack by grimlocks or more Askvarian soldiers (although they won't be able to muster such a large force in quite some time.
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>>21132066
their army should be mostly depleted by now right?
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_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 1 Death King, 300 Drow, 200 Krelk, 255 Skeletal Drow, 1000 Skeletal Grimlocks, 1000 Zombified Drow, 2000 Zombified Grimlocks, 435 Zombified Merrgons, 25 Undead Trees, 1 Abomination,

Food: Plentiful (Stable)

January 30th

New Technology: Educational system.
New Armaments: None.
New Magic: None.
New Architecture: None.
New Defenses: None.
New Stockpile: None.
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>>21132110
Probably, although i'm sure they've already repopulated quite a bit so they may have more.
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>>21132243
A/E Work on building a school And send an army consisting of our death king half of our mages and half of our undead to finish off the rest of the towns. Get as many priosnors as possible to bring back as sacrfiices.
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>>21132327
seconding this, but we sacrifice their leaders first if we can take them alive
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>>21132481
also we need to find and punish the thieves
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Before we set out with another army, I think it is important for us to properly allocate our available soldiers.

We have a population of 300.
Assuming half of that is women we have 150 men.
Now assuming half of THAT is necessary things like builders and hunters, we have 75 available soldiers.
How many of those would you like to be mages/soldiers? I recommend all of them be mages of some kind since we have so many undead warriors.

Anyways, please fill out the template.

Available Soldiers: 75
Warriors:
Archers/Crossbowmen:
Evocators:
Pyromancers:
Dark Illusionists:
Necromancers:
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>>21132538
Its to late for math. And there is only me and this other guy atm. Call it I think
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>>21132796
I suppose you're right. Next thread will be next saturday at 17:00

http://suptg.thisisnotatrueending.com/archive.html?tags=angrydorf

All of the previous threads, i'd appreciate some upvotes (especially the machine men threads, they need some loven'!) it helps attract archive readers to take a look at them.

Final statistics in the next post.
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_____________
Axulfel (Shade Legion)

Population: 1 Death King, 300 Drow, 200 Krelk, 255 Skeletal Drow, 1000 Skeletal Grimlocks, 1000 Zombified Drow, 2000 Zombified Grimlocks, 435 Zombified Merrgons, 25 Undead Trees, 1 Abomination,

Food: Plentiful (Stable)

Architecture: Underground wooden houses, temple, stairs, road (Axulfel - Crypt), taverns, trading post, sewers,

Defenses: Magic stone walls /w wooden supports, wooden gate, posessed undead wooden panels, undead trees, outposts (10),

Armaments: Krelk armor, undead arbor armor, undead arbor shields, iron shields, iron swords, iron spears, iron daggers, iron maces, iron greatswords, iron warhammers, spirit-silt stringed wooden bows, spirit-silt stringed crossbows, iron arrows /w krelk acid, giant ballistas (3),

Magic: Necromancy (Skeletal reanimation of humanoids, fortified skeletons, skeletal reanimation of large beasts, zombification, expanded control, unholy grafting,) Arbor Necromancy (Animation, locomotion, vine growths, appendage growths, larger size, dark sentience,) Dark Illusion (Epic illusions,) Evocation (Large souls, dominations of small souls,) Pyromancy (Advanced bending,) Enchanting (Medium enchantments, refined enchantments,)

Technology: Unified military, hide clothes, spirit-silt clothes/cloth/rope/bags/brushes, krelk torches, iron tools, glowing ink, sinew, hang gliders, antibacterial medicine, fire, torches, wooden containers, copper containers, wine, copper metallurgy, iron metallurgy, steel metallurgy, smithing, casting, yinneth berry paint, parchment, dis'coe balls, cyclopean architecture, glow moss mortar, simple traps, educational system,
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Allies: Mushroom Men,
Enemies: Askvar [Drow], ??? [Grimlocks]

Armies: 1st Division [1 Death King, 75 Drow, 400 Skeletal Drow, 2100 Zombified Drow, 1500 Skeletal Grimlocks, 2700 Zombified Grimlocks, 100 Small Skeletal Beasts, 90 Medium Skeletal Beasts, 8 Large Skeletal Beasts, 160 Krelk, 25 Undead Trees, 1 Abomination]

Important People: Ezerath, Melekath, Belekrag [Triumvirate of Shadows, Partial Leaders of The Drow] Elomir [Partial King of The Drow and Undead, The Marked One] Yinneth [Master Artist]

Known Gods: Xalothas [God of Void] Uxukahn [God of Bones] Molath [God of Carnage] Rayon [God of Suffering] Hecoutal [God of The Hunt] Vennath [God of Battle]

Holidays: Augusto Selethen [August 10th, Day of Happiness] Hecoutal Linth [September 10th, Hecoutl's Celebration]

Stockpile: Spirit-silt (Plentiful), Copper (None), Iron (None), Yinneth Berries (More Than Enough), Jars Of Rot Plague (3), Win Berries (Plentiful),

January 30th

See you all in the next thread!


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