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Hello, welcome to the latest installment of Amdor – CivQuest

It has been my intention from the onset do develop a simple, point based system that would make for steady progress, and to quantify the productive ability of a civilization. Like most I've seen, we have two actions per turn. Currently, we're going seasonal turns. We are in Year 5 of Amdor. Just 5yrs ago, the fog pulled away, and there was a planet and it had people, and things began. So far we have players for Dwarves, Elves, Faery, Gnolls, Goblins and Yuan-Ti. We had others, but lost some along the way.
We have room for one or two, but read the archives and make sure our slow pace isn't offputting to your gaming style.

Each turn you get two actions: You may choose to “take 50” for these and take a guaranteed, average success for most actions if you with to. Actions are used to discover new technology, begin building projects, initiate trade with other civs.... Or assist passive actions. We are using “open ended” d100 rolls. That is, if you roll a 1-5, roll again and subtract to see just how horrible your failure is, and if you roll 96-100, roll again and add to see how critical your success was. Yes, rolls do go beyond two, and sometimes change directions. If you roll 01, and 01, you're at zero, and you've switched back in the positive direction, and must roll a third time, and hope it's not under five!

You get 100 Passive Points per turn. These are used to represent your population, expressed as a percentage. Passive points are applied directly to leveling a knowledge, project or skill. T0 requires 250pts and is noted at T0 x/250. T1 is x/500, T2 is x/1000 and so on.

We have established a Character Point system for noteworthy citizens. If your civilization has a specialist, you turn in 1 passive point, and gain 100 character points. These noteworthy citizens may “level” technology just like a passive points, and so long as that character remains alive, your civilization will retain this knowledge.

Citizens are trained just like noteworthy character, except we figure out what percentage of you population you're training as, say T2 Archers, and we loose a corresponding number of Passive Points (PP) in order to train the troops, or scientists, or whatever.

It is our intention to include actual character roleplaying segments with these noteworthy characters at various points during the campaign.

If you would like to join us, come visit at Chat:
https://discord.gg/AEWpRyq
>>
This year is by far the coldest year yet. In northern latitudes, snow stays on the ground for weeks at a time, for the first time ever. Even the tropics notice that their snow capped mountains, get bigger snowcaps, and that perhaps some clothes might be in order next year! It's also the first year you have a distinct sleeping of some trees during hibernation, and waking to spring with new growth.
>>
This spring is the springiest spring that Admor has yet sprung. The flowers. The trees. The pollen... 5% of all peoples will have allergies... lol, i'm kidding...

Weather kicks in for real now, if your living in anything under T2, or not in a cave, you'll experience your first leaking roofs. Your first tree blown over in a storm.. etc. Nature it would seem, is a harsh bitch and not a nurturing eden after all!
>>
Previous threads arkived:
http://suptg.thisisnotatrueending.com/qstarchive/1158328/
http://suptg.thisisnotatrueending.com/qstarchive/1184090/
http://suptg.thisisnotatrueending.com/qstarchive/1210341/
>>
Rolled 86, 89 = 175 (2d100)

>>1234786
Active:
>Further Develop Psion Academy T2 (612/1000)
>Herbalism T2 (562/1000)

Passive:
Develop Power Group 1: 442/500 >> +58 >> 500/500
+12 to Herbalism

Characters:
29 initiates T2 (112/1000) >> +116 >> 228/1000

Ru:
>Ru's spontaneous manifesting was noticed, and he was brought to the academy to learn.
----
50/500 Theory >> 108/500
50/500 Power group ??? >> 108/500
----
>>
Rolled 3, 84 = 87 (2d100)

>>1239492
Turn 21 Year 5.25
Bloom-time 6
Belegorn Tribe
Pop: (Elves) 101+2% annually
Training Units: Thaichon, Saithor, Lavanith, Glithel (+16 Apprentices)[-20 PP]
Specialties: Nature Affinity
Skills/Knowledge: T1-Animal Lore, T1-Herbalism, T1-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, T1-Bows, T1-Woodworking
‘Structures’: T1- Treehouses, T1-Wolf & Raven Totems, T1- Druid Grove
Passive Development: T2-Herbalism(501/1000), T1-Weaving(337/500), T2-Bows(541/1000)

>Develop leather armor and clothing
“Man, getting attacked by squirrels would be terrible, wouldn’t it?”
“Yeah, all those little teeth and claws gnawing at your skin. If I had to go there, I would definitely wear a woven poncho."
"That wouldn't work, they'd chew right through it. I would make one out of a hide blanket.”
“That’s dumb. If it gets wet it’ll turn all stiff and smelly.”
"I'm sure the herbalists have something for that."
"Alright, lets say they do, but what about the spiders and trees? A hide suit wouldn't stop them."
"Hm...Ah ha! Then I could sew some pieces of wood and bone into it. That ought to give a hedge pause for thought when it tries to bite through that."
"Okay, that sounds all fine and good. But if it's such a great idea, why hasn't it been invented yet?"

>Develop Martial Arts
Everyone was impressed by the new bows at the festival this year, but they were so spectacular that they seemed to overshadow the competitors themselves. After the festivities, the winners from the past few years gathered together to improve their skills. Next year the skill of the champions will be the main attraction.

>Passives: Spent 80 on Weaving
>>
Rolled 93, 32 = 125 (2d100)

>>1239492
>Turn 21
>Active
Finally finish up on that written language (324/500)

Continue finishing up those stone tools (328/500)

Passive
Begin moving the fae up to T2 Fae magic.

Characters

Titania&Oberon get 100 each. Both loook into strengthening their light magic to T2
>>
Rolled 29 (1d100)

>>1239671
rolling for pain.
>>
Rolled 84 (1d100)

>>1239684
More writing
>>
Rolled 14, 13 = 27 (2d100)

>>1239189
>Turn 5.25

>Gnolls
>Assets
Structures:Village: Log Palisade T1, Pallisade w/ Towers T2 318/1000
Tech:Wilderness Survivla T1, Cordage T1, Infighting T1, Stone Tools T1, Wood Working T1, Bows T1

>Population 102 (1 cub, 2 pups)
>Development
>Woodworking which T2 342/1000.
>Infighting T2 68/1000
>Bows T2 25/1000
>Pottery T1 288/500

>Characters/Profciency In Skills
>Rogar T1, Wilderness Survival T1, Stone Tools T1 Cordage T1 Infighting T2 440/1000, Bows T1 180/500
>Nomnar Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, T2 Wood working 612/1000
>Tagnok Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, Pottery T1 462/500

Action 1: Continue building the Palisade, it appears the first tower is holding firm for now, so let's see if we can't finish those roofs as well. With Not to mention the whole helping of wood working has been a godsend for making houses that aren't caves though the roof is leaking a bit.

Action 2: Speaking of caves; there was an idea from Nomnar that maybe having some of the stones inside could be of use to lay against the towers to make sure they stay in place. Research of Mining Begins in earnest.

PP 97
Rogar: 80 InfightingT1, 20 BowsT1
Nomnar: 100 WWT2
Tagnok: Pottery 50 into T1 then to T2 of Pottery, 50 into Mining
>>
>>1239553
>86, 89
>>1234786
A1R89 : Further Develop Psion Academy T2 (612/1000)
>790/1000 +18pts to students
A2R86: Herbalism T2 (562/1000)
>722/1000
Passive:
Develop Power Group 1: 442/500 >> +58 >> 500/500
+12 to Herbalism
>734/1000
Characters:
29 initiates T2 (112/1000) >> +116 >> 228/1000

Ru:
>Ru's spontaneous manifesting was noticed, and he was brought to the academy to learn.
----
50/500 Theory >> 108/500
50/500 Power group ??? >> 108/500

>VISION BORROWING
: 1. Animal Sight I—Caster may borrow the visual sense of any non-intelligent animal within range, thus sharing the visual perceptions of the animal. The animal must be within sight or located with a Presence spell or with Mind Store followed by Finding (for the initial contact only).
>>
>>1239671
Turn 21 Year 5.25
Belegorn Tribe
Training Units: Thaichon, Saithor, Lavanith, Glithel (+16 Apprentices)[-20 PP]
Passive Development: T2-Herbalism(501/1000), T1-Weaving(337/500), T2-Bows(541/1000)

A1(R3-29 = -26) : Develop leather armor and clothing
>Hehe, let's just say, you invent the scraper, and figure out the leather must be cured more, boiled maybe, something. The elf who predicted the hides would smell was prophet for the turn! “That’s dumb. If it gets wet it’ll turn all stiff and smelly.”

>T1 Leatherworking 3/500. I think this is where Tailoring will also rear it's ugly head. Patterns and thread! Leatherworking + Tailoring = leather armor. 100/500 in each will put rudimentary... functional armor. At 500/500 mastery, you'll have light leather armor. You'll have to them move on to Amoring T1 (Leather) to get boiled leather, studded, etc. T2 Armor begins to incorporate metal rings/plates.


A2(84) Develop Martial Arts
Everyone was impressed by the new bows at the festival this year, but they were so spectacular that they seemed to overshadow the competitors themselves. After the festivities, the winners from the past few years gathered together to improve their skills. Next year the skill of the champions will be the main attraction.

>As it becomes obvious that this world isn't to be tra-la-la and pet the animals, your people do not resist this notion. Elven Martial Arts has begun. 84/500


Passives: Spent 80 on Weaving
>417/5000 Weaving
>>
>>1239684
A1(R93) Finally finish up on that written language (324/500)
>500/500 T1 Writing complete. 10Pts left over shifting to stone tools.
A2(R32) (+12) Continue finishing up those stone tools
>(404/500)

Passives: begin moving the fae up to T2 Fae magic.
>It's more difficult to get them to focus than before. You are able to motivate 40 of your fey to continue their studies. It is spring, they are busy with bloom-time and whatnot. I'm taking the liberty of splitting them between theory and spells. And you may change it of course, but i've split your T2 trainess into two groups, plantmasters and light moulders. They'll both attain 50% proficiency in the 1st level spell on their respective lists. If you want to do it differently, np.

T2 Faeries: Fey Magic T2 (40) 50/1000
(20) Plant Lore 50/500
(20) Light Moulding 50/500

Characters

Titania&Oberon get 100 each. Both look into strengthening their light magic to T2
>Light Moulding T2 100/1000 ea. (need 200 pts to master a spell level now) You'll be at 50% efficiency level 6 spell at 100/1000.

6. Light Glamour — One object (up to 10 pounds per level) has visual appearance altered for the duration of the spell. Note that the no other aspect of the object changes.

>leprechauns love this one... that pot o gold!
>>
>>1239897
Turn 21 Year 5.25

Gnolls
Structures:Village: Log Palisade T2 318/1000
>You're upgrading the old one, just one entry required.
Development
Woodworking which T2 342/1000.
Infighting T2 68/1000
Bows T2 25/1000
Pottery T1 288/500

Characters Development:
Rogar Infighting T2 440/1000, Bows T1 180/500
Nomnar T2 Wood working 612/1000
Tagnok Pottery T1 462/500

A1(R14):\: Continue building the Palisade, it appears the first tower is holding firm for now, so let's see if we can't finish those roofs as well. With Not to mention the whole helping of wood working has been a godsend for making houses that aren't caves though the roof is leaking a bit.
>+28 346/500

A2(R13): Speaking of caves; there was an idea from Nomnar that maybe having some of the stones inside could be of use to lay against the towers to make sure they stay in place. Research of Mining Begins in earnest.
>Quarrying T1 13/500. Different from mining in many ways, alike in some. But quarrying is the art of stone cutting, to create useful stones, whereas mining is the removeal of useful stone, from within nonvaluable stone by any means necessary. Your choice of stone locations is your hold up. While the caves didn't turn up anything readily quarryable, you found another location where the stone is of a consistency that lends itself easily to breaking into squareish shapes. Your people will modify existing and refine technique with practice.

PP 97
>you didn't assign these 97 pts to anything. Adding them to the Palisade. It's now 501/1000. You've got two towers up, with roofs.

Rogar: 80 InfightingT1, 20 BowsT1
>520/1000 and 200/500.
Nomnar: 100 WWT2
>712/1000
Tagnok: Pottery 50 into T1 then to T2 of Pottery, 50 into Mining
>Pottery Mastered. I'd leave Tagnok off as the master potter, and invest this skill into another named, that way if one dies you don't loose two skills. Also, if Tagnok is off quarrying, he's not laying about the villiage “rubbing off” his pottery on everyone else, which is +25pts per turn to pottery at this point. Just having a master potter helping everyone's pottery projects is very helpful to the entire villiage.
>>
please link turns 21 Year 5.5 Summer here
>>
Rolled 22, 26 = 48 (2d100)

>>1240916
>Turn 21

Start finishing up those stone tools (404/500)

And now that oberon and titania have lost their wings they look into some way to regain the ability to fly by themselves.

Putting my PP into Continuing the training of the Dryads.

CP from titannia and oberon shall continue going into improving light moulding.
>>
Rolled 44, 79 = 123 (2d100)

>>1240916
>Turn 5.5

>Gnolls
>Assets
Structures:Village:Pallisade w/ Towers T2 501/1000
Tech:Wilderness Survivla T1, Cordage T1, Infighting T1, Stone Tools T1, Wood Working T1, Bows T1, Pottery T1

>Population 102 (1 cub, 2 pups)
>Development
>Woodworking which T2 342/1000.
>Infighting T2 68/1000
>Bows T2 25/1000
>Quarrying T1 13/500

>Characters/Profciency In Skills
>Rogar T1, Wilderness Survival T1, Stone Tools T1 Cordage T1 Infighting T2 520/1000, Bows T1 200/500
>Nomnar Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, T2 Wood working 712/1000
>Tagnok Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, Pottery T2 62/1000
>Yinta Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, Quarrying T1

Action 1: Building of T2 Palisade

Action 2: Let's do some more exploration, send Rogar with some of the hunters again to the north this time to better understand our surroundings.

PP: 96 Into Construction of Palisade T2

CP:
Rogar 80 Infighting, 20 Bows-Practice and dilligence, along with having to constantly crack a few heads is always useful to keep one's skills sharp.
Nomnar: 100 WWT2- There might be some ideas behind trying to use more sturdy wood and stone to make the houses around here stronger. Better maybe even not with leaking roof's that'd be ideal.
Tagnok: 100 Pottery T2-The simple earthern jars are handy and useful if nothing else.. Though they look so bland...it's when one of the cubs smears berries on the outside does an idea spring to mind! Paints! Arts! Maybe something to make the jars stronger as well?Glazed over pottery/Art on the pots
Yinta: 100 Quarrying-As with any new idea Rogar goes among his people as they work to find the best one at the job. The first attempts at making good stone are rather abysmall as the caves have hardly anything, but there is a grunt of effort and upon looking in Rogar finds a huge bulky specimen of Gnollhood. With a stone mallet he brings the hammer down and easily cracks the stone wall though a few unusable stones appear. This is the gnoll for the job it looks like, and so it is done!
>>
Rolled 93, 25 = 118 (2d100)

https://docs.google.com/document/d/103xoBg81-X1ZsM9Y713jtLTqKMoEt2iX4X_6eI6e1wI/
>>1240222
Active:
>Further Develop Psion Academy T2 (790/1000)
>Using weaving (T2), create simple doors over cave mouths to keep the harsh weather out.
Final result of buildings will be something like this: https://s-media-cache-ak0.pinimg.com/originals/65/03/e3/6503e3ea1bd646e09e3e5819989056af.jpg

It's in ruins now but the cave villages in Turkey is kinda what I'm gunning for.

Passive:
Herbalism 734/1000 >> 804/1000

Characters:
29 initiates T2 (228/1000) >> +118 >> 346/1000

Ru:
>Continue your training
----
108/500 Theory >> 167/500
108/500 Power group ??? >> 167/500
>>
>>1240930
>>1240916 (You)
>Turn 21

A1:\(R22): Start finishing up those stone tools (404/500)
>your people are just not into toolmaking… +44 to toolmaking. As if sensing your frustration, one of your sylphs takes root in the sacred flower patch and over the course of a week, grows into a splendid gourd. Over the next two days, the gourd settles against the ground, in the crotch of two tree roots and noises can be heard within. On the ninth day everyone is called forth, because a tiny hole has appeared in the side. And then, before everyone’s eyes. A tiny stone saw made of the slenderest sliver of flint. It began sawing, methodically, into the shape of a door. For several minutes various tappings and scratching is heard from he other side. The tiny hole, which originally appeared, was right where the doorknob should be. After a moment or two of silence, the tiny door swung open, and tiny, reddish, arm reached out, in it’s little hand it held a small stone on a stick, which it poked through the hole in the door. The door closed, and and the sounds of tiny hands at work could be heard within. (448/500)

Suddenly, the door burst forth and out bursts what had once been the sylph, Persephone. Her wings had transformed into something more like stained glass than butterfly wings, like they were made of glass. Her eyes glittered and shone, no longer smooth with a pupil like everyone else, though still the same shape and with eyelids and lashes, but her eyes were multifaceted like that of an insect. “Your Highness, I have some great ideas concerning your stone tool project!” You now have a tinkerfaery. They love to make things. She joins your 40 Fae in magic school.

A2(R26): And now that oberon and titania have lost their wings they look into some way to regain the ability to fly by themselves. You are certain there must be magics concerrning the air which would solve this for you,but no insights are forthcoming this turn. (flying research 26/250) You’ll discover a list when this passive action is complete.

Putting my PP into Continuing the training of the Dryads.
>41 pts can go there, as you have those students willing. You need a magic academy developed to do this effectively. Adding 52 to your stone tools to complete it. All of the hulabaloo over Persephony rallies your people. You have 4pts left

CP from titannia and oberon shall continue going into improving light moulding.
>all appropriate ajustments made to your Civdoc
>>
Pls Link turn 23, Year 5.75, Autumn to this
>>
>>1241100
>>1240916 (You)
>Turn 5.5

Action 1: (44) Building of T2 Palisade
>+88 to the fortress 589/1000


Action 2: (79) Let's do some more exploration, send Rogar with some of the hunters again to the north this time to better understand our surroundings.

PP: 96 Into Construction of Palisade T2
>I put 97 as Tagnok can’t put 100 into T2 Pottery yet. 686/1000

CP:
>changes made to civdoc

>You need to discover T2 Pottery with an opening Action.

Yinta: 100 Quarrying-As with any new idea Rogar goes among his people as they work to find the best one at the job. The first attempts at making good stone are rather abysmall as the caves have hardly anything, but there is a grunt of effort and upon looking in Rogar finds a huge bulky specimen of Gnollhood. With a stone mallet he brings the hammer down and easily cracks the stone wall though a few unusable stones appear. This is the gnoll for the job it looks like, and so it is done!

>your gnolls begin hauling stones back to the fortress. After a trip or two of doing this, you decide some innovation needs to happen in the stone hauling department!
>>
>>1241773
>Active:
A1(93) Further Develop Psion Academy T2 (790/1000)
>+186 976/1000 +19pts training this turn.


A2(25) Using weaving (T2), create simple doors over cave mouths to keep the harsh weather out.
>+50 Weaving T2 52/1000. Your people make doors and in the process raise your civs weaving.


Passive:
Herbalism 734/1000 >> 804/1000

Characters:
29 initiates T2 (228/1000) >> +118 >> 346/1000

Ru:
>Continue your training
----
108/500 Theory >> 167/500
108/500 Power group ??? >> 167/500
>VISION BORROWING
>>
Rolled 47, 8 = 55 (2d100)

>>1242234
Action:1
Continue researching into ways to fly
(Should points spill over put it into light moulding T2)

Action 2
Begin trying to build homes in the trees.
TREE HOUSES

Passive points.
97.
Put them into the construction of the houses

Character points

Titania and oberon put their 100 each into researching flight

Persephone puts hers into beginning construction on a personal lab.
>>
Rolled 25, 21 = 46 (2d100)

>>1240916
>>1242320
Active:
>Further Develop Psion Academy T2 (976/1000)
>Use stone tools to create stone blocks, use these to narrow cave entrances to prevent harsh weather from entering.

Passive:
Herbalism 804/1000 >> 874/1000

Characters:
29 initiates T2 (346/1000) >> +119 >> 465/1000

Ru:
>Continue your training
----
167/500 Theory >> 227/500
167/500 Power group ??? / vision borrowing >> 226/500
----
>>
>>1242391
>>1242234 (You)
A1(47) : Continue researching into ways to fly. (Should points spill over put it into light moulding T2)
>+94 to research (120/250)

A2(8) Begin trying to build homes in the trees. TREE HOUSES
>Construction Project 8/500 Treehouses for Fey. Man, your people do NOT like manual labor, lmao.


Passive points. 97. Put them into the construction of the houses
>105/500
Character points

Titania and oberon put their 100 each into researching flight
>53pts ea would turn your roll into a 95, which is really all we should allow. (196/250)

>allocating the remaining 47 to NATURE’S SUMMONS group.


Persephone puts hers into beginning construction on a personal lab.

>trained your T2’s as well. Your plantmancers can use Speed Growth I — Allows caster to increase speed of growth for any 1 species of plant within the area of effect by 10 times. At 50% potency now, so they can begin growing the forest boundaries now.
>>
>>1242443
A1(25) Further Develop Psion Academy T2 (976/1000)
>+50 to Academy. T3 Psion Academy 26/2000. Each turn your initiates who are attending academy will get 20CP towards magic skills in addition to their 100 CP.


>Use stone tools to create stone blocks, use these to narrow cave entrances to prevent harsh weather from entering.
>Cave Housing T1 21/500. When leveled they will be cozy and outfitted with everything the stoneage Yuan-Ti might desire, except T2 housing!

Passive:
Herbalism 804/1000 >> 874/1000

Characters:
29 initiates T2 (346/1000) >> +119 >> 465/1000

Ru:
>Continue your training
----
167/500 Theory >> 227/500
167/500 Power group ??? / vision borrowing >> 226/500
>>
Rolled 87, 44 = 131 (2d100)

>>1242634
>>1242234
Actives:
>Cave housing T1 21/500 x2

Passive:
Cave housing +70

Characters:
29 initiates T2 (465/1000) >> +120 >> 585/1000

Ru:
>Continue your training
----
227/500 Theory >> 287/500
226/500 Power group ??? / vision borrowing >> 286/500
----
>>
Rolled 68, 9 = 77 (2d100)

>>1242234
>Turn 5.75

>Gnolls
>Assets
Structures:Village:Pallisade w/ Towers T2 686/1000
Tech:Wilderness Survivla T1, Cordage T1, Infighting T1, Stone Tools T1, Wood Working T1, Bows T1, Pottery T1

>Population 102 (1 cub, 2 pups)
>Development
>Woodworking which T2 342/1000.
>Infighting T2 68/1000
>Bows T2 25/1000
>Quarrying T1 13/500

>Characters/Profciency In Skills
>Rogar T1, Wilderness Survival T1, Stone Tools T1 Cordage T1 Infighting T2 520/1000, Bows T1 200/500
>Nomnar Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, T2 Wood working 712/1000
>Tagnok Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, Pottery T2 0/1000?
>Yinta Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, Quarrying T1


Action 1: Discovery of T2 Pottery Looking into painting the pots and glazing them to make for better containers.

Action 2: Begin Construction of a Granary to increase Food Storage and Population Capacity.

PP 96 Construction of T2 Palisade Soon the mighty fortress of solitude shall be completed! Hopefully...

CP:?

Rogar: 80 Infighting 20 Bows
Nomnar: 100 WWT2
Tagnok: 100 Pottery T2
Yinta: 100 QuarryingT1
>>
Rolled 23, 84 = 107 (2d100)

>>1240916
Turn 22 Year 5.5
Leaf-time 6
Belegorn Tribe
Pop: (Elves) 101+2% annually
Training Units: 19 Druids & 6 Fighters[-25 PP]
Specialties: Nature Affinity
Skills/Knowledge: T1-Animal Lore, T1-Herbalism, T1-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, T1-Bows, T1-Woodworking
‘Structures’: T1- Treehouses, T1-Wolf & Raven Totems, T1- Druid Grove
Passive Development: T2-Herbalism(501/1000), T1-Weaving(337/500), T2-Bows(541/1000), T1-Belegur-Maeth(84/500), T1-Leatherwork(3/500)

>Begin teaching students in the ways of combat
It wasn’t long before many of the tribe began curiously watching the champions train by the waterfall. Some who appreciated the practical implications of such skills started following along from the sidelines. Seeing this, the champions decided to collaborate to standardize a curriculum. After much practice and deliberation, they discerned the common elements in their movements and, dubbing the style Belegur-Maeth, turned to their observers and offered to teach them what they knew.

>Improve Leatherworking
Hm, seems like the herbalists need a little more prodding to help us fix the stiff, smelly hides. Surely they’re familiar with the plants that smell and taste really bitter, turn water brown and make your skin burn if you stick your hand in it too long. Perhaps the hides could be soaked in that brown water to loosen them up and mask the smell.

>Passives: Spend 75 on Leatherworking
>>
>>1241773
>It's in ruins now but the cave villages in Turkey is kinda what I'm gunning for.
wait, wat? Cappadocia got ruined? Or do you mean that they are ruins now compared to their former glory?
I saw a documentary a while back where people are actually renovating and living in them.
But the way you said it made me think they got terrorized.
>>
Rolled 85, 43 = 128 (2d100)

>>1242234
Turn 23 Year 5.75
Fruit-time 6
Belegorn Tribe
Pop: (Elves) 101+2% annually
Training Units: 19 Druids & 21 Fighters[-40 PP]
Specialties: Nature Affinity
Skills/Knowledge: T1-Animal Lore, T1-Herbalism, T1-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, T1-Bows, T1-Woodworking
‘Structures’: T1- Treehouses, T1-Wolf & Raven Totems, T1- Druid Grove
Passive Development: T2-Herbalism(501/1000), T1-Weaving(337/500), T2-Bows(541/1000), T1-Belegur-Maeth(84/500), T1-Leatherwork(246/500), T1-Belegur Dojo(23/500)

>Begin Tailoring Leather
Ah Ha, I knew it! The brown water turned the hides the color of tanned skin and made the hair and flesh fall off too. They’re also softer and actually smell pretty nice. Now we just need to get the weavers to help us form them into vestments like our straw ponchos.

>Improve the Martial Training at the Dojo
The students begin eagerly training in the way of fighting with a mighty heart, but it quickly became apparent that the instructors have very little experience instructing and at times seem to be making it up as they go. Frustrated at the lack of progress the students are making, the instructors set out to address this problem.

>Passives: Spend 60 making training equipment for the Belegur Dojo
>>
Rolled 75, 33 = 108 (2d100)

>>1239492

Turn 21, Year 5.25
Goblins
Pop: 130(14 Children)

AP:

>Frax gets a bunch of "Volunteers" to help her with her Tailoring idea.
Frax needs many hands to make the work light and easy, so she goes around arguing and knocking heads until she has a fairly large number of goblins working for her.

>The goblins who are roughing it on the outside make nets and cover them in detritus, making makeshift shelters to protect them during the day.(Cordage)

PP:

>Written Language take +40

>Tool Development take +43

CP:

>Gretix continues to practice the Moving Ways +100

>Frax Tailors like a boss +100

>The 20 Monks continue to work on their understanding of Monk magic
>>
Rolled 62, 38 = 100 (2d100)

>>1240916

Turn 22, Year 5.5
Goblins
Pop: 144(28 Children)

OMG BABIES!!!! 14 were born

AP:

>Frax works her newfound workers harder, they must make the best silk clothes...

>Some of the the wilderness living Goblins have decided to leave the mushroom forest and scout farther out, they will try to return in a few Winks(Months) of the Eye.

PP:

>Written Language take +40

>Tool Development take +43

CP:

>Gretix, Moving Ways +100

>Frax, Tailoring +100

>Warrior Monks, MMT +100
>>
Rolled 45, 68 = 113 (2d100)

>>1242234

Turn 23, Year 5.75
Goblins
Pop:144(38 Children)

AP:

>Many Goblins begin to take joy in their tailoring work, showing off what they've made to the others. They work harder and try new ways in order to create better clothing.

>Frax tries making a Silk net(Cordage)

PP:

>Written Language +40

>Tool Development +43

CP:

>Gretix, Moving Ways +100

>Frax, MMT +100

>Monk Warriors, MMT +100
>>
>>1242721
Turn 23
Rolled 87, 44
A1, A2 & All PPP: into Cave housing T1 21/500
>(87+44x2) =334 + 70) : +431 21/500 > 452/500

Characters: Continue your training
>I’m going to let you change all the numbers above the QM line. That way only one of us messing around with that aspect up top. I’m working on a standardized layout for everyone, so I’m going to do a table here and there and some minor rearranging.
----
227/500 Theory >> 287/500
226/500 Power group ??? / vision borrowing >> 286/500
>>
>>1242759
A1(68): Discovery of T2 Pottery Looking into painting the pots and glazing them to make for better containers.
>Tagnok’s hunches prove true and he’s advanced your people’s techonogy. This can now be relegated to passive improvement. 68/1000 Starting point.


A2(9): Begin Construction of a Granary to increase Food Storage and Population Capacity.
>it’s off to a slow start, since it’s not a critical failure, we’ll attribute it to too much discussion about exactly how, and several failed starts, where the people designing it scrapped everything because the design was doomed to fail before completion and it was becoming obvious. Grainary Construction Project at 9/500.


PP 96 Construction of T2 Palisade Soon the mighty fortress of solitude shall be completed! Hopefully… 686/1000
>improves to 782/1000
CP:?

Rogar: +80 to Infighting @ 600/1000 +20 to Bows @200/500
>680/1000 and 220/500
Nomnar: 100 WWT2 @ 812/1000
>912/1000
Tagnok: 100 Pottery T2 @68/1000
>168/1000
Yinta: 100 QuarryingT1 @ 113/500
>213/500 Please include the @ numbers in posts…. Will speed things up.
>>
>>1242833
Rolled 23, 84 = 107 (2d100)
Turn 22 Year 5.5
A1(23) Begin teaching students in the ways of combat...dubbing the style Belegur-Maeth, turned to their observers and offered to teach them what they knew.
>Military Academy T1 23/500. T2 will require formal training grounds and structures.

A2(84) Improve Leatherworking @3/500 : Perhaps the hides could be soaked in that brown water to loosen them up and mask the smell.
>Tanning would be a part of leatherworking T1 I would presume. Now that you’re over 100/500 we’ll assume you’ve progressed beyond rawhide armors. And have solved the stinkyness problem and have real leather to work with. +168 Leatherworking. 171/500

Passives: Spend 75 on Leatherworking
> 246/500
>>
>>1243457
Turn 21, Year 5.25
A1(75): Frax gets a bunch of "Volunteers" to help her with her Tailoring idea.
Frax needs many hands to make the work light and easy, so she goes around arguing and knocking heads until she has a fairly large number of goblins working for her. (1/500)
>Your people love Frax. She’s badass. +150 to your Civ Tailoring. The best way to make sure a knowledge isn’t forgotten is to actively involve their sorry asses in every phase of its development. 151/500

A2(33) The goblins who are roughing it on the outside make nets and cover them in detritus, making makeshift shelters to protect them during the day.(Cordage)
>New construction project: Shade Netting 33/250. How

PP: Written Language take +40
>665/1000 +40 705/1000
Tool Development take +43
>T2 Tools are copper/bronze/iron. Pottery is a prerequisite for T2 Tools, because you must discover the kiln first, you’ll need improved kilns to smelt ores, etc. I would imagine smelting of ores was “discovered” by someone’s poor choice of stone to build their kiln… +43 going towards Tailoring. 194/500
CP:
Gretix continues to practice the Moving Ways(227/500) +100
>327/500. He’s mastered the 3rd level spell.
Frax Tailors like a boss(101/500) +100
>201/500 +15pts from her active participation in A1 216/500
The 20 Monks continue to work on their understanding of
Monk Magic Theory(MMT) 218/500, T1 Moving Mays 100/500
>+10 from Academy to Theory 228/500 +100 To MW 200/500. 1st and 2nd level spells mastered.
>>
>>1243473
Turn 22, Year 5.5
Pop: 144(28 Children)

A1(62):Frax works her newfound workers harder, they must make the best silk clothes 151/500...
>+124 (275/500) At this point you have figured out making patterns, and putting them together. Frax is making simple tunics of crude silk-rug type material. It’s an effective cover from the sun, and rather durable. Until she masters it though, you’ll be prone to seam failures, and other minor things. You have volunteer apprentices every day and the things she’s doing are being learned by many. You could train these people formally, with PP, or she could develop a trade academy for the formal education of the people in things not magical or martial.

A2(38): Some of the the wilderness living Goblins have decided to leave the mushroom forest and scout farther out, they will try to return in a few Winks(Months) of the Eye.
>tell me how many “Some” are, and I’ll get back to you on whether they come back alive or not, if so, what they found, or what found them… and followed them home…. *suspenseful music*

PP: Written Language take 705/1000+40
>745/1000
Tool Development take +43
>Tailoring (275/500) 318/500

CP: Gretix, Moving Ways 327/500 +100
>+427/500
Frax, Tailoring +100 216/500
>316/500 +12 bonus from being deeply involved in A1 328/500
Warrior Monks, MMT Theory 228/500 +100
>328/500 +10 from academy 338/500
>>
>>1243482
A1:(45) Many Goblins begin to take joy in their tailoring work, showing off what they've made to the others. They work harder and try new ways in order to create better clothing. (318/500)
>+90 408/500

A2(68): Frax tries making a Silk net(Cordage).
>Frax can make the hell out of some nets, given more silk. By the time everyone finished making clothes and netting sunshading aboveground. Nets happen spontaneously kinda when you have weaving and cordage… actually, nets probably inspire weaving, but you have net tech. This would be to actually make nets, and importanly TEACH others to make nets. Even if you only have enough silk now to make several small nets great for catching fish, you now have some goblins whom Frax can come to and say, hey, here’s some rope, make a net(s) so big….


PP: Written Language 745/1000 +40
>785/500
Tool Development +43
>Tailoring 461/500

CP: Gretix, Moving Ways 427/500+100
>500/500 27 left over. 274/1000 Martial Arts 301/1000
Frax, MMT +100
>100/500
>>
The long hard winter of 06. This winter brings bitter cold to the north, and alternating "regular winter" and oddly warm days on occasion, in the equator.
>Belegorn. The animals require help to get through this winter. You had to share your stores with them, and still, you know that beyond your reaches, many likely froze, from lack of food to keep warm.

>Oberon: Same applies to you.

>Gnolls: As your people are not all huggy-poo with the critters, there is lots of easy food this winter.

>Dwarves had a cold winter too, but I think they're no longer with us...
>>
>>1245558
The silkworms feed on the mushrooms in the fall. They cocoon up in the trees over the winter. They leave their cocoons in the spring. When you first arrived, there were spent casings from several years, but you've used that all up. The mushrooms sprout up with the first cold days of the fall, and the tiny caterpillars that have been lightly grazing on the surrounding trees, descend upon the mushrooms and begin to gorge themselves. By the time they cocoon up, they are as big as a fat goblin's leg! They hatch into moths nearly big enough to ride, which fly up into the nighttime sky towards the moon, and mate, the females try to get back to the ground to mate, while the males swarm up, and try to lead the skywhales, who have arrived for the occasion, on a wild mothchase, so the females can lay their eggs, which will hatch after a few weeks and begin the whole thing all over again.

Whale watching may sound like fun, until one takes a dump! Yes, the moths and the grubs are tasty, the whale shit, is not.
>>
>>1245651
any mushrooms that survive the process, dry up and turn leathery and if tended, can last for years.
>>
Post Format

>link to turn anchor message
Turn 24 Year 6 Winter
Civ year/season
Race/Civ Name
Action 1:
Action 2:
Passive Allocation:
Characters:
Units:

I will ask for detailed posts when they become relevant.

Example:

>anchor link
Turn 24 Year 6 Winter
6th Time it got colt and dark alot
Ogres
A1: rally the people to finish the frog ponds 233/500
A2: figure out what plants make food taste good (research cooking)
PP(88): Improve fighting school (Military Academy 789/1000) +88
Characters:
Ogar: continue with Tracking 335/500 +100
Gunda: improve herbalism 200/500+50 and leatherworking 115/500+50
Units:
5 Farmers: Agriculture 400/500 +100
5 Scouts: Tracking 100/500 +100
>>
Post Format

>link to turn anchor message
Turn 24 Year 6 Winter
Civ year/season
Race/Civ Name
Action 1:
Action 2:
Passive Allocation:
Characters:
Units:

I will ask for detailed posts when they become relevant.

Example:

>anchor link
Turn 24 Year 6 Winter
6th Time it got colt and dark alot
Ogres
A1: rally the people to finish the frog ponds 233/500
A2: figure out what plants make food taste good (research cooking)
PP(88): Improve fighting school (Military Academy 789/1000) +88
Characters:
Ogar: continue with Tracking 335/500 +100
Gunda: improve herbalism 200/500+50 and leatherworking 115/500+50
Units:
5 Farmers: Agriculture 400/500 +100
5 Scouts: Tracking 100/500 +100
>>
>>1243246
Turn 23 Year 5.75

A1(85): Begin Tailoring Leather
Ah Ha, I knew it! The brown water turned the hides the color of tanned skin and made the hair and flesh fall off too. They’re also softer and actually smell pretty nice. Now we just need to get the weavers to help us form them into vestments like our straw ponchos.
>patterns, thread, needles = tailoring 85/500

A2(43): Improve the Martial Training at the Dojo
>construction project formal training grounds MA Academy T1 43/500

Passives: Spend 60 making training equipment for the Belegur Doj
>I’m assuming more to academy? 103/500 2pts CP to Martial Arts students this turn
>>
Link turn six here
>>
Rolled 20, 20 = 40 (2d100)

>>1246812
Turn 24 Year 6.0 (Winter)
Branch-time 6
Elves of the Belegorn Tribe
A1: Improve Tailoring (85/500)
>With the weather turning uncomfortably cold, the tribe spends most of its time in the caves working on sedentary projects, particularly working on armor patterns and stitching together the leather to produce functional prototypes. Once they find a design they like, they recruit more helpers and spend the rest of the season refining and mass producing it.
A2: Improve Dojo (169/500)
>Meanwhile, in some of the larger chambers, the fighters continue their martial studies, determined to earn merit at the upcoming competition as well as preparing to defend the tribe. The weather may not be the only thing that is harsh and cruel out there.
PP(60): Spend 30 on Belegur Dojo and 30 on Tailoring
Characters:
The Druids continue druidry +110
The Fighters continue fighting +103?
Units:
Militia continue militiaing +103?
Rangers begin ranging +103?
>>
Rolled 26, 68 = 94 (2d100)

>>1246812
Turn 24 Year 6 winter
Active:
>Continue researching ways to fly
>Look into ways to protect the forest from the cold.

Passive:
Putting this into completing the treehouses

CP:
Titania and oberon continue their light moulding.

Persephone works on the tree houses
>>
Rolled 9, 93 = 102 (2d100)

https://docs.google.com/document/d/103xoBg81-X1ZsM9Y713jtLTqKMoEt2iX4X_6eI6e1wI/
>>1243616
>>1246812

Turn 24 Year 6 Winter
6 : Winter
Yuan-Ti

Action 1+2: Psion Academy T3 (26/2000)

Passive Allocation:
Cave housing T1 452/500 >> + 48 >> T2 0/1000

Characters:
Ru:
287/500 Theory >> 347/500
286/500 Power group ??? / vision borrowing >> 346/500

Units:
29 initiates T2 (705/1000) >> +120 >> 825/1000
>>
>>1246861
>>1246812 (You)
Turn 24 Year 6.0 (Winter)
Elves of the Belegorn Tribe
A1: Improve Tailoring (85/500)
>+40 255/500
A2: Improve Dojo (169/500
>+40 209/500 = +5cp this turn for students

PP(60): Spend 30 on Belegur Dojo and 30 on Tailoring
>239/500 Dojo 285/500 Tailoring

Characters:
The Druids continue druidry +110
The Fighters continue fighting +103?
>>
>>1246866
>>1246812 (You)
Turn 24 Year 6 winter
Active:
Continue researching ways to fly
>although I’m at a loss as to why it plagues them so, they have discovered magics that will allow them to move in the air without the help of a mount. Lofty Bridge T1 1/500 Spell list in Civdoc


Look into ways to protect the forest from the cold.
>you would need to control the weather on a massive scale. Tier 5 spells would be required to raise the temperature of an entire forest. However, saving the animals is a simple matter of having enough food stored up for them to eat. You’ll need agriculture, farmers, etc.. which will be easy with Plant Growth spells. Not sure how to apply these points to anything that would meet these ends. A granary perhaps. We’ll hammer this out and whatever project we land on, it’s 68/500.

Passive:(97) Putting this into completing the treehouses 8/500+97
>Treehouses 105/500. You’ll notice I put the (97) there and the 8/500 I found upthread… I can process turns much quicker with them in post.

CP:
Titania and oberon continue their light moulding. (200/500)+200
>300/500
Persephone works on the tree houses
>She’s only one PP if you convert her CP back… Fey Magic T2?
>>
>>1247356
Turn 24 Year 6 Winter
Yuan-Ti

Action 1+2: (9,93=102x2=204) Psion Academy T3 (26/2000)
>230/2000 +21CP for students

Passive Allocation:
Cave housing T1 452/500 >> + 48 >> T2 0/1000
>you have 22 more points here.Herbalism 874/1000 + 22 896/1000?

Characters:
Ru:
287/500 Theory >> 347/500
286/500 Power group ??? / vision borrowing >> 346/500

Units:
29 initiates T2 (705/1000) >> +120 >> 825/1000
>>
>Belegorn: An Emerald Crow leads you to the margin between your forest and the tainted one... and you can see the trees have encroached roughly 10% of the way into the margin between them... Some trees have clearly uprooted themselves and walked ten or twenty feet, many brambly shrubs shoot up from root networks like evil privet hedge!

The Otter pay a visit

You have two ents in your woods. You can see where they uprooted themselves, but after a few yards, the trail goes cold...

>Oberon: The ents have awakened. There are seven in your woods.

>Rogar: during one of your hunting forays, you find orc tracks on your side of the mountain....

>Yuant-Ti: One of your people reports having seen a mangrove walking through the swamp!

>Goblins: Skywhales arrive on schedule, silk harvest!
>>
Rolled 17, 65 = 82 (2d100)

>>1246812
Turn 24 Year 6 Winter
??Time??/Cold
Gnolls/Forest Pelts
Action 1: Log Palisade T2 [Building]
Action 2: Granary T1 [Building]
PP: 96 Into Log Palisade T2
Characters:
Rogar: Infighting 80, Bows 20
Nomnar: Wood Working T2 100
Tagnok: Pottery T2 100
Yinta: Quarrying T1 100
Units: N/A
>>
Turn 24 Year 6 Winter

Action 1:(17) Log Palisade T2 [Building] 501/1000+34
>535/1000
Action 2: Granary T1 [Building] 9/500
>139/500
PP: 96 Into Log Palisade T2 535/1000+96
>631/1000 3rd Tower nearing completion. The whole tribe is proud!


Characters:
Rogar: Infighting 680/1000+80 and Bows 220/500+20
>760/1000 240/500
Nomnar: Wood Working T2 812/1000 100
>912/1000
Tagnok: Pottery T2 68/1000+100
>168/1000
Yinta: Quarrying T1 113/500+100
>213/500
*ENCOUNTER* While running routine border patrol your people find more evidence of orc hunting parties working the edge of your forest.
>>
This summer arrives without fanfare. It's "normal weather" for everyone, the biggest change in everyone's lives, is the arrival of the birds. In the previous years, annual flocks of birds migrated to the forests, stayed a while, and left. Large flocks. Each year increasing in size. This year, they blacken the skies with their swarms. They wreak havok on the forests while they are there, and the skywhales eeerily feed on them on pitch black nights. The whales use sonar, and frighten the birds aloft, into the awating jaws of the whales. In the daylight, the birds would easily dodge them.

The forests rebound after though, as all of the poo feeds the forest.
>>
Rolled 9, 3 = 12 (2d100)

>>1248724
Turn 25 Year 6.25 (Spring)
Bloom-time 6
Elves of the Belegorn Tribe
Pop: (Elves) 103+2% annually
A1: Investigate the ents and the haunted forest.
>The festival was filled with excitement as the tribe was dazzled by displays of skill the likes of which they had never seen. However at the end of the festivities the people gathered to present their usual offerings for the lost and prayers for protection. As the service was closing, Thaichon stood before them reminding them of the reason that the event was founded and made the announcement that the haunted wood seemed to be rapidly encroaching and that signs of walking trees have been found in our lands. He then asked for volunteers to join him in investigating these occurrences so that we can find answers and no longer live in dread and uncertainty.
>In the end, he managed to assemble Lavanith, one of Glithel’s apprentices and four newly trained rangers along with a small pack of wolves, an elk mount for the apprentice and a few snapdragons. Together they gathered enough supplies for one week’s foray and armed themselves with the best weapons, armor, camouflage, medicines and poisons that the tribe could muster. They then set out to present gifts and introduce themselves to the ravens and ask for their assistance in scouting the land. As they carefully and stealthily travel the tainted land, the party asks the plants and animals for information about the nature of this dread energy. If we are set upon by any aggressive creatures, we will attempt to subdue and interrogate them. We must discover the form, truth and reasoning behind this curse. Who is causing it? What is their objective? And why have they chosen this course of action? Then, we must determine the right method to alleviate this problem, permanently. If we do not have the answers we seek after one week, we will return home, rest and resupply and depart once again. Meanwhile those staying at home will investigate the treefolk that have entered into our territory and ask them for their truth and reasoning as well.
A2: Improve Tailoring
>Before they leave, the tailors add some extra stitches to the party’s armor and weave on some beads for good luck.
PP(60): Improve leather armor (Tailoring 155/500) +60
Characters & Units: All hands on deck to investigate the mysterious occurances either on the home-front or further afield. They should still have time to train when they are off watch though.
>>
Rolled 16 (1d100)

>>1249523
good rp and skilled heroes please aid my efforts.
>>
>>1248842
Turn 24 Year 6 Winter

Action 1:(17) Log Palisade T2 [Building] 782/1000+34
>812/1000
Action 2: Granary T1 [Building] 9/500
>139/500
PP: 96 Into Log Palisade T2 816/1000+96
>912/1000 4th Tower nearing completion. The whole tribe is proud!


Characters:
Rogar: Infighting 680/1000+80 and Bows 220/500+20
>760/1000 240/500
Nomnar: Wood Working T2 812/1000 100
>912/1000
Tagnok: Pottery T2 68/1000+100
>168/1000
Yinta: Quarrying T1 113/500+100
>>
>>1249523
Turn 25 Year 6.25 (Spring)
Bloom-time 6
Elves of the Belegorn Tribe
Pop: (Elves) 103+2% annually
A1:(9) Investigate the ents and the haunted forest.
>This poor roll is easily explainable. The forest is inhospitable to the presence of Nature Magic practitioners. Upon crossing into it’s borders, any magically active practitioner of Nature Magic will feel mildly nauseous, hopefully they have an herb for that. When you attempt to use magic to “speak” with the denizens of the Haunted Forest, it doesn’t work like it does with normal animals. Whereas most animals leave you with a “classical music” interface, from the tainted, you’d hear something more akin to loud, distorted acid metal, just anger and rage and the desire to consume. A hungering to absorb your mineral content from the plants, etc. You can stealth in, and aside from the blood sucking bugs, and thorn bushes, that also seem to suck blood from you when they prick any skin, and the ever present squirrels, it’s not so bad. This time, they seem to be keeping their distance, and you soon find out why. The ravenkin, with the help of the rangers, have crafted their own bows and arrows, and they do not seem to share your interest in turning the squirrels into anything but carrion. As your people now speak with them, you’ll know that the squirrels have killed ravenkin in the past, and eaten them. The only way to explore the woods, is to shoot every squirrel you see, before it calls others, as once they have numbers, they attack. The taintents do not show themselves, or are not present.
>Snapdragons and wolves will not enter the tainted woods. About where the nauseous senstion begins, is where they refuse to continue.

A2: (3-16) Improve Tailoring Before they leave, the tailors add some extra stitches to the party’s armor and weave on some beads for good luck.
>+6 to Tailoring. You need stronger thread, and a harder treatment for your leather. The thorny environs of the tainted woods snags soft leather, and many of the thorns can pierce it, if left to their own devices and you stop moving too long.


PP(60): Improve leather armor (Tailoring 155/500) +60+6(A2)
>(221/500)
>>
Rolled 7, 51 = 58 (2d100)

>>1248724
Rogar holds up a paw to look over the tracks, a snarl crossing his features at the orc filth that had wandered too close to home. If these pig skins want a fight then by all means Rogar intends to oblige them! Taking the bow and spear Rogar and a few others follow after the tracks to either wipe the scouting party or find their base.

Turn 25 6.25 Spring
??TIME??/Time of Green
Gnolls/Forest Pelts
Action1: Finish the Log Palisade, just a few more beams to finish the roof on tower 4 and we'll be golden.
Action 2: Granary Building
PP: 86
Characters:
Rogar Infighting 80 and Bows 20
Nomnar Wood Working T2 100
Tagnok Pottery T2 100
Yinta Quarrying T1 100
Units: 10 Hunters to be trained as Archers to defend the village and staff the towers if need be. Train in Bows T1 to max skill at current civ level.
>>
>>1253219
Turn 25 6.25 Spring
Gnolls/Forest Pelts
A1(7): Finish the Log Palisade (912/1000), just a few more beams to finish the roof on tower 4 and we'll be golden.
>+14 (926/1000)
Action 2: (51)Granary Building 139/500
>241/500


PP: 86
>allocating 74 to the Pallisade. It’s now T2. Next improvement is to move lots of rocks, develop stoneworking, and turn it into a keep! Lol not much else you can to to improve it, other than make a moat…


Characters:
Rogar Infighting 80 and Bows 20 760/1000 240/500
>840/1000 260/500
Nomnar Wood Working T2 (912/1000)+100
>T2 complete. 12pts left Quarrying 13/500+12 = 25/500
Tagnok Pottery T2 100
Yinta Quarrying T1 100
Units: 10 Hunters to be trained as Archers to defend the village and staff the towers if need be.
Train in Bows T1 to max skill at current civ level.
>Archers (10) T1 Archery 100/500.
>>
>>1253219
Rogar holds up a paw to look over the tracks, a snarl crossing his features at the orc filth that had wandered too close to home. If these pig skins want a fight then by all means Rogar intends to oblige them! Taking the bow and spear Rogar and a few others follow after the tracks to either wipe the scouting party or find their base.

>Before encounters with the orcs pushed all the gnolls into the forest, your people were ranging all around the mountain living off the land. The orcs didn't migrate from another surface hex, they came up from below. Wherever they come from, given the color of them, and their avoidance of sunlight, the sun does not shine,and anything that fears the sun can't be wholesome....
>>
>>1253882
With this knowledge of their enemies Rogar nad his troops begin to slowly scout out thru the mountain hex to see if they might find entrances to caves, tunnels or gullys that might hide the filth. Who knows maybe they could knock over stones to bury the buggers and avoid the whole problem at least...
>>
>>1254317
They move by night, and I'm presuming you're not camping close to the mountains with this bit.... They are making no effort to hide where they are basing their operations from, you don't even have to see it. You can smell it before you ever lay eyes on it. They're not being very tidy, carrion birds are even circling overhead.

The orcs, it would seem, haven't developed much in the way of cooking or food storage, nor is sanitation something they concern themselves with. The cave entrance does not lend itself well to having the entrance caved in easily. But there are enough large, loose rocks up the mountain, that it could be possible. You'd want to scout it out with a skilled stonemason in party, perhaps a plan could be devised.
>>
>>1253219
>Units: 10 Hunters to be trained as Archers to defend the village and staff the towers if need be.
>Train in Bows T1 to max skill at current civ level.

You can have a T5 archer with a T1 bow, or a T5 Warrior with a stone axe and shield... The only thing limiting you from learning another Tier of archery, once you have a bow, is spending the CP on it.
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>>1254317
A - is a crude stone altar
c - is a carrion, sewage, waste pile

This is on a finger of the mountain, so getting rocks to tumble to it would be a feat, but there are rocks above large enough, but it'll take a lot of sneaky work to pull it off.

They emerge nightly. Some descend down crude woven-root nets which they lower down from the caves, and then pull up each morning before dawn.
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>>1249523

The taintents move by night, unless you sick you head in one's mouth, apparently. Like feyents they pass unseen once free of the earth. As the forest seems to thrive where they disturb the earth, ents are doing a service to the forest with their rootings, when they do it.

Taintents do not root often, while their roots very much resemble the roots of regular trees, they're more like octopus legs, or elephant trunks. Their actual root is a singular taproot, which sinks deep into the earth, and when the taintent moves on, a slow process not unlike a clam extending up through the sand to feed, only in reverse, it must retract it's "tongue" before moving on. The resulting hole fills with a thick, tarry substance that is the opposite of elf-nip.

It's texture is repulsive.
It's smell elicits a gag reflex which will empty the contents of any untainted animal's stomach unless it is very hardy, or under the effects of herbs or spells. It is unwholesome. The squirrels drink it like it's candy and they are wasps... Any animal that drinks of it is tainted, and will behave accordingly... Tainted animals seem to need only feed on the ooze, yet they crave anything living they can lure, drag or frighten into the forest. Tainted animals will use distress calls that they know will lure their kin into the wood, a rather haunting effect indeed...
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>>1256111
>>1254618
So it looks like there is a ledge that the orc come from on the map as well as a ledge above that entrance. Would it be possible to get my archers atop that ledge, have Rogar cause a ruckus that draws out the orcs and have them be caught in a pincer like in pic related? X is Rogar and some warriors position while O is the archers position. This way it allows them to be rush forward only to be picked off in the back.
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>>1257239

Not a ledge above, just the domed top of the cave exit, like an igloo entrance... You probably could get archers up there, it's not a ledge for standing on though, it's coarse mountainside
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turn 26 Year 6.25 here. Will start a new thread at 7
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>>1257371
Damn, well so much for that idea, I think the best thing is for now to pull back, get some troops trained up and come back with more because I bet money that the orcs will have their own hero character as well and I don't think having only one hero with combat going against a bunch of mooks is going to go over well...
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>>1258152
*the cave kinda resemble's an orc's head*
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>>1258152
*the cave kinda resemble's an orc's head *
>>
Rolled 16, 98 = 114 (2d100)

>>1257456
Turn 26 Year 6.5 (Summer)
Leaf-time 7
Elves of the Belegorn Tribe
A1: Continue Investigating the tainted forest, looking for the ents and experiment with potential cures.
>The forays into the haunted forest where arduous and we did not make as much progress as we would have liked, but it was not in vain. As Thaichon ruminated on the information they had gathered and meditated, asking the spirit of nature to give him guidance and discernment, he found himself feeling nostalgic for his first passion, herbalism. As he recalled his first trip into those fell lands that prompted him to take herbs that allowed him to see the veil and hear the song of the land, he wondered if the plants that the forest had provided them could help to restore the cursed plants and animals to their normal states. Eventually this seed of thought grew into a blossoming idea. If we can ingest medicinal plants to cure our bodies, then perhaps the forest can be healed the same way. The tarry pits left by the tainted ents seem to have an addictive effect on the squirrels. So perhaps we could take advantage of this quality to help deliver our herbal concoctions. However, a few small scale experiments may be prudent to avoid wasting resources first.
>Thaichon then gathers the people to make a new plan. Firstly, the scouting for more information must continue. The home team will keep searching for the ents in our home woods (maybe some can try just meditating in the woods and see if they approach us) and the away team will attempt to observe the movements of the tainted ents at night as well as any other suspicious entities we may not have seen during the day, including observing how they are effected by the weather. Also have the ravens provide aerial assistance for locating the cause and epicenter of this phenomena. Meanwhile some of the squirrels will be stealthily put to sleep, caged and fed our experimental medicines to test their effects, we can also try pouring some onto the tainted plants (and also try a magical restore effect). If this seems to hold promise, we shall make large batches and pour them into the tarry pits to observe its effects there. If possible we may even attempt to sprinkle/pour some onto the tainted ents during the day while they lay dormant. The away team will also experiment with medicinal and aromatic herbs to combat nausea. Perhaps a face-mask stuffed with a “potpourri” of them could prove effective.
A2: Improve Herbalism and gather herbs. (501/1000)
>To deal with the nausea we will try Latha stem, Shen leaf and Wifurwif Lichen as well as anything else we may have overlooked. For the forest medicine we will try two recipes. The first will be mostly Athelas, perhaps with support of Latha and Shen. The second “medicine” will be Muilfana sap and Nimnaur juice. We will apply them in different areas of the forest to see which is more effective in combating the taint.
PP(30): Spend on Tailoring (221/500) +30
>>
Rolled 22 (1d100)

>>1261265
rolling for crit
mfw those rolls should have been flipped
>>
The long shadows of fall bring the falling leaves. Many of Admor's people have seen walking trees in their forests this year. But nothing like this fall. This fall, entire groves can be seen traveling together moving from the forests. Too fast to follow on foot, and as always. without a trace..
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>>1261290
... no kidding!
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>>1261265
Turn 26 Year 6.5 (Summer)
Elves of the Belegorn Tribe
A1: (16) Continue Investigating the tainted forest, looking for the ents and experiment with potential cures.
>The haunted forest is being rather coy with her secrets. On the up side, your great caution has prevented any loss of life however. Two of your rangers tailed a small grove of walking trees to the edge of the forest. They walked right out of the forest, and onto the plains. They tried to keep up, but the trees were tireless and the elves had to turn back. Wherever they were headed, the were moving in a straight line. There are no ents in the forest this season.

Also have the ravens provide aerial assistance for locating the cause and epicenter of this phenomena. Meanwhile some of the squirrels will be stealthily put to sleep, caged and fed our experimental medicines to test their effects, we can also try pouring some onto the tainted plants (and also try a magical restore effect).

>The squirrels don’t really care to eat anything that alleviates the symptoms caused by the tainting. Nothing converts them back to “normal” but then again, these squirrels were never “untainted” the haunted forest has been tainted from the beginning according to the ravens.

A2:(98+22:120 Improve Herbalism and gather herbs. (501/1000)
>+240 Herbalism. Your people can now find T code herbs and S code herbs around the forest in the grasslands. You have several minor herbs that combat the nausea. The elves who have been ranging the Haunted Woods have developed a tolerance to it over a season. But they’re still just not comfortable in the Haunted Woods, you can just feel the wrongness of it.
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>>1263256
>Turn 26
A1:So what if trees walk now? We'll still build on them. Continue working on tree houses.
(105/500)
A2:Talk to the tree people. Ask why the forests are coming to life

>Turn 27
A1:Talk to the lady of the lake. Ask her more about this dark dryad

A2:Continue training the forest mages.


Putting all my PP into tree houses

All the CP of titania and oberon goes into T2 light moulding

400/100
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>>1264194
>Turn 26
You forgot your rolls:
Result: 4d100 (63, 97, 87, 71) “coo” i thought
Result: d100 (1) “oh shit” i thought
Result: d100 (4) “NFW”
Result: d100 (75) baka


A1:(63)So what if trees walk now? We'll still build on them. Continue working on tree houses.
(105/500)
>+126 231/500
A2:(97)(1)(4)(75)(=175)Talk to the tree people. Ask why the forests are coming to life.
>Takes trees longer to wake up. The cold winter woke them. There are seven, though you cannot find them at will. They also command nature magic, and can become invisible.

>Turn 27
A1:(87)Talk to the lady of the lake. Ask her more about this dark dryad
>the dark dryad’s destiny was always to become a dark dryad. No faerie knows their final type until they individually reach that point in their life where it is time. The pool is a catalyst. It can bring the change about sooner rather than later for those who desire it strongly enough...

A2:(71):Continue training the forest mages.


Putting all my PP into Treehouses
>219/500
>>
Rolled 35, 69 = 104 (2d100)

>>1262413
Turn 27 Year 6.75 (Autumn)
Fruit-time 7
Elves of the Belegorn Tribe
Pop: (Elves) 103+2% annually
Training Units: 19 Druids & 21 Fighters[-40 PP]
Specialties: Nature Affinity
Skills/Knowledge: T1-Animal Lore, T1-Herbalism, T1-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, T1-Bows, T1-Woodworking
‘Structures’: T1- Treehouses, T1-Wolf & Raven Totems, T1- Druid Grove
Passive Development: T2-Herbalism(741/1000), T1-Weaving(337/500), T2-Bows(541/1000), T1-Belegur-Maeth(84/500), T1-Leatherwork(246/500), T1-Belegur Dojo(239/500), T1-Tailoring(251/500)
A1: Plug the Drains and Turn off the Tap
>Now that we somewhat know the form and truth of the taint, we can begin to investigate its reasoning. First we can create wattle & daub lids to cover the holes that supply the stuff to the squirrels while also inoculating the foul wells with more “medicine”. On sunny days we can open the lids and allow the tar to evaporate in the light. Meanwhile we shall send a digging team with armed guard to find the true source of this evil. From the cave entrance, equipped with clothing and nausea medicine, we shall create a series of terraced holding pools to siphon the stream, allowing it to evaporate in the sun and “medicating” the pools as well to prevent tampering. From here we shall attempt to find a safe passage into the cave and, after a ceremony of prayer, meditation and offerings to the Great Forest Spirit (or whatever benevolent entity will respond to such a title) for protection, Finally, using all the caution, defensive gear and spells they can muster, Thaichon and his party begin to carefully investigate into the cavern.
A2: Try to catch up with the Ents
>Desperate for any knowledge relating to current events, Saithor musters the home ranger squad, a few druid apprentices a few wolves and perhaps a few curious willing ravens, throw on some gear and rush off to try and pursue the ents on their march, hoping to find some stragglers to hitch a ride with. On the way perhaps they can manage to communicate with them to find out what this is all about so they don't have to travel half-way across the world to find out.They also make record of landmarks and leave some trailsign breadcrumbs to help find their way back.
PP (30): Martial Arts (84/500) +30
>Focused on all things emergency prep, the tribe begins to understand the true meaning of self-defense.
Characters & Units: Thaichon’s group and Militia lead regular expeditions to the haunted forest and mountain, while Saithor’s group pursue the ents.
>>
Rolled 84, 44 = 128 (2d100)

>>1257456
Turn 26 6.5 Summer
??TIME??/Time of Heat
Gnolls/Forest Pelts

A1: Continue Building the Granary
A2: Begin Research Project Animal Husbandry; There maybe something of these dogs that are friendly to us, maybe we could even use the snakes for meat if nothing else...

PP86>Granary Building

Characters
Rogar Infighting 80 and Bows 20
Nomnar Animal Husbandry 100
Tagnok Pottery T2 100
Yinta Quarrying T1 100
Units:
Archers (10) T1 Archery 100
>>
Rolled 47, 39 = 86 (2d100)

>>1262413
Turn 26 6.5 Summer
??TIME??/Time of Heat
Gnolls/Forest Pelts

A1: Continue Building the Granary
A2: Research Bronze Working: Among the blocks of stone and dirt there are strange colored rocks scattered through out the stone. Could they be of use?

PP86>Granary Building

Characters
Rogar Bows 100
Nomnar Animal Husbandry T1 100
Tagnok Pottery T2 100
Yinta Quarrying T1 100
Units:
Archers (10) T1 Archery 100

Also on another note, Rogar would have retreated back to the village to help aide the archers in how to shoot a bow better as he wants those orcs gone now.
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>>1265976
That should be turn 27, for 6.75 i copied over the things so i wouldn't waste time. My bad.
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>>1265775
Turn 27 Year 6.75 (Autumn)
Passive Development: T2-Herbalism(741/1000), T1-Weaving(337/500), T2-Bows(541/1000), T1-Belegur-Maeth(84/500), T1-Leatherwork(246/500), T1-Belegur Dojo(239/500), T1-Tailoring(251/500)
A1: (35) Plug the Drains and Turn off the Tap : Now that we somewhat know the form and truth of the taint, we can begin to investigate its reasoning. First we can create wattle & daub lids to cover the holes that supply the stuff to the squirrels while also inoculating the foul wells with more “medicine”.
>your murderous plan to medicate the tainted forest animals works brilliantly, for you, not so much for those who drink from the medicated wells.

On sunny days we can open the lids and allow the tar to evaporate in the light.
“Sunny days” … ok, the tainted forest has none of these beneath it’s canopy it’s always kinda dark. You’ll have to start chopping trees if you want sunlight to hit the ground where the taintwells are.

… and when you start chopping trees we’ll have to make some rolls...

Meanwhile we shall send a digging team with armed guard to find the true source of this evil. From the cave entrance, equipped with clothing and nausea medicine, we shall create a series of terraced holding pools to siphon the stream, allowing it to evaporate in the sun and “medicating” the pools as well to prevent tampering.
>A digging project of this scale is going to require more elves, I’ll need to know how many are going and if they’re going to trek in each day and work a few hours, and trek out, or if they plan on staying in the forest.

From here we shall attempt to find a safe passage into the cave and, after a ceremony of prayer, meditation and offerings to the Great Forest Spirit (or whatever benevolent entity will respond to such a title) for protection, Finally, using all the caution, defensive gear and spells they can muster, Thaichon and his party begin to carefully investigate into the cavern.

>we need to make some rolls before any elf steps foot into the caves… :)


A2: (69)Try to catch up with the Ents
>You catch up with the ents, but keeping up with them is another story. Hitching a ride becomes the only option, as they are tireless. They walk for days, stop only for a few hours, and then continue on… more in your civdoc


PP (30): Martial Arts (84/500) +30
Focused on all things emergency prep, the tribe begins to understand the true meaning of self-defense.


Characters & Units: Thaichon’s group and Militia lead regular expeditions to the haunted forest and mountain, while Saithor’s group pursue the ents.

>As soon as you start chopping trees, or diverting the stream, we need to handle turn 6.76 for the Elves…
>>
>>1265953
A1: 84 Continue Building the Granary 241/500
>+168 409/500
A2: 44 Begin Research Project Animal Husbandry; There maybe something of these dogs that are friendly to us, maybe we could even use the snakes for meat if nothing else...
>Animal Husbandry 44/500
PP86>Granary Building 409/500+81=500
>+5pts archer Training = 50cp ea troop


Characters
Rogar Infighting 760/1000+80 and Bows 260/500+20
>840/1000 280/500
Nomnar Animal Husbandry 100
>100/500


Tagnok Pottery T2 268/1000+100
>368/1000
Yinta Quarrying T1 313/500+100
>413/500
Units:
Archers (10) T1 Archery 100/500+100
>200/500
>>
>>1265976
Turn 26 6.75 Fall
A1: (47)Train Archers: The whole of your people become interested in this project
A2: (39)Train Archers
PP86 Train Archers


Characters
Rogar Bows 280/500+100
>380/500
Nomnar Animal Husbandry T1 100/500+100
>200/500
Tagnok Pottery T2 368/1000+100
>460/1000
Yinta Quarrying T1 413/500+87 Archery +13
>500/500 113/500
Units:
Archers (10) T1 Archery 200/500+100
>300/500
>Archers (85) T1 Archery 100/500. By winter’s end they’ll all have bows and a dozen arrows.
>>
>>1265983
bane of my existence.. turn numbering!




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