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7 Years ago, a bright new world was called forth from the chaos. It’s people found themselves at the beginning of their time, in the stone age and lost in a sea of megafauna from bygone eras and metafauna crawling the countryside and the underside. Peopled with elves, dwarves, goblins, orcs, gnolls and faeries...and more and worse the years began to turn.

This is a civilization quest, not a text based PvP shooter, so expect more lore building than dominating your fellow players. We’ve developed a point system for leveling skills, technologies and construction to prevent a well worded action from granting OP swag and to allow for easily made up lost turns, or turn acceleration.

Eventually, there will be RPG quests for players based on the lore created during this phase.

https://discord.gg/AEWpRyq

Is our discord channel. We have several abandoned races, and others available. Currently things are low tech and there are no innately powerful races available. Pop in and introduce yourself if you’re interested in a long round of civilization quest.

With each turn, you get 2 actions. These are used to discover technologies, start building projects, scouting, trading expeditions, etc. You may roll and let the dice decide your fate, or “take 50” and just have an average success. Some actions will require a roll, even if you wish you could “take 50”!

Each turn you get 100 Passive points. These represent what your people are doing during your turn, other than the two actions. Passive points may be used directly to increase a technology, construction project, etc. Passive points are also used to level up your citizens.

Civilizations have notable citizens. These are the inventors, the generals, the kings, etc. For 1 passive point (1PP). You may single out an individual, and train them specifically, rather than just raise a civilization technology.

When training units, PP are used to level up your troops.
Archives:
http://suptg.thisisnotatrueending.com/qstarchive/1184090/
http://suptg.thisisnotatrueending.com/qstarchive/1210341/
http://suptg.thisisnotatrueending.com/qstarchive/1239189/
http://suptg.thisisnotatrueending.com/qstarchive/1263833/
>>
link your turn 31 here
>>
Link turn 32 here
>>
After a successful raid on the orc menance and massacuring about thirty of them the gnolls return home with joy and fierce pride in their hearts!

As a result this turn will be spent on celebration and commerating the archery range...once we get it finished that is...

Action 1(96,66): [Culture] Celebration of Victory against Orcs.
>Your celebration firmly cements archery into your people’s culture. The gnollnip is flowing free this season! Your veterans regale your people with stories deep into the nights, while Rogar inwardly wonders where the orcs fled to. On the night of the fall equinox, there is a hunter’s moon this year. Rogar slips out of the palisade for some solo night hunting. Still high on his victory against the orcs, he heads north, across river, looking for a large deer with some fine antlers for tool carving, and of course, to try and break the standing record. He spotted an all white stag in the moonlight, and the chase was on… Rogar intended to take this one home with him. He chased the deer for 2 weeks, tracking it at times, outsmarting it others, but never close enough to take the shot. Until that fateful dawn when he was hot on it’s trail. The two of them dashed into a clearing and Rogar pulled an arrow, nocked it and drew down on the magnificent deer as it bounded across the clearing. It sailed across the clearing at the it’s target… to be cont’d. +66 Archery Range from games and ideas during the celebration.

Action 2(15): [Build] Archery Range 343/500
>343/500+30+66 439/500
PP96: [Build] Archery Range
>61 will finish archery range. Carry over 35

Chracters
Rogar 100 Bows
>180/1000
Nomnar 100 Wood Working T2
>100/1000
Tagnok Pottery T2 100
>786/1000
Yinta Archery T1 100
>300/500
>>
Rolled 15, 7 = 22 (2d100)

>>1296117
Turn 30 Year 7.5 (Summer)
Leaf-time 8
Elves of the Belegorn Tribe
A1: Plant Herb Garden
>Eredthel returned from her journey with a satchel filled with sketches of exotic plants, various samples and a ton of seeds. Not content to simply allow them to sit in a pot and waste away, she did the only thing a self-respecting plant master could do. She planted them and gently coaxed them to accelerate their growth. Despite being a difficult climate for growing such plants, she is confident that her ministrations will be enough to help them to live and thrive.
A2: Develop Mastery of Herbs
>She was also extremely taken with the ents, and all along the way she asked them for advice on how to care for and utilize plants more effectively. Although she already had quite a green-thumb, she marveled at how quickly they were able to locate and nurture specific plants with enhanced potency. Finally when she made it back home, the first thing she did was rush off and try to copy what she had observed.
PP(31): Improving the Academy (448/500)+31
Characters & Units: Continue standard training
>>
Rolled 39, 20 = 59 (2d100)

>>1296181
Turn 32 Year 8.0 Winter
??TIME??/Time of Cold

Action 1:[Research] Yinta looks into better ways of Quarrying, there might be better ways to move the stone and finding higher quality of stone. Quarrying T2 Intiation
Action 2: [Research] Tagnok has long been using the potter's wheel to make his craft, it's only when an apprentice knocks on over on it's side does he get an idea...Research the Wheel.

PP 96 Half into the first action, The other Half for Archer's Militia training in the Archery Range.
Characters
Rogar 100 bows 180/1000
Nomnar Animal Husbandry 100 400/500
Tagnok Pottery T2 100 786/1000
Yinta Archery T1 100 300/500
>>
Rolled 93, 44 = 137 (2d100)

>>1296178
Turn 31 Year 7.75 (Autumn)
Fruit-time 8
Elves of the Belegorn Tribe
A1: Learn to harness the power of trees
>Ornith on the other hand, was amazed by ents themselves and how The Power of Nature flowed through their bodies. She desired to learn how she could harness this power with her own form and went into the forest to learn more of their ways and maybe ask them to help teach and guide the rest of the tribe into a closer relationship with Nature.
A2: Develop Traps
>Many were dismayed that the rabid squirrels had to be euthanized for our safety, as evidenced by the clay squirrel figure and the various prayers and offerings that have been laid at its feet in hopes that their spirits will be at peace as they merge with the great oneness of Nature. Although we have thus far been unable to find a cure, the return of the pilgrims brought with it new hope that a more satisfactory solution will be found. However, we cannot help them if we cannot catch them. Thus several experienced hunters have been recruited to design non-lethal traps of various sizes so that we can collect live specimens for examination and treatment.
PP(62): Complete the Academy (479/500)+21 and Improve Herbalism (911/1000)+41
Characters and Units: Continue standard training
>>
>>1296207
Turn 30 Year 7.5 (Summer)
Elves of the Belegorn Tribe
A1(15): Plant Herb Garden
>she’s got so much to remember, she’s just not getting much done, but it’s started! 15/500 T1 Herb Garden
A2(7): Develop Mastery of Herbs
>14/500 Herb Mastery

PP(31): Improving the Academy (448/500)+31
>479/500
>>
>>1297052
Turn 32 Year 8.0 Winter
??TIME??/Time of Cold

Action 1(39):[Research] Yinta looks into better ways of Quarrying, there might be better ways to move the stone and finding higher quality of stone. Quarrying T2 Intiation
>several discussions with players and I’ve dropped the action requirement for T2+. Technically it’s just improvement, just like going from 400/500 to 500/500…. +78 PP T2 Quarrying
Action 2(20): [Research] Tagnok has long been using the potter's wheel to make his craft, it's only when an apprentice knocks on over on it's side does he get an idea...Research the Wheel.
>20/500 T1 wheel
PP 96 Half into the first action, The other Half for Archer's Militia training in the Archery Range.
Characters
>you can just assign citizens to a training at archery school now. +10PP per turn, at T1 just for saying they’re there, and making them unavaliable for anything else. You can do both, and gain +110 per turn in archery. They way you have it worded, you’ve got 48 archers headed for T2 and they gain 110pts this turn, and +48pts go towards quarrying.


Rogar 100 bows 180/1000
>280/1000 Rogar is working on recurve bow designs.
Nomnar Animal Husbandry 100 400/500
>T1 Husbandry complete. Rogar has 6 hyena that are domesticated by gnoll standard 4 of them are trained well enough to assist on the hunt, or serve as guard dogs around the palisade.
Tagnok Pottery T2 100 786/1000
>886/100
Yinta Archery T1 100 300/500
>400/500 4th Level Archer = +60 to her attack rolls...
>>
>>1297278
Turn 31 Year 7.75 (Autumn)
Elves of the Belegorn Tribe
A1(93): Learn to harness the power of trees
>Tree Lore
A2(44): Develop Traps
>44/500 Live Trapping (No Tiers to this skill, It is a Complimentary Skill with regular Trapping which you may level at your convenience.
PP(62): Complete the Academy (479/500)+21 and Improve Herbalism (911/1000)+41
>Martial Academy is complete Herbalism 952/1000.
Characters and Units: Continue standard training
>>
makes my job easier, thank you you two
>>
Rolled 36, 29 = 65 (2d100)

>>1296181
Turn 31
Fae of the enchanted forests

>A1:Continue working on my workshop
>A2:Titania and oberon continue working on animal mastery

PP:57 iirc and going into the workshop

Titania and oberon put their CP into finally mastering Light moulding T2
>>
>>1296117
Stepping in as kobolds.
>>
>>1298336
Turn 31
Fae of the enchanted forests

A1(36):Continue working on my workshop 50/500 +72
>122/500
A2(29):Titania and oberon continue working on animal mastery 33/500+58
>88/500

PP:57 iirc and going into the workshop 122/500
>179/500
Titania and oberon put their CP into finally mastering Light moulding T2
1000/1000. They know to 10th Level.
>>
>>1298500

The mighty Kobold nation joins the quest:

Your people have been living a happy carefree life on their home island. Your sacred mountain, is volcanic, but has never erupted. It has a lava flow exiting it's base, and flowing down the beach into the ocean, which forms tongues out over the sea for short distances, before breaking off and sinking. Your people have mastered simple dugout canoes, but as they can hold their breath as long as crocodiles, they've not advanced their tech in this area because the boats aren't as dangerous for them, as were they human, or elf. You have a happy people living in an ideal eden... Nothing unusual happened really, until last year, when three trees walked out of your forest, across the sea to the west.. two separate groups of kobold told you the same story for tree sighting, in different locations. You were told they'd been seen returning at the beginning of the summer, and with them came tiny, lizard sized dragons with playful dispositions, the young kobold are taken with them... currently you have occasional interactions with five distinct adult individuals, and about seventy very small hatchlings which do not fly well... The wandering trees themselves are seen on occasion, but are impossible to track, they vanish into the forest at will.
>>
Our 8th winter brings a series of firsts to Admor. Year 1 had no winter, it was an eternal spring, briefly anyway. Our second winter was more like long fall that gave way to spring eventually. And our third year brought our first winter with snow, and actual cold weather. Year five followed suit with Year six the coldest year yet on Admor. Lat winter as "normal".

This year we get our first horrible storms. Tornados, hurricains lash the coasts in some areas (but miss all settlements). But Nature has shown everyone above ground that there's more to life than casual living!
>>
Rolled 66 (1d100)

>>1298984
A1. DRAGONS! GARLBE GAU! (Improve relations with our winged neighbors.)
A2. Look into what foods are best for us to eat (nutrition, take 50)
40pp for digging out caves for living space
40pp for gathering food
10pp for dragon's
5pp for nutrition
5pp for making spears.
>>
Rolled 87, 7 = 94 (2d100)

>>1296181
Turn 32 Year 8.0 (Winter)
Branch-time 8
Elves of the Belegorn Tribe
A1: Thiachon responds to the call of the wild.
>It has indeed been an eventful year, and the tribe is beginning to feel optimistic about their situation. However, rather than being calm and at ease, Thiachon feels an anxious energy in the forest. However this is not a painful negative anxiety, but more like excitement and anticipation. Almost as if the forest has something it wants to say. As everyone is settling in for the winter, Thiachon cannot sit still. His restlessness drives him out into a world of silver, where everything sparkles. He decides that meditating under his favorite tree would help calm his nerves. However, as he draws near, his heart begins to race and his ears begin to ring and pound although the forest appears placid and quiet under its blanket of snow. As he walks under the bows of the mighty tree, his senses are overwhelmed and he nearly collapses before finally managing to sit…Silence. As he relaxes and lets his thoughts and concerns drift away on the snowy breeze, the noise in his head returns and his heartbeat quickens yet again. But this time, the noise entwines with his beating heart and forms a rhythm. Recognizing this as his cue to join in, Thiachon begins humming and then chanting as the chorus grows much larger than the tranquil surroundings would belie.
A2: Begin cooking food
>Meanwhile the herbalists, feeling like they’ve reached a plateau in their research, begin toying around with mundane foodstuffs in hopes of finding inspiration. Although they didn’t find a cure for the common cold, they did discover that foods brewed, roasted, mashed, baked and sprinkled with pungent herbs makes a great cure for the common coldness and cabin fever that often infects the tribe during the harsh winter months. In fact, the food prepared this way is so fun and easy to eat that they may start doing it year round.
PP(62): Complete Herbalism (952/1000)+48 and Improve Traps (44/500)+14
Characters & Units: Standard Training and everyone spends at least a little time training if only to knock the chill off.
>>
Rolled 14, 71 = 85 (2d100)

>>1299087
A1:Continue working on the Workshop
(179/500)

A2:Persephone begins looking into imbuing objects with magic

PP:All 56 into the workshop

CP:Titania and Oberon put their work into Lofty bridge.

Persephone puts hers into continuing working on this attempt.
>>
>>1296117
Stepping in as the Merfolk/Fishfolk race.
>>
>>1300556
Turn 32 Year 8.0 (Winter) Elves of the Belegorn Tribe
A1: Thiachon responds to the call of the wild.
>Chants list unlocked 87/500 Nice fluff i feel guilty reducing it to five numbers and a slash!
A2: Begin cooking food
>Food Preservation or Cooking? 7/500


PP(62): Complete Herbalism (952/1000)+48 and Improve Traps (44/500)+14
>>
>>1299528
A1. DRAGONS! GARLBE GAU! (Improve relations with our winged neighbors.)
>These tiny dragons aren’t any more intelligent than a puppy, and easily as playful. They have one annoying habit, they breathe smoke that extinguishes fires, any kobold made fire is likely to be put out by them until they’re “housebroken” the only fires they don’t put out are natural ones… they do allow natural forest burns. No action required to befriend them, simply not being mean is all that is required!
A2. Look into what foods are best for us to eat (nutrition, take 50)
>Kobolds may eat whatever they choose, although I’m sure they have preferences, they can eat cuisine or carrion, their bellies will handle it… whether or not it tastes good?

40pp for digging out caves for living space
40pp for gathering food
10pp for dragon's
5pp for nutrition
5pp for making spears

Your people are already living in houses formed from cut volcanic stone, each civ spawned with basic stone age knowledge, 8yrs ago. No point expenditures required to gather food, nor develop the dagons or make stone spears, they’ve been using them since the beginning… we assume basic food gathering is just a part of life for stone age cultures. Thevolcanic rock is soft and easy to shape, your people have been been constructing houses on the beach for several years, but withdraw to the existing caves in foul weather. If the waves bust a beach house down, it’s just a matter of locating the blocks and restacking them.

We’ll have to work this one over and re post it
>>
>>1301396
A1(14):Continue working on the Workshop (179/500)+28
>207/500
A2:Persephone begins looking into imbuing objects with magic
>Persephony Embarks on a journey of Alchemy T1 It serves as a separate “magic theory” for making things. 71/500 Alchemy
PP:All 56 into the workshop 207/500
>263/500

CP:Titania and Oberon put their work into Lofty bridge.120/500
>220/500

Persephone puts hers into continuing working on this attempt.
>Alchemy 100/500
>>
Rolled 42, 49 = 91 (2d100)

>>1303779
8th Winter
Kobold
A1: train our dragons
A2: let food be our medicine
PP(63): seriously, we don't need magic grass or whatever, just eat right, damn.
Characters:
Priest-Queen Sarkei: focus on improving surface magic 700/1000
Fire mage Yokai: train personal dragon
>>
>>1304609
8th Winter
Kobold
A1(42): train our dragons
>your dragons aren’t “true dragons” they’re small and are “metafauna” that is they’re regular animals that have some magical aptitude. They are trained with Animal Handling which also lets you domesticate animals, and train them to pull plows and wear saddles etc.
>Animal Husbandry T1 42/500. This represents the fact that all of your people are kind of involved in this project, or direct witnesses to it. Any of them may now personally advance the skill via Character Points purchased with Passive Points, 1 per notable citizen, regular citizens 1pt gets you 1% of your population. So you can have a notable person take up the advancement of training anmials, or you may assign x% of your generic citizens to become animal trainers. Or of course, level it as a civ skill all your people are knowledgeable with.
A2: let food be our medicine
>not sure how to handle this in game mechanics. I”m just going to say you’ve created 98PP and you can apply them elsewhere when the system makes more sense…. Boats would be a good place to start… you would be Boats 200/500 to start this turn, and +49AP=x2PP or 98pp bringing your boats to 298/500 and somewhere there are some kobolds looking a their friend building a new kind of boat...

PP(98): seriously, we don't need magic grass or whatever, just eat right, damn.
>you have invested two PP in your priest and mage, the other 98 are free to improve skills that are incomplete I.E. T1 Boats (dugout canoe) 200/500 is not complete. Your people are stuck at dugout canoes until they advance it to 300/500 and someone in your civ discovers hide canoes, or the kayak, at 500/500 you can build all manner of small watercraft, rowboats, downwind sailing, etc… If you continued adding to the boat, for example, you’d be 396/500 for T1 boats…

Characters:
Priest-Queen Sarkei: focus on improving surface magic 700/1000
>800/1000 she’s now proficient in the use of the 8th level spell on that list.
Fire mage Yokai: train personal dragon
>Animal Handling 100/500 for Yokai Two of the tiny little critters take an immediate liking to your fire mage, he may get annoyed by them at times, one primarily orange and another deep red. Male and female, and they seem to be a bonded pair, by the way they argue. They prove useful when his fire magic practice goes awry… and for them, putting out dancing sparks is like a lazer pointer for a kitten!


And btw, some of those “magic grasses” are pretty powerful!
>>
The winter of 08 was relatively normal, except for the arrival of storms.... there were several weeks of bitterly cold winter, like normal weather. This spring brings the first thurnderstorms to Admor. Never before have the people seen lightening, or heard thunder! It's frightening to say the least. People begin talking among themselves, wondering if greater beings are responsible...
>>
Rolled 21, 82 = 103 (2d100)

>>1304659
Turn 33 Year 8.25, Spring
??TIME??/Time of Green

Action 1:[Culture] The strange sounds coming from the sky come quickly and suddenly perhaps there is some being out there that creates such a ruckus. Obeserving one of the tree's in the forest being blasted to pieces by an errant sky fire the gnolls begin to try to appease the great wielder of the sky fire least they strike their homes.
Action 2: [Train] Some of the villagers find the hyena's to be rather cute in a fierce and vicious kind of way. As a result some of them decide to attempt breeding them to make more or at least tame them.

PP 86: 43 into Action 1 to increase success chance least our homes be burnt down. 10 was used for training the archer miltia in the Archery Military. 4 used for characters. Last 43 Goes into the attempt of breeding the Hyena's
Characters

Rogar 100 bows 280/1000 T2 Also try not to die from the White Stag that somehow grew freaking hands to use a bow!
Nomnar 100 Woodworking T2 100/1000 Should really look into finding out ways to make homes and areas for the animals...
Tagnok Pottery T2 100 886/1000
Yinta Archery T1 100 400/500
>>
Rolled 8, 13 = 21 (2d100)

>>1304659
First action; Construct a town for my people to live in
Second action; Begin looking for resources.

PP 100; Send 50 to Research better archery, send the other 50 to train The King (who I named Seeqam) in martial abilities.
>>
Rolled 7, 36 = 43 (2d100)

>>1304659
A1Continue working on the workshop (179/500)
A2:Persephone shall continue working on this new type of magic (100/500 alchemy)

PP:97 (All into that workshop)

CP:Titania&Oberon put their 100 into the lofty bridge of beauty.

Persephone works on alchemy by her lonesome.
>>
Rolled 42, 46 = 88 (2d100)

>>1304659
Turn 33 Year 8 spring
8th spring
Kobolds
Action 1: metal (variety of matter)
Action 2: metal (variety of music)
Passive Allocation:
98 (+my refunded 98) advance boat tech
Characters:
Priest-Queen Sarkei: become /fit/
Fire mage Yokai: ride "dragons"
>>
>>1305974
Action 1(21):[Culture] The strange sounds coming from the sky come quickly and suddenly perhaps there is some being out there that creates such a ruckus. Obeserving one of the tree's in the forest being blasted to pieces by an errant sky fire the gnolls begin to try to appease the great wielder of the sky fire least they strike their homes.
>most disturbing to Rogar was the section of forest that was completely destroyed (tornado track) No explainations as to what did it or anything, some gnolls found it while hunting… just a swath of downed trees and oblitterated forest! The animals love it though, hunting around the swath of destruction is better than elsewhere once things start growing back in… With some effort, it could be turned into a large grassy area rather than trees again… As to the entity pitching lightning tantrums during storms, there is much debate as to what such a being would look like, there is no consensus among the gnolls, and some are even beginning to argue about their theory being the RIGHT one. I mean, let’s face it, giant snapping turtles in the night sky is a stupid idea, almost as dumb as the guy who thinks it’s just a part of nature showing itself finally…(not saying which camp Rogar falls into) :) T3 Stone Villiage (Castle for 250 gnolls) 42/2000 It’s a long build, but it is a castle you’re building!


Action 2: [Train] Some of the villagers find the hyena's to be rather cute in a fierce and vicious kind of way. As a result some of them decide to attempt breeding them to make more or at least tame them.
>there is no need to “attempt” the breeding part, they’re basically dogs, they’ll handle that for you if you leave them together. Training them requires a trainer with Animal skill and Nomnar is the gnoll for the job. He’s been training these dogs now for 3 actions, you’ll have 4 T1 hunting dogs, if you will, in the fall. Pups (8) are born to the tribe, and (4) gathered from the wild, wild hyena isn’t bad if you roast it with herbs….

PP 86: 43 into Action 1 to increase success chance least our homes be burnt down. 10 was used for training the archer miltia in the Archery Military. 4 used for characters. Last 43 Goes into the attempt of breeding the Hyena's
>no need to help the hyena breed, nature will handle that. 43 toward your castle is where i think you want this? If so 85/2000 Archers T2 100/1000 5.5th level they’re getting better than Rogar at shooting! They still can’t build one for crap tho!


Characters
Rogar 100 bows 280/1000 T2
>380/1000 T2 Bowmaking. More on the hunt separate post:
Nomnar 100 Woodworking T2 100/1000
>200/1000. Nomnar incorporates a stable into the castle plans
Tagnok Pottery T2 100 886/1000
>986/1000 This means she’s using pottery wheel btw, so your culture has “the wheel” it just doesn’t know it yet (needs an action).
Yinta Archery T1 100 400/500
>Yinta is T1 Archer
>>
>>1306659
>Fire mage Yokai: ride "dragons"
Change to look at lightning.
>>
>>1306017
Turn 9.25
First action; Construct a town for my people to live in
>we’re assuming everyone has a home (T1 Housing) and that they’re all pretty much within eyesight of one another which is a de-facto town. Your merpeople have underwater housing, and the humans have their homes built inside the natural harbor of your island. With stonecutting as a national skill, their homes may be cut from the stone surrounding the harbor, in the walls if you will… that’s all a part of your “fluff”. It’s all T1 Housing. Are you wanting to put a wall around your town? City Wall 8/500 would be your starting point. It can be completed with actions, or PP.
Second action; Begin looking for resources.
>Your people are well acquainted with the resources available to them on the island, just living on it for 8yrs has taught them where all the useful stuff is. They have located deposits of ores for metals, colored rocks, but without alchemy/metalurgy and furnace tech, they’re just colorful rocks. Useful rocks, like flint, are well known. Obsidian can be had on the beaches in small pieces. You call a meeting and everyone reveals their knowledge to everyone else. You have someone begin to collect all that information into one place and make a map. You need writing, for books!

PP (100); Send 50 to Research better archery, send the other 50 to train The King (who I named Seeqam) in martial abilities.
>Bows T2 99/1000. Your King will cost you 1PP to train. He gains 100CP to spend on himself. You have 99 left over for your civ. Also note, this means your civilization has the technology to build bows, not that your people are trained archers… you’ll have to train some. Mind you, you’ve had no conflict to speak of in your civilization, so casual skill with the bow was all anyone really needed.
>>
>>1306659
Turn 33 Year 9 spring
Kobolds
Action 1: metal (variety of matter)
>Metal has been known to your people from the beginning. Small bits of it found here and there, but no one has found anything shaped like a spear head, or hammer, or axe, yet. So no one has made any metal tools. (you need a kiln, or other means of melting metal to discover metal tools. One doesn’t just discover metal before one discovers the kiln(used for pottery and the furnace much, much hotter… Alchemy must be discovered to make bronze…. Etc But basic copper and iron tools are simple matter of melting and casting. In order to shape the metal, your mage is certain he must heat it up. He needs to continute his work in spell group:SOLID MANIPULATION to do it magically, or your civilization needs to discover several technologies that lead up to metalworking, Alchemy if you want bronze, Smelting if you want copper. Iron becomes available at Smelting T2. Iron is not superior to Bronze btw, it’s just more plentiful.


Action 2: metal (variety of music)
>[Cultural] action. Your people develop their own unique brand of music involving stringged instruments, drums and big hair. :)
Musical Instruments T1 46/500


Passive Allocation:
(98) (+my refunded 98) advance boat tech 396/500+98
>T1 boats 494/500

Characters:
Priest-Queen Sarkei: become /fit/
>your priestess works out and is looking fine
Fire mage Yokai: look at lightning.
>your fire mage, observes the lightening and he’s certain it is a natural phenomenon that can be duplicated with magic… he spends his 100CP developing Solid Manipulation 300/5000so he can advance his theories about melting metals into tools. 300/500 allowed him to cast the 3rd level spell on the list: (3. Warm Solid — As Warm Stone, except can affect any solid, inanimate, non-metal material.) At 400/500 you master the 4th level spell: (4. Heat Stone — As Warm Stone except temperature limit is 500˚F. In addition, caster must concentrate for 1 round.to raise the temperature 50˚F (up to the maximum). Caster need only touch the target when the spell is cast..) If he discusses his theories with whomever is running the pottery kiln, your people could devote an action to discovering Smelting T1 and begin working on metalworking from the non magical angle. The fire mage is certain he’ll figure out how to melt metal eventually. He needs to advance his skills in the magical arts.
>>
It's summer time!
>>
Rolled 16, 58 = 74 (2d100)

>>1307920
Turn 34 Year 8.5, Summer
??TIME??/Time of Hot

Action 1 [Culture] Define who created the sky fire and made such huge devastation on the earth. Maybe some type of God?
Action 2 [Train] Hyena, Nomnar finds that working with the dogs as a great way to relax after working on the structures of the buildings.

PP 86: 43 into Action 1 to figure out what the heck caused the sky fire to occur! 10 was used for training the archer miltia in the Archery Military. 4 used for characters. Last 43 Goes into the castle building.
Characters

Rogar 100 Archery 0/1000 T2 Its time now, to finally hunt down the white stag and show the village he isn't crazy!
Nomnar 100 Woodworking T2 200/1000 The outline of the stables are slowly coming together as the village works
Tagnok Pottery T2 100 986/1000 Tagnok thinks he's found a new way of making the pots stronger by coating them with a slick liquid that turns them shiny and tough.[Glazed Pottery]
Yinta Wheel Research/Quarry 100 0/1000T2 Yinta tries to think of better ways for the stone to be harvested faster.
>>
Rolled 27, 84 = 111 (2d100)

>>1304659
Turn 33 Year 8.25 (Winter)
Bloom-time 9
Elves of the Belegorn Tribe
A1: Continue the Herb Garden (15/500)
>As soon as the danger of frost was gone, Eredthel was back outside trying to use plant growth to make the seedlings grow.
A2: Develop Food Preservation
>Meanwhile, the tribe noticed that cooked food seemed to last longer than uncooked food. Seeing the harshness of the past few branchtimes, they decided to make like the squirrels and begin harvesting and stockpiling extra food just in case they need it someday.
PP(62): Improve Herb Garden (15/500)+62
CP: Standard Training
>>
>>1307934
Turn 34
Action 1 (16)[Culture] Define who created the sky fire and made such huge devastation on the earth.
>the debate rages on in the community. Divine flatulence is thunder? Clearly that is the rumbling of a great pile of rocks, and there are giants fighting in the sky, but another would ask why no stones fall from the sky. What would be gained by sending fire from the sky, or blowing down a forest? One thing is for certain though, no being has haunted anyone’s dreams, nor shown up in person, threatening to blow your house down or strike it with lightning, unless you do something. No demands of tribute have been made. So far, there’s been lightning, big winds, and speculation.

Action 2(58) [Train] Hyena
>Animal Lore 146/500 More and more of your people are taking to the hyenas.

PP 86: 43 into Action 1
>It was dark, and it was raining. And then it was windy. All of these things have happened before, but this time, there was a bright flash of light, and the light seemed to come down from the sky and blast the tree. No one saw anyone actually cause the blast and some of the gnolls are contending that maybe it wasn’t actually caused by anyone, any more than the rain is, or the wind… maybe it’s just something we’ve never seen before. Over the course of the summer, daytime thunderstorms can be observed, and indeed, lightning happens sometimes, but not all the time, and no one has ever seen any being on a cloud cause one, or threaten to zap their house if they didn’t appease them in some way. A whole lot of discussion on the matter is happening both on and off the work sites. Rogar knows one thing is for certain, it’s not very constructive! It makes him want to go hunting….

10 was used for training the archer miltia in the Archery Military. 4 used for characters. Last 43
T2 Archers [10] 200/1000 (6th level)
Goes into the castle building 85/2000+43
>Castle 128/2000
Characters

Rogar 100 Archery 0/1000 T2 Its time now, to finally hunt down the white stag and show the village he isn't crazy!
>T2 Archery 100/1000
Nomnar 100 Woodworking T2 200/1000 The outline of the stables are slowly coming together as the village works
>Woodworking 300/1000
Tagnok Pottery T2 100 986/1000 Tagnok thinks he's found a new way of making the pots stronger by coating them with a slick liquid that turns them shiny and tough.[Glazed Pottery]
>T2 Pottery is complete (defaulting his extra pts to Archery as he has none as of yet and it’s embarassing 86/100 Archery )
Yinta Wheel Research/Quarry 100 0/1000T2 Yinta tries to think of better ways for the stone to be harvested faster.
>Wheel resarch requires an active action A1 or A2, and since debating whether or not a god caused a tornado or a lightning bolt doesn’t really… I’ll go ahead and let A1 be your wheel research roll… Wheel T1 16/500. This leads to the beloved round archery target with concentric circles btw…
>>
>>1307991
>>1304659 (You)
Turn 33 Year 8.25 (Winter)
Elves of the Belegorn Tribe
A1: Continue the Herb Garden (15/500)
>although the roll doesn’t reflect it, the herb garden is fine, the roll represents the discovery that the original area wasn’t big enough, or something, and upgrades had to be made… no way the herbs are (27) if you know what I mean…. 69/500 use of spells grants +50 on this action (this +50 couldn’t have caused a higher than 100 roll result, or a critical success)
A2: Develop Food Preservation
>Food Preservation T1 84/100 (of which baking is an element)

PP(62): Improve Herb Garden (119/500)+62
>181/500
CP: Standard Training
>>
Last time out, Rogar returned without his arrows, and short a bow… Nomnar has been making jokes about musrhooms and visions since. Each full moon, Rogar found himself out looking for the stag. Week of the spring equinox the moon was full and bright and the skies clear. Rogar took to the woods with his new, redesigned bow and many hours on the archery range to back him up. His new arrows were the finest he’d ever made… alone in the night, he stalked the northwoods.
The white stag seemed to glow in the moonlight when Rogar spotted him. It hadn’t seen him, and he was down wind of it, if he was quiet he would be able to get rather close before he shot. Quieter than he’d ever moved before, he crept to within range, took aim, and took his shot. Again, the arrow was sailing beautifully towards it’s target, then, at the very last possible moment, the animal shifted just enough to make the arrow miss. The stag’s head snapped in the direction of where the arrow went. Rogar nocked another arrow, let it fly, the stag was sitting perfectly still, looking at the other arrow. And again, just in the nick of time, the stag pushed itself up onto it’s hind legs, becoming suddenly 15’ tall, and peered to where the first arrow had landed, and then it’s head snapped to the left, to see what the new noise was, of the second arrow that missed. It stood there, motionless, impossibly long and Rogar took a third shot, just to watch the stag drop to the ground just in time to be missed a third time. This time Rogar waited, the stage wandered closer, and closer. Eventually, it was only a few yards away and Rogar slowly drew back on the bow. He put a lot of thought into where he thought the deer might suddenly move to, to avoid his shot, and he fired there. And the stag did not move. This time, it just looked up, and locked eyes with Rogar. The two of them sat there in the moonlight, looking at one another for a moment that seemed too long. And then it bolted, and and once again the chase was on. This time, the stag crossed the river at a place where Rogar had not found before, several large rocks lay in the riverbed, and if one leaps with confidence, and lands surefootedly all seven times, one can dash right across the river! The stag then did something Rogar vastly appreciated, with Rogar only moments behind him, it dashed right through the clearing in the woods where the Castle was under construction… nearly a dozen were on the walls and saw with their own eyes as the great stag shot across the clearing, and Rogar emerged from the woods moments later. He had the choice to pursue, or take the shot, and he took the shot.
>>
Rolled 51, 67 = 118 (2d100)

>>1307920
Turn 34 Year 8 Summer
8th summer
Kobolds
Action 1: we need dat storage anyhow. (Clay pots wit da kiln)
Action 2: body control (like eastern martial arts except with the focus being just being in control of one's own body)
Passive Allocation: 45 assist action 1
45 assist action 2
Characters:
Priest-Queen Sarkei: also doing the body control thing.
Fire mage Yokai: solid manipulation.
>>
Rolled 85 (1d100)

>>1307920
Turn 34 Year 8. 5 (Summer)
Leaf-time 9
Elves of the Belegorn Tribe
A1: Continue Herb Garden (181/500) ‘Take 50’
>Prime growing season is upon us. Keep the mana flowing.
A2: Develop the fine sport of riding ‘Take 50’
>With all the stellar performers in the archery and fighting portions of the festival, the races seem to be falling by the wayside. To prepare for next year’s games, the riders unite to hone their craft.
PP(62): Put all into Herb Garden (181/500)+62
CP: Standard Training
>>
>>1309806
meant to roll for A2. forgot I typed take 50 for both.
>>
>>1308885
>>1307920 (You)
Turn 34 Year 8 Summer
8th summer
Kobolds
Action 1: we need dat storage anyhow. (Clay pots wit da kiln)
>Pottery T1 51/500 These pots are so handy, how have we lived so long without these! You can now improve it at your leisure, or devote actions to it to speed things up…


Action 2: body control (like eastern martial arts except with the focus being just being in control of one's own body)
>Martial Arts:Kobold-Tai-Chi 67/500 (Lizar-do? hehe)
Passive Allocation: 45 assist action 1, 45 assist action 2
>96/500 T1 Pottery
>102/500 T1 Martial Art
Characters:
Priest-Queen Sarkei: also doing the body control thing.
>Tai-Chi 100/500
Fire mage Yokai: solid manipulation.
>400/400. He gains the ability to heat stone up to 500 degrees…. He could now live happiliy in the tundra so long as he has a rock to heat up and place out of the wind!
>>
>>1309806
>>1307920 (You)
Turn 34 : Elves of the Belegorn Tribe
A1: Continue Herb Garden (181/500) ‘Take 50’
>50AP converts at 2x into PP. +100 to Herb Garden 281/500.
A2: Develop the fine sport of riding ‘Take 50’
>50/500 Riding
>With all the stellar performers in the archery and fighting portions of the festival, the races seem to be falling by the wayside. To prepare for next year’s games, the riders unite to hone their craft.
PP(62): Put all into Herb Garden (281/500)+62
>342/500
CP: Standard Training
>>
Rolled 18, 3 = 21 (2d100)

>>1307920
A1:Oberon meditates on the poolside. Trying to connect with nature fully and get into contact with it.

A2:Oberon searches the illusory estate/ancient keep for something cool


PP:All 97 into the workshop

CP:Titania and oberon continue on the lofty bridge

Persephone continues with her alchemy
>>
Rolled 29 (1d100)

>>1313000
well this is concerning
>>
>>1313000
>>1307920 (You)
A1:Oberon meditates on the poolside. Trying to connect with nature fully and get into contact with it.
>HIs conversations with the trees, and the intel he gained from the elves, have given Oberon concerns about the whereabouts and activites of Julanha, the dark dryad. Her desire to posess the scepter had caused her to sink into this pool and transform from a dainty, beautiful if somewhat moody and withdrawn, faery into a creature so filled with malice and craving for power… Mostly, he just worried. He knew she wasn’t in his forest, or at least he was fairly certain, perhaps she’s concealing herself magically? ---

> transition into (A2:Oberon searches the illusory estate/ancient keep for something cool) When he last saw her, she vanished into the tree root that passed through the cave, and deeper into the ground…. Oberon wondered about that, deeper into the ground. She was fey, and as such, had to remain in the forest, or, as he’s discovered, any enchanted forest, and as it turns out, most forests are, at least a little, enchanted, and that’s all it takes to make a start… But she was no longer Light Fey, she was Dark Fey and Oberon wondered if she’d simply gone deeper. He cast a light spell, and began exploring the sacred cave more throroughly than any Fey had ever bothered. THeir curiosities lie above ground, and as such, none had ventured back into the parts of the cave that lacked glowing mushrooms, and other signs of life. Back in the dead part of the earth, most Fey get the creeps, Oberon scepter in hand for this, did not have the creeps… he was unafraid. After all, even Titania wasn’t fully aware that the scepter made Oberon’s spells twice normal power when in his hand, It just made Titania feel regal to hold it. She says she can feel the power in it, but it just doesn’t respond to her, Oberon secretly suspects and fears that the scepter can know only one Ruler of the Fey, and somewhere, he realizes that Julanha realizes this too, and that she must kill Oberon to take the scepter from him… it was then that he realized, he hadn’t been walking for some time, he’d been magically aloft, while he was lost in thought, he’d wandered deep into the caverns, after a few tight squeezes for a Twillegth Teg, hed found himself in an underground cavern the likes of which he’d never imagined. Vast stalagtites and stalagmites and columns of stone like great oaks, in one cave, it actually seemed like a forest somewhat. It wasn’t until his stomach grumbled, that he turned back… And it wasn’t until he began to get rather thirsty, that he realized flying left no footprints...

PP:All 97 into the workshop 263/500
>360/500

CP:Titania and oberon continue on the lofty bridge
>320/500

Persephone continues with her alchemy
>200/500

Titania discovers Oberon and the scepter missing...
>>
Fall Year 9.. Nothing unusual this year with the weather. Those of you in the tropics see some magnificent thunderstorms, and the sea seams to be teaming with life like never before, its as if all this seasonal weather change has kickstarted the oceans ecosystems into overdrive. You'll catch the biggest fish you've ever seen this year, and your people will become interested in wild game, they get so tired of the oceans bounty!

In the northern climes, fall settles in in grand fashion. The mushrooms arrive on que with the first frosts. The leaves are beginning to turn and harvest are being laid up for the winter.

Time to harvest and store grain, tend to the roofs of your houses, and get ready for the equinox festivals.




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