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9 Years ago, a 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.

On the first day, the gods created Everything. The whole planet willed to being by their combined efforts. It’s ecosystems begun in the middle of things. It’s people began in small groups of only 100. Each of the surviving 100 recalls the first day, that instant they became aware of themselves, the fog that was so thick you could only see yourself, then gravity happened, and the fog withdrew slowly, revealing the rest of the tribe. Each had a name, and they each knew everyone in their tribe. They had a simple spoken language (appx 2000 words, no past tense (there’s no past!) no future tense... for obvious reasons. They knew how to make stone tools, build shelters suitable for their kind and their native materials. They knew how to hunt, and which plants were good to eat. Spears, knives, hammers, axes… that’s about it… enough knowledge of hides or plants to clothe one’s self modestly. The simple life.

Magic is afoot on Admor, as are the forces of evolution. We have “elves” for example, rather than High or Wood. They haven’t differentiated yet. Our magic system is based loosely on the Rolemaster system, if you care to torrent the PDFS.

New players will be caught up with those who remain, you may choose a new race or assume an abandoned one, old players are welcome back. I’m creating GOOGLE documents for each race, and sharing it with the individual players so that our records are kept together for our mutual convenience.

Turns are seasonal, that’s 4 per year. Each turn grants 2 Actions and 100 Passive Points. The passive points represent your culture as a percentage. That is, you can assign 10 PP to training stonemasons, and 10% of whatever your population is will be stonemasons. PP are also used for the training of your Noteworthy characters. Leaders, inventors, generals, explorers, etc. To single out a Noteworthy person to train, you pay 1PP and gain 100 points to develop the character.

Knowleges, skills, building projects, pretty much everything is ranked in a Tier system. T1 requires an action to discover, and then may be developed passively T1 requires 500 points to complete. At 250/500 you’re considered half way done with the project, or half way proficient in the spell Tier, etc.

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 game 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.

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.

Archived threads:
http://suptg.thisisnotatrueending.com/qstarchive/1184090/
http://suptg.thisisnotatrueending.com/qstarchive/1210341/
http://suptg.thisisnotatrueending.com/qstarchive/1239189/
http://suptg.thisisnotatrueending.com/qstarchive/1263833/
http://suptg.thisisnotatrueending.com/qstarchive/1296117/

We have abandoned civilizations that can be taken over, or a list of suggested races, come ask around in our discord channel.
>>
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.
>>
Rolled 53, 52 = 105 (2d100)

>>1328403
Turn 35 Year 9 fall
9th fall
Kobolds
Action 1: improve ceramics
Action 2: Scout the northern mainlands.
Passive Allocation: 20 Spearmen, remainder to assist ceramics improvement.
Characters:
Priest-Queen Sarkei: communal ways.
Fire mage Yokai: fire magic
>>
>>1328579
KAK! This is me.
>>
>>1328579
Turn 35 Year 9 fall
Kobolds
Action 1(53): improve ceramics
>Invent Pottery T1 53/500. Your people begin molding clay and making things.

Action 2( 52): Scout the northern mainlands.
>your island is roughly 100 miles long and 30 or so wide. Now that your boats are more seaworthy, your people make the crossing to the mainland.
A. you encounter no other peoples
B. It’s jungle for the most part, with one wide bay fed by a river deep enough to travel up in boat.
C. The same animals you have on your island, with minor differences.
There are deer on the mainland which are much larger than the ones on your island. Elephants are spotted, but not intereacted with. Large sharks investigate your boats as you cross, dolphin and beaked whales can be spotted on the waters. Tigers are seen, but not pursued for obvious reasons. Giant armadillo (6’ tall, 12’ long) Black bears, and birds.
Megafauna: Giant Sloth, 15’ tall vegetarian, stinky. Giant Carnivorous Iguana up to 12’ in length. Terror birds, 9’ tall flightless raptors that hunt in packs. Scary.


Metafauna: None found
Resources found: new fruits and food sources

Passive Allocation: 20 Spearmen, remainder to assist ceramics improvement.
>training 20pts worth of warriors (spear) 20% of your population is 23.
> Warriors (Spear) T1 100/500 (1st level fighters)
Characters:
Priest-Queen Sarkei: communal ways.
>400/500 gains use of 4th level spell: 4. Dream I — Caster has a dream relating to a topic decided upon just before retiring. The caster must sleep for a normal sleep cycle (minimum of 4 hours) for this spell to work.
Fire mage Yokai: fire magic
>500/500 He has completed T1 now and has use of 1-5th level spells. And is a 5th level mage. If he want’s to have 6-10th he needs to level Magic Theory to T2 next. At T2 200/1000 he is 6th level, and may switch back to a list, and learn a 6th level spell, or he can just keep levelling Theory, up to you.
>>
link your turn 36 here.

Winter 10 is unremarkable. Not too cold, not too hot. Everyone's peoples are rather happy with their lives at the moment, even if they may have concerns on their borders.
>>
Rolled 55, 19 = 74 (2d100)

>>1328403
Ah sorry, should I assume then that the turns represent when you post about the seasonal change?
Turn 35 9.75
??TIME??/Time of Yellow Red and Orange

Action 1 [Build] Invest more time on the castle, we'll make the best wall there ever was!
Action 2 [Build] Granary T2- The current Granary seems to be doing well, but it could be better!

PP 86: 43 into Action 1 For Castle Building 10 was used for training the archer miltia in the Archery Military. 4 used for characters. Last 43 Goes into the T2 Granary
Characters

Rogar 100 Archery 100/1000 T2 That Stag /is/ Real! The whole village saw it, it wont be long now before its pelt graces Rogar's shoulders!
Nomnar 100 Woodworking T2 300/1000
Tagnok [Creation Great Work] Tagnok has an idea, a crazy idea, what if you were to make a story and then glaze it in memorial? 100/???
Yinta Wheel Research T1 100 100/500 Yinta has an idea alright, though the three wheeled cart has...*Crash* issues at times...
>>
>>1334430
Action 1(55) [Build] Invest more time on the castle, we'll make the best wall there ever was! 128/2000+110
>Trump would be proud! 238/2000
Action 2 (19 )[Build] Granary T2- The current Granary seems to be doing well, but it could be better!
>38/1000 T2 Grainary
PP 86: 43 into Action 1 For Castle Building
>281/2000
10 was used for training the archer miltia in the Archery Military.
>T2 Archers [10] 300/1000
4 used for characters. Last 43 Goes into the T2 Granary
>81/1000
Characters

Rogar 100 Archery 100/1000 T2 That Stag /is/ Real! The whole village saw it, it wont be long now before its pelt graces Rogar's shoulders!
>200/1000 (6th level)
Nomnar 100 Woodworking T2 300/1000 ←---- thank you for this!
>400/1000
Tagnok [Creation Great Work] Tagnok has an idea, a crazy idea, what if you were to make a story and then glaze it in memorial? 100/??
>What is it? Statue, plaque? 100/depends on how big it is...
>>
>>1327931
I'd like to join in as the humble Aarakocra race
>>
>>1335514
https://discord.gg/AEWpRyq

is our discord channel, pop in and we'll discuss some of the details. I'll have to draw up a google doc for your civilization and catch your people up to speed with other civs on paper...
>>
>>1335514
The Aarakocra are fast, swift predators, able to take down an elk with a practiced spear. Just recently they have formed their first language –avian- and even more recent: a community. So far, they are the only intelligent creature they know, but there are others more knowledgeable than them, and for their survival they will either have to make friend… or foe, as each civilization will be radically different from the last. However, beyond them, even more dangers lurk: Weather, food, shelter, and creatures; creatures that have the power to move mountains, and monsters with the ability to reign down hellfire against the weak. Their home currently resides in the highest mountain peak their keen eyes led them, and have begun making small, rocky huts to accommodate living space, and to protect them from the elements. Will this species bring prosperity and thrive, or will they fall like the many civilizations prophesized before them?
>>
Rolled 23, 70 = 93 (2d100)

>>1337031
The Skelkai have awoken! Their Gaunt, lean forms stalk the forests of their valley home, a shadow of death and hatred in a land which has never known it. Lead by the Cunning King SkelYek, they have taken swiftly to the art of civilization and now set out to master the world, either at the shaft of an arrow, or the shaking of claws.
Having decended from the cliff face which was their birth place, upon the valleys protector, Mount Iplos, they have built their first settlement, assembling the Temple of their Unknown pantheon, and assembling the humble stone huts of their beginnings.

Turn 35 Year 9.75 Fall
Skelkai
Action 1 Explore the Valley.
Action 2 Build a Laboratory.
PP 100: 50 into action 2 50 into action 1
Characters

SkelWak The Craftsman: My king demands a laboratory, then these foul trees shall fall, and a laboratory shall rise!
King SkelYek First of His Name: I sequester myself until my Laboratory is complete, I must unlock the secrets of magic, and mana. (Experimenting with magic Theory.)
>>
>>1337031
dice+2d100

Action 1: discover herbalism
Action 2: discover medicine

Leader Shel'k'ra: "Our people have spent many years destroying the plant, but recently there have been many claims that these plants we once destroyed, may help us. We must investigate further!

Leader Shal'k'ra: "Our people have been making discoveries about ways to speed up our natural recovery. Research will be well warranted."
>>
Rolled 91, 14 = 105 (2d100)

>>1337477
118 pp from that roll and I got these posts backwards
>>1337477

Action 1: appoint Fal'rakal as shaman
Action 2: spend 217 pp into medicine
>Medicine T1: 217/500

Shal'k'ra: "Fal'rakal, your knowledge of magic and healing have earned you a title as Shaman. Treat it with great care, as you are to be my second in command, and my loyal adviser."
Shal'k'ra: "I see breakthroughs in our current understanding of medical thought. Who knew that lemons were better than limes?
>>
Rolled 2, 1 = 3 (2d100)

Action 1 Build laboratory
Action 2 Build Hatchery

pp 100: 50 into action 1 and 2
SkelWak The Craftsman: The Kings First child has been laid! Only time will tell if I need to assasin- Tutor the young kingling, but the master demands a safe place to raise younglings!
King SkelYek First of His Name: I sequester myself until my Laboratory is complete, I must unlock the secrets of magic, and mana. (Experimenting with magic Theory.)
>>
>>1328403
Turn 35 Year 8.75 (Autumn)
Fruit-time 9
Elves of the Belegorn Tribe
A1: Continue Herb Garden (342/500) ‘Take 50’
>It’s been a year since Eredthel returned and planted her bag of seeds. With the time of ripening fruit upon us, the tribe eagerly awaits the first harvest of these strange new plants.
A2: Improve Traps and affiliated restraining devices. (58/500) ‘Take 50’
>Although the tribe rejoices over the harvest, their celebration is tempered by caution. The forest may not be as safe as it once was, so the rangers begin improving the designs of their traps and scattering them around the borders of our lands.
PP(62): Spend 58pp to complete herb garden (342/500) and 4pp to traps (58/500)
CP: Standard Training
>>
>>1337359
Turn 35 Year 9.75 Fall
Skelkai
Action 1(23) [Build] Laboratory
>confident that there are natural laws and that they can be known, your people come together to help you stack stones and raise a roof on the largest structure they have yet to build. There is a lot of discussion about how to do it properly, and not as much action as one would like, but it’s off to a start.

>T1 Laboratory 23/500
Action 2 (70)[improve] :Laboratory 23/500
>with the design fully discussed, a plan of action becomes action and your people gather resources and stack stone. 23/500+140
>T1 Laboratory 163/500
PP 100: 50 into action 2 50 into action 1
>you have 98 if you’re developing two notables. Your craftsman is very involved in the construction process at every level. No avoiding it, he’s the master woodworker. Since he’s not developing any other skills, his PP goes back to the pool, 163/500+99 T1 Laboratory 262/500. Now, question is, what will u study in it?

Characters

King SkelYek First of His Name: I sequester myself until my Laboratory is complete, I must unlock the secrets of magic, and mana. (Experimenting with magic Theory.)
>T2 Magic Theory 100/1000
>>
>>1337477
Action 1: discover herbalism
>your people begin to assemble their knowledge of plants into a science T1 Herbalism 30/500
Action 2: discover medicine
>cleanliness is next to not being deadness where wounds are concerned. Medicine T1 88/500
Leader Shel'k'ra: "Our people have spent many years destroying the plant, but recently there have been many claims that these plants we once destroyed, may help us. We must investigate further!
>Personal skill T1 Herbalist 100/500
Leader Shal'k'ra: "Our people have been making discoveries about ways to speed up our natural recovery. Research will be well warranted."
>T1 Healer 100/500
>>
>>1337746
Turn 35 Year 8.75 (Autumn)
Fruit-time 9
Elves of the Belegorn Tribe
A1: Continue Herb Garden (342/500) ‘Take 50’
>442/500
A2: Improve Traps and affiliated restraining devices. (58/500) ‘Take 50’
>158/500
PP(62): Spend 58pp to complete herb garden (342/500) and 4pp to traps (58/500)
>Garden complete. Traps 62/500
CP: Standard Training
>>
>>1337657
Action 1 (2) Build laboratory
>[improve] Laboratory 262/500+4 262/500. Over the course of building the Lab, one section of wall collpses and kills two of your people…. A plaque is in order.
Action 2 (1) Build Hatchery
>while the male folk think this is a grand idea, the females will not stand for it. They do not like to be separated from their eggs. Hatchery 1/500 if you can ever get the girls behind the effort.

pp 100: 50 into action 1 and 2
>98 PP if you have two Characters in training all into Lab unless you have other plans? T1 Laboratory 360/500
Characters:
SkelWak The Craftsman: The Kings First child has been laid! Only time will tell if I need to assasin- Tutor the young kingling, but the master demands a safe place to raise younglings!
>raising young would be a rookery! I think, hatchery would babysit eggs….. No training indicated Magic Theory 100/500?
King SkelYek First of His Name: I sequester myself until my Laboratory is complete, I must unlock the secrets of magic, and mana. (Experimenting with magic Theory.)
>Magic Theory 300/500 now 3rd level caster
>>
>>1327931
Unrelated, but what tools were used to make that map?
Looks really good and is very readable
>>
Rolled 7, 2, 80, 66 = 155 (4d100)

>>1328403
A1:Continue working on the workshop

A2:Moar workshop

PP:Putting it into workshops (96/100)

CP

Titannia&Oberon-Work on nature's summons
Puck-Plant mastery
Persephone-Alchemy
>>1335634
A1:Meditate in the center of the pond and try to reach out to what made us, and our home.

A2:Continue trying to establish a deeper connection with the forest and it's maker

PP:Into persephones efforts in alchemy

CP
Same as last turn
>>
>>1339061
https://donjon.bin.sh/world/

has some awesome FRP appz
>>
>>1339343
>>1328403 (You)
A1(7):Continue working on the workshop
>374/500
A2:(2-70)Moar workshop
>Persephone causes a fire, and there are not any snapdragons on hand at the onset, the damage to everything other than the new work benches (we’re gonna say our lack of progress was because the progress got criticaled.

PP:Putting it into workshops (96/100)
>470/500

CP

Titannia&Oberon-Work on nature's summons
>200/500
Puck-Plant mastery 150/500
>250/500
Persephone-Alchemy
>300/500
>>1335634 (You)
A1:(80)Meditate in the center of the pond and try to reach out to what made us, and our home.
>*redacted, see your civdoc*

A2:(66)Continue trying to establish a deeper connection with the forest and it's maker
> T1 Divine Magic Theory 66/500

PP:Into persephones efforts in alchemy…. Can’t forcefeed her brain! Only 100cp per turn… but finishing the workshop is a means towards the same end.
Workshop 500/500

CP:
>T&O 350/500
>Puck 350/500
>400/500
>>
The Longest Winter (but not the coldest) leaves granaries empty, larders and cellars bare. Whew, it was a rough one!
>>
Rolled 24, 62 = 86 (2d100)

>>1340970

Action 1: convert some citizens into farmers (16)
Action 2: spend the rest of my pp into T1 medicine 343/500

CP

Shal'k'ra studies wind magic T1
"It may be hard to start the exploration of knowledge with something you can't see, but once I start thinking about something, I can't stop until I see it completed."

Fal'rakal studies healing magic T1
"Many of the hunters and some of the foragers have been coming back wounded due to increasing drop kick incidents on part of the local kangaroo. I guess it's my job as shaman to heal them... what a pain."
>>
Rolled 13, 72 = 85 (2d100)

>>1340970
Action 1: Build Laboratory
Action 2: Rush Laboratory

PP:
1 King SkelYek trains magic theory
1 Skelwak the Craftsman Trains writing
1 (New promotion!) SkelTum The Labor Master trains woodworking
1 (New Promotion) SkelHect The Slaughterer Leads the hunt, trains archery
96 Rush Laboratory

King SkelYek: My power grows... Soon my dominion shall as well, you rats had best finish my laboratory soon, that I may have tools to build my new nation.
SkelWak the Craftsman: The womenfolk are relentless and the king will not intercede, damn him, and damn his young, I shall begin a new project! I shall be forever! (Memoir construction begins)
SkelTum The Labor Master: That lazy bastard SkelWak has abandoned his post, this is my chance to climb the ladder, that fool will return to see himself replaced!
SkelHect The Slaughterer: The Kind demands a banquet for the end of the cold season! I shall lead our 10 greatest hunters in a grand hunt. We shall scour the hills of the sad little predators who have not learned their place. We shall eat lions and bears!
>>
>>1341082
>>1340970 (You)

Action 1: convert some citizens into farmers (16)
>you mean [improve] Acriculture T2. T2 Ag is field growing as opposed to T1 plot growing. T2 Agriculture 48/500.
Action 2: spend the rest of my pp into T1 medicine 343/500
>actions generate active points which we used to build things, discover stuff, and if you have university, military academy/magic academy/farmer’s academy… train people. So, [improve] Medicine +62AP=124PP 467/500

CP

Shal'k'ra studies wind magic T1
>will require an action to discover the field of magic. Bank this 100 CP and apply next turn.

Fal'rakal studies healing magic T1
>see above I require actions to unlock fields of magic, to keep the brakes on it. Otherwise, the guy with 100 notable citizens will want to discover 100 colleges of magic every turn.
>>
>>1341187
Action 1: (13)Build Laboratory
>13/500 T1 Lab (whatcha gonna reasearch in it?)
Action 2: Rush Laboratory
>+144 Laboratory 157/500

PP:
1 King SkelYek trains magic theory
>400/500
1 Skelwak the Craftsman Trains writing
>T1 Writing 100/500
1 (New promotion!) SkelTum The Labor Master trains woodworking
>100/500
1 (New Promotion) SkelHect The Slaughterer Leads the hunt, trains archery
>100/500
96 Rush Laboratory
>255/500
>>
Rolled 61, 99 = 160 (2d100)

>>1340970
A1:After regaling titannia with the story of the underdark she forces oberon to work with her to make defensive magic to protect from attacks.

A2:After finally managing to get her to calm down oberon and titannia study the lofty bridge more.
(320/500 iirc)
PP:I'll put my 96 into my granaries(64/500)

CP:
Persephone finally finishes alchemy
Titannia & Oberon study the lofty bridge
Puck continues plant mastery
>>
Rolled 89 (1d100)

>>1341308
*Tiny laughter*
>>
Rolled 20, 75 = 95 (2d100)

>>1340970
Turn 36 10.00
??TIME??/Time of Cold

Action 1 [Build] Build a build the Castle! 281/2000
Action 2 [Build] Finish dat Granary! We need bigger silos! 81/1000

PP 86: 43 into Action 1 For Castle Building 10 was used for training the archer miltia in the Archery Military. T2 Archers [10] 300/1000+100 4 used for characters. Last 43 Goes into the T2 Granary
Characters

Rogar 100 Archery 200/1000 T2 The hunt is on!
Nomnar 100 Woodworking T2 400/1000
Tagnok [Creation Great Work] Tagnok has the idea of crafting a story using his pottery by painting a basic image onto the pot before it is glazed, it is of medium sized and could be use to carry 5 galleons of water or so. 200/???
Yinta Wheel Research T1 100 200/500
>>
>>1341516
>>1340970 (You)
Turn 36 10.00
??TIME??/Time of Cold

Action 1 [Build] Build a build the Castle! 281/2000
>341/2000 (thank you for the progress info)
Action 2 [Build] Finish dat Granary! We need bigger silos! 81/1000
>231/500 (thank you for the progress info)


PP 86: 43 into Action 1 For Castle Building
> Castle 384/500
10 was used for training the archer miltia in the Archery Military. T2 Archers [10] 300/1000+100
>400/1000 (6th level)

4 used for characters. Last 43 Goes into the T2 Granary
Characters

Rogar 100 Archery 200/1000 T2 The hunt is on!
>300/1000
Nomnar 100 Woodworking T2 400/1000
>500/1000
Tagnok [Creation Great Work] Tagnok has the idea of crafting a story using his pottery by painting a basic image onto the pot before it is glazed, it is of medium sized and could be use to carry 5 galleons of water or so. 200/500
>300/500 Tagnok’s masterpiece is well underway. He has a dream one night, that the white stag was in his workspace, admiring his work…
Yinta Wheel Research T1 100 200/500
>300/500. Yinta has invented the cart.
>>
>>1341308
>>1340970 (You)
A1:(61)After regaling titannia with the story of the underdark she forces oberon to work with her to make defensive magic to protect from attacks.
>Divine Magic Theory T1 61/500 Each T in theory, grants a list… when you are 100/500 you can go for divine defense magic list.
A2:(99, 86)After finally managing to get her to calm down oberon and titannia study the lofty bridge more. REVISED to [invent] Martial Arts: Fey
>Martial Arts: Fey 185/500
PP:I'll put my 96 into my granaries(64/500)

CP:
Persephone finally finishes alchemy
Titannia & Oberon study the lofty bridge
>+100
Puck continues plant mastery
>+100
>>
Turn Marker... this summer begins on que with the weather normal on all fronts.
>>
Rolled 30, 86 = 116 (2d100)

>>1342604

Action 1: Discover Wind Magic Theory
Action 2: Discover Healing Magic Theory

100PP-2PP

Finish off T1 Medicine 467/500
>33PP
Appoint 16 dedicated farmers
>16PP
Lastly, appoint PP into agriculture 58/100
>49PP
Shal'k'ra: "I feel the wind, and it's calling to me. I believe I am improving my oneness with the wind."
T1 Wind Magic: 200/500
>Stockpiled CP from last turn

Fal'rakal: "I suppose that since I've finished working, I could spend some time trying to figure out what this healing magic is all about."
T1 Healing Magic: 200/500
>Stockpiled CP from last turn
>>
Rolled 12, 27 = 39 (2d100)

>>1342604
A1:Work on a magic academy where we can study and teach magic.

A2:Persephone messes around with alchemy. Maybe she'll make something cool.

PP:Going into my School

CP:
Titania and oberon work on divine magic theory
Puck continues plant master
Persephone handles general fae theory
>>
>>1342855
Action 1: Discover Wind Magic Theory
>Wind Law 30/500. This fragment of a tier is your base in this school of magic. Your Civ retains this 30, even if your notable dies, so you won’t have to rediscover. It translates into your notable person discussing his notions of how it would be done, with enough people for them to try and do it on their own later.


Action 2: Discover Healing Magic Theory
>Concusson’s Ways 86/500. Spell lists added to your civdoc


100PP-2PP

Finish off T1 Medicine 467/500
>33PP T1 Medicine is done. Basically, you know to keep things clean, how to make bandages and set bones. If you train a doctor, that person will be able to make rolls to speed up recoveries, though you’ll likely never need to, due to magical healing being imminent.
Appoint 16 dedicated farmers
>T1 Farmers (they can work T2 gardens, just as Bows T1 can have T5 Archery...
Lastly, appoint PP into agriculture 58/100 ← thank you, rather helpful to have this data.
>107/1000. Your fields are beginning to take shape, and your farmers are excited to see what next year’s crops will be like.


T1 Wind Magic: 200/500 : +100 Stockpiled CP from last turn
>stockpiling doesn’t normally work, making exception because you’d have done it this way if we have a FAQ about our system and what’s actionable and what’s not….
Fal'rakal: "I suppose that since I've finished working, I could spend some time trying to figure out what this healing magic is all about."
T1 Healing Magic: 200/500
>stuck your landing on this post brah. ty
>>
Rolled 76, 13 = 89 (2d100)

>>1342604
Action 1: Build Grainary
Action 2: Discover T2 Agriculture

PP:
1 King SkelYek trains magic theory
1 Skelwak the Craftsman Designs a stone Grainary, Trains Writing
1 SkelTum The Labor Master Begins to lead a workshop to teach and learn Weaving
1 SkelHect The Slaughterer Leads an expedition, trains archery
1 SkelWed The Kind begins to explore the wilds, trains Animal Lore
95 discover T2 Agriculture

King SkelYek First of His Name: Yes Good, with this laboratory the secrets of life and mana will be unlocked. But before I continue, I need subjects. I declare an expedition!
SkelWak the Craftsman: The King has pulled me from my precious writing, however he has instructed me in a new science, that I can write the means of a construction, before it begins to better organize labor. This gives me a devilish idea.
SkelTum The Labor Master: The King Demands fineries, and that we all be prepared with heavy cloth for the next winter, weaving plant fibers is labor intensive, boring work, but at least I get to spend time with the womenfolk
SkelHect The Slaughterer: I have been recognized! After our massive mid-winters feast SkelYek has picked me for our new expedition! I shall lead a band of 3 cunning hunters to the north seeking 'a feeble, chattel like race to subjugate.' Just what is he getting up to?
SkelWed The Kind: Today I saw a field mouse, and desired to know its nature, and so followed it nearly a mile from our village to a small hole among the grassy hills. I believe that the animals may breed and live quite similarly as ourselves, but time will tell if I am right.
>>
Rolled 76, 45 = 121 (2d100)

>>1329020
Turn 36 Year 9 (Winter)
Branch-time 9
Elves of the Belegorn Tribe
A1: Meditate under a tree
>This year has been very stressful for the tribe. Remembering the promise of the forest, Thiachon returned to his favorite spot to try and commune with the spirits of nature. As he began to chant and sing with the pulse of the forest, he felt his worries float away on the ephemeral waves of color swirling and dancing around him. Breathing a sigh of relief, he looked up to see some of the transient mist swirling tighter and forming what almost appeared to be a familiar silhouette. As he gazed in amazement, the form began to leap and dance with the more natural grace than a young doe and more delicate elegance than a flake of pure snow. Making its way towards him, it extended a hand. However, as he rose to take it, the form dispersed and danced away, twisting through the boughs of the great tree and fading from sight.
A2: Learn to repel attacks
>Meanwhile some new acolytes were in the grove practicing their chanting and meditation when they began to feel the embrace of nature for themselves. Overwhelmed with emotions, they began to weep and implore the Great Spirit to help protect the tribe from the terrors of the terrible dread that loomed over them. As they gazed into the cool mist, they trembled in awe as the mist grew dense and formed a hazy visage of a tree growing up and around them. The elves felt their hearts lifted up as the tree rose higher. As the branches slowly grew and rose into a canopy, the illusory tree morphed into a great stag, leaping up and circling around the group as if protecting them from an invisible enemy. Finally the stag-like entity pawed the ground soundlessly and looked at the elves before leaping away and vanishing from sight. The group wiped the tears from their eyes and stood up on legs that felt, not weak, but unusually steady and sure.
PP(50): Improve Traps (162/500)+50
CP: Standard Training
>>
>>1340970
Turn 37 Year 9.25 (Spring)
Bloom-time 10
Elves of the Belegorn Tribe
A1: Improve Bows (541/1000) ‘Take 50’
A2: Improve Leatherworking (246/500) ‘Take 50’
PP(50): Improve Traps (212/500)+50
CP: Standard Training
>>
>>1342604
Turn 38 Year 9.5 (Summer)
Leaf-time 10
Elves of the Belegorn Tribe
A1: Improve Bows (641/1000) ‘Take 50’
A2: Improve Leatherworking (346/500) ‘Take 50’
PP(50): Improve Leatherworking (346/500)+50
CP: Standard Training
>>
>>1344689
>>1342604 (You)
Action 1: Build Grainary
>your people are excited about this notion of storing up grain. Livestock will be fat even in the winter, and there’s always crackers! Grainary T1 76/100
Action 2: Discover T2 Agriculture
> T2+ don’t usually require actions anymore, I started out requiring it, but we decided after discussion that it didn’t really make sense. So we’re just using this as an [improve] Agriculture turn, and that’s your roll as active points, doubled. So +26 to Ag, and you go from 500/500 to 26/1000

PP:
1 King SkelYek trains magic theory
>T1 Complete
1 Skelwak the Craftsman Designs a stone Grainary, Trains Writing
>200/500
1 SkelTum The Labor Master Begins to lead a workshop to teach and learn Weaving
>10% is 11 Weavers T1 100/500
1 SkelHect The Slaughterer Leads an expedition, trains archery
>200/500
1 SkelWed The Kind begins to explore the wilds, trains Animal Lore

95 discover T2 Agriculture
>85 with 10% training to weavers… 26/1000+85 111/1000
>>
>>1346202
>>1329020 (You)
Turn 36 Year 9 (Winter)
Branch-time 9
Elves of the Belegorn Tribe
A1: Meditate under a tree. This year has been very stressful for the tribe. Remembering t... tree and fading from sight.
>Spirit Law 76/1000

A2: Learn to repel attacks
>Divine Magical Theory 45/500 need this for priest spell access

PP(50): Improve Traps (162/500)+50
>212/500
CP: Standard Training

Turn 37 Year 9.25 (Spring)
Bloom-time 10
Elves of the Belegorn Tribe
A1: Improve Bows (541/1000) ‘Take 50’
>+100
A2: Improve Leatherworking (246/500) ‘Take 50’
>+100
PP(50): Improve Traps (212/500)+50
>+262
CP: Standard Training

Turn 38 Year 9.5 (Summer)
Leaf-time 10
Elves of the Belegorn Tribe
A1: Improve Bows (641/1000) ‘Take 50’
>741/1000
A2: Improve Leatherworking (346/500) ‘Take 50’
>436/500
PP(50): Improve Leatherworking (346/500)+50
>386/500
CP: Standard Training
>>
turn 39 here please
>>
>>1342862
A1:Work on a magic academy where we can study and teach magic.
>T1 Magic Academy 12/500

A2:Persephone messes around with alchemy. Maybe she'll make something cool.
>she makes a crude wand, that casts a weak Project Light spell. She need to know the spells she’s imbuing, or spend time researching them. She also walks away from the experiment knowing the quality of the item affects the outcome, so she needs someone to carve her a masterpiece wand, for it to enchant properly, and it’s always best if the alchemist makes the item to be imbued.


PP:Going into my School
>105/500 Magic Academy: Your people are building tables and chairs and shelves and whatnot, in one of the branch chambers of the sacred cave… as the castle-ruins are illusory

CP:
Titania and oberon work on divine magic theory
>100/500
Puck continues plant master
>500/500 with 50 banked
Persephone handles general fae theory
>100/500
>>
Rolled 55, 13 = 68 (2d100)

>>1346649
Action 1: Continue research into Wind Law T1
30/500
Action 2: Continue research into Healing Ways T1
>86/500

100PP-2PP
49PP into Action 1
>49PP left
49PP into Action 2

CP

Shal'k'ra studies Wind Law
>200/500
Fal'rakal studies Healing Ways
>200/500

Shal'k'ra: "The thought that wind carries the clouds is a new one, and could be used later to control such weather and guide the clouds to our crop."

Fal'rakal: "I've been creating situations in my mind about how to improve this healing magic I have. Perhaps... The best way of learning is by doing, in this case. Meh, maybe later.
>>
Rolled 92, 23 = 115 (2d100)

>>1346649
Action 1: Continue to build Granary
Action 2: Discover Mining

PP:
1 King SkelYek Teaches his new knowledge of Magic Theory to the Hunters
1 SkelWak the Craftsman Begins designing a new form of bow, easier to carry, and with a better draw weight (Advance Compact Bow)
1 SkelTum The Labor Master continues to lead a workshop to teach and learn Weaving
1 SkelHect The Slaughterer Leads an expedition, trains archery
1 SkelWed The Kind Continues to explore the wilds, trains Animal Lore
1 SkelRit The Scrivener Begins to learn writing
1 SkelFar The Hunter begins to train Animal Lore Alongside SkelWed
10 Foragers Train Weaving
20 Hunters learn magic theory from their king.
60 discover T2 Agriculture
3 Hunters Train Archery with SkelHect

King SkelYek First of His Name: The Time is soon, at the summation of the next spring, we must be ready for the new dawn! Come my subjects, and learn the wisdom of your King!
SkelWak the Craftsman: I have spoken with several of my fellows, and we have devised a theory, for the moment, it is only that, a theory, but soon we may Usurp the king. For the Moment the fool has me continuing to advance our weapons, saying that it will be paramount in the months to come... I wonder what he is planning?
SkelTum The Labor Master: The weaving advances swiftly! My clansmen have assembled quite the wonderful weaving circle, and after a few months of preparing fiber and making poor baskets, we have made honest cloaks, and blankets! Some of these seem fit for a king... I shall keep aside two for myself and my new lover. Something else, SkelWak has approached me with a cunning plan. I nearly ran to the king to inform him of the treachery at first, but the plan is cunning indeed. I shall hold my Tongue for now.
SkelHect The Slaughterer: The Hunt continues as we pass the last of the familiar hills and venture beyond the edge of our furthest roamings, we are in an all new realm now...
SkelWed The Kind: I have begun to observe patterns in the nesting and workings of various creatures. From my perch I today observed what I had thought were two mountain lions fighting for territory, but as the commotion died down without bloodshed I realised it was a mating ritual! The animals have cycles, and traditions like us! I have observed this everywhere since my break through, In the nest making of birds, in the migrating of plains beasts. The world is in constant motion around us! How could we be so blind?
SkelRit The Scrivener: My King desires a written record, I at first Hated the notion but after hearing SkelWaks new plot I see that the king has set me on the right path after all. This shall be a worthy endevour.
SkelFar The Hunter: SkelWed has advised the hunters to learn with her, but it seems only I have listened. I believe that her musings may one day improve my ability to track and hunt, and I may bring more glory to our kings name with some grand kill... and though she is unpleasantly insipid, I do not dislike SkelWeds company.
>>
>>1346740
>>1346649 (You)
Action 1(55): Continue research into Wind Law T1 30/500
>your leader is writing this shit down for posterity. He’s 140/500 complete with the book.


Action 2(13): Continue research into Healing Ways T1 86/500
>two books 102/500

100PP-2PP
49PP into Action 1
>199/500
49PP into Action 2
>151/500

CP

Shal'k'ra studies Wind Law 200/500
>Wind Law 300/500 3rd level spell mastered
Fal'rakal studies Healing Ways 200/500
>300/500
>>
>>1346859
>>1346649 (You)
Action 1(92): Continue to build Grainary T1 76/100
>260/500 Your people are motivated and get behind your vision of stored grain!


Action 2: Discover Mining
>whacha mining there huckleberry? Your people notice that there are shiny red rocks, very, very lovely, shiny red rocks in the stone near the sacred cave. They begin digging into the mountain to get rocks for jewelry. (I’m being a metal nazi on Admor. Simply because the player is ready to discover metal, doesn’t make it happen. Admor is requiring something to happen in your civ to give your people the notion that one CAN gather metal, melt it, and make things better than stone tools. Stone tools are rather sharp.

PP:
1 King SkelYek Teaches his new knowledge of Magic Theory to the Hunters
>his personal MT is complete this turn, 500/500 T1, he may continue to T2 without expending an action on it.
1 SkelWak the Craftsman Begins designing a new form of bow, easier to carry, and with a better draw weight (Advance Compact Bow)
>Bowyer T2 100/1000
1 SkelTum The Labor Master continues to lead a workshop to teach and learn Weaving
>200/500
1 SkelHect The Slaughterer Leads an expedition, trains archery
>300/500
1 SkelWed The Kind Continues to explore the wilds, trains Animal Lore
>200/500 The Kangaroo rats of the area, seem to watch him back...
1 SkelRit The Scrivener Begins to learn writing
>100/500
1 SkelFar The Hunter begins to train Animal Lore Alongside SkelWed
>Animal Lore 100/500
10 Foragers Train Weaving
>200/500
20 Hunters learn magic theory from their king.
>100/500
60 discover T2 Agriculture 111/1000
>171/1000
3 Hunters Train Archery with SkelHect
>T2 Archer 100/1000
>>
This year's winter brings ice storms and damaging wind systems across the globe, about 20% harsher and more frequent than normal. . .
>>
Rolled 60, 34 = 94 (2d100)

>>1347487
Action 1: Start construction on an Academy
Action 2: Learn T1 Spear Combat

100PP-2PP
98PP into the academy
>0PP left

CP

Shel'k'ra: Wind Law
>300/500

Fal'rakal: Healing Ways
>300/500

Shal'k'ra: "I can feel myself grasping the ways of the air. I'm beginning to have control of it and able to manipulate and bend it as I wish. This tool will come in handy for defense if it ever comes that time."

Fal'rakal: "I was able to heal my first subject successfully today. They came in with a pretty messed up chest. Muscles and ribs were almost torn to shreds. with this magic I was able to stabilize him and he's on his swift recovery. I feel this warrants a niiiice loong rest."
>>
>>1347487
Action 1: Discover ????
Action 2: Discover ????

PP
20 Hunters Learn Natures Path From SkelYek the King, First of His Name
10 Forages Train Weaving
3 Adventurers Train Archery With SkelHect
1 SkelWak The Craftsman continues designing a new form of bow (Advanced Compact Bow) (Trains Bowyer)
1 SkelTum The Labor Master Continues to lead a workshop to teach and learn Weaving
1 SkelHect the Slaughterer continues to lead an expedition to the north
1 SkelWed The Kind continues to explore the wilds, trains Animal Lore
1 SkelRit the Scrivener continues to train writing
1Skelfar the Hunter continues to train Animal Lore alongside SkelWed
60 to finish granary, overflow to discover T2 Agriculture
1 SkelYek The King Communes

SkelWak The Craftsman: The King has withdrawn himself now, awaiting the birth of his first child. No one sees him but as he leaves the cave of awakening for food, and to dispense his mystic art to the hunters. Troublesome. The hunters have been taking well to his teachings, growing loyal. But he merely gives them tools, he does not command their respect. SkelHect is still the lord of hunters, and when he returns from his fools errand, I am confident he will be swayed much as SkelTum was by my plot. The details are all but concrete now. We will call a meeting of conspirators when the thaw comes.
SkelTum The Labor Master: The wisdom of our the king has borne us wealth. The cloaks have progressed to elegant winter gear, or at least, elegant for what raw, hand woven fibers can produce. The blankets that shelter our young, and keep our nests warm are a godsend among this cruel biting wind. I am begining to second guess if I should go along with SkelWaks plans, though I know they would succeed, and I have much to gain. Perhaps I can stall him, and see what more can be learned of the King before his passing. My lover has turned wife, and agreed to meet me on the spring wind in the soaring season.
SkelHect The Slaughterer: Myself and my 'adventurers' as they have deigned to call themselves have had a run of poor luck crossing these foul and biting winds, forced to stop and march often and having only the bare and paltry cloths our wives prepared before our leaving. If not for a lucky run of snow wolves and their pelts, this journey would have turned suicide. But we have all difficulty aside passed the edge of the mountain range into a wide new land, we will continue as far as we can before spring, and return on the calm winds.
>>
>>1347989
SkelRit the Scrivener: I have made great gains in organizing and arranging this scratching of a language. With the dyes provided by our foragers, and the pulp waste from our weavers, I have obtained a proper surface and material to write with, consisting of pressed reed and grass in addition to a few of my molted primary feathers sharpened by hand and cleaned. My writings are now probably the best in the village. Even SkelWak is not my equal. Perhaps I aught to adopt the leading role in his plan, since I am the hand that shall craft our victory? I will speak with him soon, he says there will be a gathering in the coming months.
SkelWed the Kind: My studies have taken an interesting turn, a few weeks ago I came to notice that the Kangaroo Rats which scurry amongst the shrubs and long grass have taken to watching me. I then took the initiative, spending a few days observing, learning what they eat. It was no difficulty to then forage the grass seeds that they scavenge, as fall was not long gone. I have taken to feeding them, and they draw nearer every day, though the great many of them it seems have disappeared? Where have they all gone I wonder? The bears have gone as well. Perhaps they go where the leaves and green sleeps in the months of snow?
SkelFar the Hunter: SkelWed has taught me much, I know see that the great hulking armored beasts which we hunt during the spring and summer months migrate away in the winter. She calls them Skel Wids (Armored Bugs of the Windfolk), a humorous name, though their flimsy hide can hardly be called armor. I think I would like the name animals as well, immortalize myself in names if I never make a hunt worthy of remembrance. I have named the dagger toothed beasts whos wealth our kind covets Screeves (Smilodons). I think that I am coming to greatly enjoy our studies together.

King SkelYek First of His Name: The time is fast approaching when my child enters the world. My thoughts turn now towards my beginnings, and I have heard voices on the wild winds, felt mana driving down from the sky and settling in the earth. This is a time of great spirits, and I feel a longing I have not felt before. I am driven again, following the howling winds, the roar of rushing mana, and I find my self landing at the foot of the cave where my journey began. I still remember, how I struck blood, and my talons ran red with the life and the power of my two rivals, those fools who would have had title as king. I hear them now, and others. Those we lost with accident, others I do not recognize or make sense of. I draw myself to the center of the sacred cave now, and spend most of my days meditating there to ease my mind, though rarely I do spare time to teach the hunters, that they would keep the hearths warm, and to track food in these hard days.
I have made a breakthrough. I have listened long and hard and now the whispers have drawn away and all I hear is the wind... and a thrumming. I have made contact with something.
>>
Rolled 66, 49, 49, 77 = 241 (4d100)

>>1346649

Action 1:Continue construction of the academy
Action 2:Persephone begins studying the art of crafting and woorking with wood.

PP:Putting it into working on the academy (96 PP) (Academy is 12/500)

CP:Persephone works on her woodworking/crafting
Titannia and Oberon work on divine magics
(127/500)
Puck works on plant mastery
(50/1000)
>>1347487
A1:Oberon goes out to meet the cricket kin and attempt to ally himself with them
A2:Oberon explores the keep/estate once more.

PP:Build the academy. It shall be done

CP:Persephone and her crafting
Titannia and oberon and their divine magic
Puck and his plants.
>>
>>1347586
>>1347487 (You)
Action 1(60): Start construction on an Academy
>60/500 Martial Academy. We pro-rate nearly all progress here, so any students this turn will recieve a whopping extra +1 CP this turn from the use of the fledgeling training facilities and their interaction with someone more knowledgeable in the field.


Action 2(34): Learn T1 Spear Combat
>Not making people “discover” how to cause death with handheld implements. It’s too rudimentary, so this counts as passive from square one. We just train warriors, and whether they are spearmen or swordsmen is racial lore. To train spearmen, slice of a number of your people and assigne them PP, like a named character, except 10% rather than 10 ppl for example. Round down. You have 120 pop this turn so 10pp will train Warriors T1 [Spearmen] to 100/500. I’m going to apply A2 to the Academy completion, as this ultimately accomplishes the task you have in mind, if you wish to do otherwise let me know.
>+64 To Academy 124/500 Still only +1CP

100PP-2PP
>-21=77
98PP into the academy
>i’m going to assume making your hunters into warriors is your intent, so train them in melee for a more rounded troop. You have (25) of them, or 25/120=20.8 or 21% of your civ. So for 21PP you advance them to 100/500 Warrior T1 [Spear]


>Academy 124/500+77=206/500 (+2CP this turn instead of 1)
>Hunters (25) : Melee [Spear] 102/500 1st level fighter or +10 to their attacks.

CP

Shel'k'ra: Wind Law 300/500+100
>at 400/500 You have mastery of the 4th level spell, if there is one.

Fal'rakal: Healing Ways 300/500+100
>400/500
>>
Rolled 14, 22 = 36 (2d100)

A1:Begin preparing for the next hatching cycle, preparing massive and strong nets to wrap around the whales, and weaken stalactites enough so that when the whales impact the nets, the stalagmites with break and fall into them. The hope is to prepare enough traps and netting to kill as many whales as possible

A2: Begin to try and create a martial arts branch for the moths that makes use of flying and silk...somehow

20pp (Moths): Towards Sky whale death trap
10pp (Moths): Martial artists

50pp (Goblins): Train to improve martial arts
15PP (Goblins): Begin weaving grand clothes for the royal family.

5 PP: towards characters

Lord Iridesce: Glowing the brightest, Lord Iredesce works to become a master of the Goblins Martials arts.

Queen Auruor: Smelling of the sweetest honet, The dear lady Auruor begins to master weaving, in order to create divine looking cloth and strong fabrics to be improve what the goblins had built on with their knowledge of weaving.
>>
250cp to both the Lord and Queen evenly
>>
>>1347989
Action 1(97,98,46): [commune] enter the sacred cave and seek contact with the gods
>Divine Theory is unlocked for your civ and you have discovered your people’s Artifact. Your Divine Theory starting position is 341/500. Second post will follow.

Action 2: [commune] implore the divine as to the nature of the spirit world
>Spirit Law 42/500

PP
Note: you may take all this insanity right to the top of your civdoc, and just put

20 Hunters Learn Natures Path From SkelYek the King, First of His Name
>they learn their first spell of the list 100/500
10 Forages Train Weaving 200/500+100
>300/500
3 Adventurers Train Archery With SkelHect T2 Archer 100/1000
>200/1000 (i.e. 6th level)
1 SkelWak The Craftsman continues designing a new form of bow (Advanced Compact Bow) (Trains Bowyer) Bowyer T2 100/1000+100
>200/1000
1 SkelTum The Labor Master Continues to lead a workshop to teach and learn Weaving 200/500+100
>300/500
1 SkelHect the Slaughterer continues to lead an expedition to the north
>you’re expeiditons are still skirting the edge of your lands untily you spend an action on it. They will be gone for weeks, and need provisioning, goodbys said, etc. You can still personally train archery and skills they’ll be using on the trip with their CP Archery 400/500
1 SkelWed The Kind continues to explore the wilds, trains Animal Lore
>300/500 two of the kangaroo rats have adopted him. They refuse to be elsewhere.
1 SkelRit the Scrivener continues to train writing
>200/500
1Skelfar the Hunter continues to train Animal Lore alongside SkelWed
>200/500 Skelfar is also adopted by two kangaroo rats.


60 to finish granary, overflow to discover T2 Agriculture
>as far as I can find searching Granary is at 260/500 at the moment. +60 makes it 320/500. 2/5ths full, or able to hold 3/5ths of a years grain for your people and their livestock.
1 SkelYek The King Communes
>T2 Theory 100/1000 see separate post
>>
>>1348052
Action 1(66):Continue construction of the academy 105/500+132
>237/500 +2cp this turn
Action 2(49):Persephone begins studying the art of crafting and woorking with wood.
>11yrs on, finally carving something! Woodworking T1 49/500
PP:Putting it into working on the academy (96 PP) (Academy is 237/500)
>333/500 +3Cp this turn to students.

CP:Persephone works on her woodworking/crafting
>Woodworking 100/500
Titannia and Oberon work on divine magics (100/500)+100
>200/500
Puck works on plant mastery (50/1000)+100
>150/1000


>>1347487 (You)
A1(48):Oberon goes out to meet the cricket kin and attempt to ally himself with them.
>They are happy to see Oberon, they were worried about his wounds. They will provide intel, and sound an alarm should intruders approach the back door. They request access to the enchanted forest to obtain delicious foods not available below. They practice the Sound Molding only as a magical ability.
A2(77):Oberon explores the keep/estate once more.
>(you’ve tapped it out) applying this to Academy for you? 333/500+144
>477/500

PP:Build the academy. It shall be done
>23pts required of your 97. +5 CP per student’ (just mention them here and trak yourself in civdoc pls, too much math for here) (74) PP banked.

CP:Persephone and her crafting
>200/500
Titannia and oberon and their divine magic
>300/500
Puck and his plants.
>250/500
>>
>>1348160
A1:as clarified in chat.
> Will combine A1 and A2 for you this turn. A1 will discover Moth Martial Arts, as your people begin to mix it up with the gobs. Moth-FU T1 14/500 to start;

A2: Begin to try and create a martial arts branch for the moths that makes use of flying and silk...somehow
>+44 bringing you to 58/500 (crap rolls m8)

20pp (Moths): Towards Sky whale death trap
>just gonna make all moths kung-fu this turn?
10pp (Moths): Martial artists
>Moth-Fu (30) 100/500. The goblins are loving this shit.

50pp (Goblins):
>Train to improve martial arts (they’re maxed out, they need a t3 teacher)
2pp and your two spell using monks will step up to the plate for you. Name them, and spend 1pp each turn for 100 CP to develop them. So we’ll train them to T3 100/2000. And you’ll have


15PP (Goblins): Begin weaving grand clothes for the royal family.

5 PP: towards characters

Lord Iridesce: Glowing the brightest, Lord Iredesce works to become a master of the Goblins Martials arts.
>Gob-Fu T1 100/500

Queen Auruor: Smelling of the sweetest honet, The dear lady Auruor begins to master weaving, in order to create divine looking cloth and strong fabrics to be improve what the goblins had built on with their knowledge of weaving.
>Weaving T1 100/500

>you have 16pts banked no need to spend points for clothes, they will get made.
>>
For some reason, this is the springiest spring what was ever sprung, to quote a certain tigger. There are twice as many blooms as normal, the air seems sweeter, and the sun.. oh goodness... the heat. By the time summer is approaching, it's already feeling like the middle of summer. All people's are grumbling about the heat, even the kobold are avoiding the sun this year.

The bad news is that widespread crop failure ensues. All harvests are at 1/2 this year in all regions. Fortunately, populations are still so small, this is not an issue for anyone, and this time there is barely any scarcity. However, future minded individuals begin to grumbled for T2 Food Supply either Fishing, Hunting, or Agricultral... and a T2 Granary / Food Preservation method to either preserve the vegtables/meat or store grain for livestock.
>>
Rolled 95, 32 = 127 (2d100)

>>1342604
Turn 37 10.25 Time of Green
Gnolls, Forest Pelts.

Action 1 [Build] Build a build the Castle! 384/2000

Action 2 [Build] Finish dat Granary! We need bigger silos! 231/1000


PP 86: 43 into Action 1 For Castle Building 10 was used for training the archer miltia in the Archery Military. T2 Archers [10] 400/1000+100 (6th level)

4 used for characters. Last 43 Goes into the T2 Granary
Characters

Rogar 100 Archery 300/1000 T2 Wiley beastie...

Nomnar 100 Woodworking T2 500/1000 Begins to think up new ideas for wooden buildings and how to better construct them.

Tagnok [Creation Great Work] Tagnok has the general outline and shape of the pot ready to be fired up and finished, but now begins the work of painting. Of what he's not sure, but then the dream of the White Stag comes to mind, perhaps telling the White Stag's interaction between his tribe and it might be worthy... 300/500 +100

Yinta Wheel Research T1 100 300/500
Finally something that has some use around here, now if only there was some way to make it not so exhausting to lug around, straps work for a little bit but they dig into the skin something fierce...
>>
Rolled 36, 14 = 50 (2d100)

>>1348640
>>1342604
Turn 38 10.5 Time of Hot
Gnolls, Forest Pelts.

Action 1 [Build] Build a build the Castle! (95*2=190+384+43)= 617/2000

Action 2 [Build] Finish dat Granary! We need bigger silos! 338/1000


PP 86: 43 into Action 1 For Castle Building 10 was used for training the archer miltia in the Archery Military. T2 Archers [10] 500/1000+100

4 used for characters. Last 43 Goes into the T2 Granary
Characters

Rogar 100 Archery 400/1000 T2 Wiley beastie...

Nomnar 100 Woodworking T2 600/1000 Cross beams! What a crazy idea that two beams together work better than alone!

Tagnok [Creation Great Work] It's almost done, now begins the glazing processe... 400/500 +100

Yinta Wheel Research T1 100 400/500
When you're able to brace yourself agaisnt something solid you're able to push much harder, maybe there is something for it to make the carts easier t pull?
>>
Rolled 14, 42 = 56 (2d100)

>>1348622

Turn 41 11.00
??TIME??/Time of Green
Forest Pelts

Action 1 [Build] Build a build the T3 Fortification Castle! 996/2000

Action 2 [Build] Finish dat T2 Granary! We need bigger silos! 946/1000
PP 86: 43 into Action 1 For Castle Building

10 was used for training the archer miltia in the Archery Military. T2 Archers [10] 900/1000+100

4 used for characters.

Last 43 Goes into the T2 Granary

Characters
Rogar 100 Archery 800/1000 T2 The hunt is on!

Nomnar 100 Woodworking T2->T3 1000/1000

Tagnok [Creation Great Work] 800/500 into T2? 100

Yinta Wheel Research T1 100 800/500 into T2? 100
>>
>>1348282
SkelYek The King: Communes

SkelYek flew high into the sky, surveying the miles below. The wind’s carried him gloriously aloft, and he slowly spiraled down and in a long swooping dive, he landed perfectly inside the mouth of the cave, from which his people had leapt all those years ago. Humble beginning to be sure. All who came here felt the energies though, if he were to find the answers to his questions, this is the place to be. He walked back into the cave and it grew darker as he went. He knelt and struck fire to the torch he’d brought with him. His people didn’t much care for caves, and didn’t come down here much, usually on a dare actually. He used his abilities in Nature’s Way’s to detect for traps, and there were none to be sensed. More confident, he eased forward into the cave… again, calling on Nature’s Ways, he tried to sense water nearby. Yes, there was water ahead, and as he moved on, he began to hear the tinkling of a stream running along the floor of the cave ahead.

The water was cool, running over his talons as he waded upstream, further into the cave. The cave narrowed for some way, no wider than the stream at it’s bottom, and it twisted and wound until it abruptly opened into a wider chamber. The cramped quarters had given SkelYek a near panic attack, but his desire to know what lay ahead pushed him on.
>>
>>1348897
In the middle of this room, the water that formed the stream, gushed up from the floor of the cave in gushing spring. A small pond filled most of the room, and small. When disturbed, trials of luminescence linger in the springwater. But it’s the smell of it that gets to him the air of this place was pulled into the cave, from outside, so the glorious stench of this water was kept back from the outside world. He waded through the water out onto the tiny hump of land from which the spring flowed. Once there, he saw something inside the hole, from which the tainted water flowed. Several white stones could be seen inside, and lying here and there, the size of a head almost.

SkelYek sat down, and began to let his mind reach out, and conemplate how his people had come to be in the cave. Whe was suddenly alive, and didn’t have to hatch and grow up. He let his mind wander, he found himself soaring high above everything. Higher than he’d ever soared before…. There was a sound, like a rolling thunder, but it was a voice and it spoke a name “Yothep”... and the sound of the name was terrible and delightful and the howling winds of his vision spat him back into his body, in the room of with the spring. He opened his eyes. He’d felt the Divine, he was certain of it. He stood, and as he did, one of the white rocks inside the spring caught his eye. It, had a, beak on it, he reached in and lifted it up. It was a skull, a skelkai skull. He grabbed ahold of it and lifted it up. The skull was attached to a leg bone, and the both of them intricately carved with runes…
>>
>>1348693
Turn 41 11.00
??TIME??/Time of Green
Forest Pelts

Action 1 (14) [Build] Build a build the T3 Fortification Castle! 996/2000
>1024/2000. Digging a moat, installing drawbridge. Adding Turrets

Action 2 (42) [Build] Finish dat T2 Granary! We need bigger silos! 946/1000+56 to complete. +28 transferred to Castle 1052/2000
>
PP 86: 43 into Action 1 For Castle Building
>1095/2000

10 was used for training the archer miltia in the Archery Military. T2 Archers [10] 900/1000+100
>officially T2 Archers 1000/1000
4 used for characters.

Last 43 Goes into the T2 Granary
>Granary complete You now hold enough grain to last two years should crops fail two years running. Or feed your people for 6mos should you get besieged. 1yr with rationing. 43 more on the castle 1138/2000

Characters
Rogar 100 Archery 800/1000 T2 The hunt is on!
>900/1000 See Addendum post:

Nomnar 100 Woodworking T2->T3 1000/1000
>100/2000 T3
Tagnok [Creation Great Work] 800/500 into T2?
>HIs T1 Great Work is complete. The urn is magnificent and it tells the story of your people from years 0 through 10. He’s built it in such a way that when a candle is placed within it, light figures are cast upon a wall in a darkened room. Your people gather and recite the stories, and show the corresponding pictures. He has 300CP banked. You may use them to learn any skill your civ knows, or improve on any skill he currently has.
Yinta Wheel Research T1 100 800/500 into T2?
>Yes, and Yes 500/500 T1 and 300pts into this or another skill
>>
Rolled 5 (1d100)

>>1346649
Turn 39 Year 9.75 (Summer)
Fruit-time 10
Elves of the Belegorn Tribe
A1: Improve Bows (741/1000) ‘Take 50’
A2: Discover the divine art of repelling spiritual attacks
PP(50): Complete Leatherwork (496/500)+4 and Improve Bows (741/1000)+46
CP: Standard Training
>>
Rolled 95 (1d100)

>>1349569
ouch

also meant *(Autumn)
>>
Rolled 2 (1d100)

>>1347487
Turn 40 Year 10 (Winter)
Fruit-time 10
Elves of the Belegorn Tribe
A1: Improve Bows (887/1000) ‘Take 50’
A2: Beseech the Great Spirit for Aid
>Thiachon has taken a liking to meditating in winter. The silvery forest where even sound seems frozen has an appealing sense of serenity to him. Having spent the last year learning to open his heart and mind to see the unseen, he hopes that his chants and communion will grant him some insight or perhaps something more tangible to aid in the tribes struggles.
PP(50): Complete Bows (887/1000)+13 and Improve Traps (262/500)+37
CP: Standard Training
>>
Rolled 80 (1d100)

>>1349820
I guess I just can't escape it.
>>
Rolled 96, 96 = 192 (2d100)

>>1348622
A1:Continue work on granaries
(68/500)
A2:Begin improving writing
(T1 writing)

PP:Granaries

CP:
Titania and oberon work on divine magic
(300/500)
Puck does plant shit
(250/1000)
Persephone and her crafting/woodwork
(200/500)
>>
>>1349569
Turn 39 Year 9.75 (Summer)
Fruit-time 10
Elves of the Belegorn Tribe
A1: Improve Bows (741/1000) ‘Take 50’
>841/1000
A2: Discover the divine art of repelling spiritual attacks
>Try as he might, Thiachon is gaining no insight into how one might cause a spirit to be rubuked.
PP(50): Complete Leatherwork (496/500)+4 and Improve Bows (741/1000)+46
>787/1000
CP: Standard Training
>>
>>1349820
Turn 40 Year 10 (Winter)
Fruit-time 10
Elves of the Belegorn Tribe
A1: Improve Bows (887/1000) ‘Take 50’
>987/1000 nearly complete.
A2: Beseech the Great Spirit for Aid
>for some reason, the Great Spirit has no insight on this matter! *crap rolls m8*


PP(50): Complete Bows (887/1000)+13 and Improve Traps (262/500)+37
>grats on bows!
CP: Standard Training
>>
>>1349892
A1(96,23):Continue work on granaries (68/500)
>306/500
A2(96,75):Begin improving writing (T1 writing)
>246/500

PP:Granaries
>403/500

CP: Titania and oberon work on divine magic (300/500)
>400/500
Puck does plant shit (250/1000)
>350/1000
Persephone and her crafting/woodwork (200/500)
>300/500
>>
Rolled 52, 53 = 105 (2d100)

>>1348622
Turn 41 Year 10.25 (Spring)
Bloom-time 11
Elves of the Belegorn Tribe
A1: Try again to develop a way to repel no-see-ums and nasties.
A2: Send a party out to gather more herbs
>Ever since the success of her garden, Eredthel has been biting her nails for her next chance to get out and gather more fragrant and medicinal herbs for her collection. With the blooms being bloomier than they’ve ever bloomed, she knew her chance had come at last. After assembling a posse and sufficient supplies, they took off in search of wonderful new flower friends.
PP(50): Improve Tailoring(251/500)+50
CP: Standard Training
>>
Rolled 13, 74 = 87 (2d100)

>>1348622
Action 1: Rush Granary
Action 2: Begin Expedition
PP
King SkelYek First Of His Name: Trains Divine theory 100/500
SkelWak The Craftsman: Trains Alchemy 100/500
SkelTum The Labor Master: Trains Weaving 400/500
SkelHect the Slaughter: Trains Magic Theory 100/500
SkelWed The Kind: Trains Animal Lore 400/500
SkelFar the Hunter: Trains Animal Lore 300/500
SkelRit The Scrivener: Trains Writing 400/500
20 Hunters: Train Natures Way 200/500
10 Craftsworker: Train Weaving 400/500
3 Adventurers: Train Magic Theory 100/500
60 cp: Rush Granary 320+60=380

King SkelYek: Stepping from the crest of the cave, and stepping of into the air, taking with a dive to graceful flight, SkelYek Returns to the village, the snow storm breaking behind him, and the first light of spring burning at his back. A thousan questions burn in his mind, but some, with Bone Staff in hand, are answering themselves. SkelHect the Slaughterer and his Adventurers marvel from the hill they return upon, as it looks to their eyes that the king chases the spirit of winter from the valley, rushing like an arrow to his people. Arriving below, and startling the few folk who were about, gathering wood or striking arrow heads, and begins to call for the gathering of the tribe. Today his daughter has been born and the people shall feast on the flesh of all the beasts, all that remains upon the unfinished granary, and the wealth of spring.
SkelWak The Craftsman: Something is horribly wrong. The King has returned from his self imposed exile, and he is not the distracted fool of his former self. His eyes are sharp, he exudes a potent will which even he struggles to resist, and he carries that staff. That damned staff. A curse upon it, perhaps some new magic, the result of a secretive winter project perhaps? The others have been charmed away from me, and even that rat SkelRit no longer wishes to associate with my whims, though I am not dead, perhaps they have not told the king my intentions? Whatever the case, he commanded me to a new service, and I shall put my bow work to a hold. I am to investigate the nature of physical magic. By the skys what does that mean? And who is Yothep? The king acts in control but he has gone insane.
SkelTum The Labor Master: The King has me in awe. He speaks to us at his daughters birth feast of a mystic vision of the winds, and of them leading him to the staff, and he espouses such limitless wisdom which he claims to have plucked from the aether as to the will of the world, and yet it all feels so true. I am glad to be rid of SkelWaks foolish errand. If we had attempted his plan with the new king, would we not all be dead? My wife has conceived our first child! This shall be a wonderful year!
>>
>>1351488
SkelHect the Slaughterer: Though I am happy to be home again, and proud to see my village grow so much in my absence it is good to be home. And my king! He has such presence that I have not known before! It is no wonder the snow clouds would flee him, I can hardly control myself in his presence, the urge to throw myself at his feet and grovel is so intense. And yet I had no need, for he came to me, and praised my great journey, and chides himself of former ignorance. I am to lead another expedition, this time taking provisions with us, and cloth, and many other things that we need not fight to move forward and to eat. Truly our king is wise.
SkelWed The Kind: The feast, the spring, the hills teeming with life, my heart alive with feeling. This season is all too much. SkelFar has proposed we bed together, and take the lovers air, and I could not find any will to rebuke him. Sometimes I think of the small cadre of Kangaroo rats which follow us and imagine children in their place. I think I would be a good mother. But before the Soaring Season can begin I must continue my studies, every day I feel like I learn so much. I have begun to enjoy the idea of accompanying SkelFar on a Hunt, and he has accepted me.
Skelfar The Hunter: SkelWek accepted me. I hardly notice the weight of the kings presence when he, having overheard my proposal at the village feast, congratulates me. He told me that I am a strong hunter, and whatever it is that the two of us have been studying has given me a sharp eye for more than beasts, he says a toothy grin. We are blessed then, by love and the king, and whatever this unknown god is whom he speaks of at the feast. I am truly happy.
SkelRit the Scrivener: The King has given me a title! For my studies I shall be the royal Scrivener! And I am to follow the king now, and write his musings day and night, that his wisdom would be eternal in the archive he dreams of building. I nearly summoned the will to resist, to tell him that I was to have him deposed, that I would have written the codex, and the bible, and the laws, that our cadre of conspirators had planned to sell to the village in his absence, how we had planned to compose a ruling council, and have him excecuted for failing his duties. That I hated him. But when I stared at him then my blood ran ice cold, I could swear he was three times as tall, and the light of day could not reach me in his shadow. His eyes shone like fire, his smile like the jaws of a fierce-some ghoul. He laughed at me then, and told me the words that doomed me to his quiet service. "I know."
>>
Rolled 68, 20 = 88 (2d100)

>>1348622

Action 1: Building the academy
>206/500
Action 2: Building the academy

100PP + 2CP
21PP into training the hunters
>T1 Warrior (spear) 102/500
10 PP into training farmers to wrestle
>Wrestling T1 0/500
63 PP into honing the forager's archery
>T1 500/500
6 PP into building the academy

CP

Shel'k'ra trains Wind Law
>400/500
Fal'rakal trains Healing Ways
>400/500

Shel'k'ra: "Wind magic's appeal has not been lost on me, but once I finish my research, I believe I shall pursue something different. Perhaps one of those things that come from the clouds when the rain comes, its power seems almost limitless as if it were a deity calling to us..."

Fal'rakal: "Once I finish up here, my research'll be complete! You ready Mr. Sparrow?" An apprehensive voice made a muffled reply which Fal'rakal could not make out. But he assumed it was a "yes". "Perfect, you'll be back to full health in 3... 2... 1!..."
>>
>>1351190
Turn 41 Year 11.25 (Spring)
Elves of the Belegorn Tribe
A1(52): Try again to develop a way to repel no-see-ums and nasties.
>their ten year protection plan must have expired: Repulsions 52/500
A2(53): Send a party out to gather more herbs
>this will require a visit to the Adventure Room. Let’s assemble the info for the team and roll some dice. +106 to the herb garden will be the overall outcome of the trip.


PP(50): Improve Tailoring(251/500)+50
>351
CP: Standard Training
>>
Action 1: one of my wisest goblins communes with the gods, in order to begin the next step of his training to master the magical techniques of Gob fu

Action 2: The other wisest goblin begins to explore his physical techniques, seeking to master the flesh and the tangible techniques of Gob-fu

30pp (moths) continue to train

40pp (gobs) go out to gather resources for making weaponry and light armor.

30pp (gobs) begin to create bows (or if that is automatic) seeks to improve bow tech in order to allow the moths to use them more effectively or to simply improve them all around.

2 of extra pp to make two goblins

Var, Master of the spirit: 100 cp improve Magical skill

Lar, Master of the Flesh: 100cp to improve Gob-fi towards t3
>>
>>1351867
Turn 41
Action 1(68): Building the academy 206/500+136
>342/500
Action 2(20): Building the academy+40 more
>382/500 +7CP

100PP + 2CP ← from the academy?
>u mean 98PP (2PP)
21PP into training the hunters T1 Warrior (spear) 102/500+100CP +7 from Academy
>209/500

10 PP into training farmers to wrestle Wrestling T1 0/500
>Ok, this is wonky. You have 6 farmers. 119 population. 6/119=5% Max u can stuff into farmers is 5PP to give them 100/500 T1 Wrestling

63 PP into honing the forager's archery T1 500/500
>62pp by my math. They move on into T2 at 100/1000


6 PP into building the academy
>I found 6 more so +12 leaving it 394/500 at the end of this turn
CP

Shel'k'ra trains Wind Law 400/500+100
>T1 complete
Fal'rakal trains Healing Ways 400/500+100
>T1 complete
>>
>>1352917
Turn 41:Result: 2d100 (24, 48)

Action 1(24): one of my wisest goblins communes with the gods, in order to begin the next step of his training to master the magical techniques of Gob fu.
>You get to name him. He’s in touch with his deity and +48 to the Magic Academy beginning T3 (48/2000)

Action 2(48): The other wisest goblin begins to explore his physical techniques, seeking to master the flesh and the tangible techniques of Gob-fu
>the martial Arts school has a new Sensei, you get to name them. Martial Arts Academy T3 96/2000

30pp (moths) continue to train
>moths are up to 200/500 in Moth-Fu 2nd level. As it turns out they can make silk upon demand...

40pp (gobs) go out to gather resources for making weaponry and light armor.
>No PP required to make armors yet, not enough people, and it’s still such low tek. Silk and mushroom husk! They make light leather armor from these components. Adding these to the Bow improvement.

30pp (gobs) begin to create bows (or if that is automatic) seeks to improve bow tech in order to allow the moths to use them more effectively or to simply improve them all around.
>we assume that each person manages to make a +0 bow at the tech level of your people, but you have no dedicated bowyers which get a skill roll, and a chance to make weapons of quality, until you train a bowyer. Bow T2 68/1000 (-2pp for the two goblins)

2 of extra pp to make two goblins

Var, Master of the spirit: 100 cp improve Magical skill
>Var begins learning T2 Monk Magic Theory 100/1000

Lar, Master of the Flesh: 100cp to improve Gob-fi towards t3
>Lar Gob-Fu T3 100/2000
>>
pls link your year 11 Summer turn here. This year the drought does not return, and granaries will be refilled in the fall.
>>
Rolled 36, 58 = 94 (2d100)

>>1353900
Turn 42, 11 Summer
Gnolls, Forest Pelts
Time Of Hot

Actions:
>[Build] Pallisade w/ Towers T2->T3 Castle[Moat, Turrets, and Drawbridge] 1024/2000
>[Research] Astrology; There is an idea, Upon Rogar's return and his great gift the people are interested in learning of the wonders of the world. Would Tallow Whitepelt descended from the stars themselves?[Leads into Shrine Building if I need Tech to work for it]

PP: 43 Castle, 43 Astrology, 4 Characters, 10 Archers.

Characters:

Rogar
Archer T2 900/1000 +100

Nomnar
Woodworking T3 100/2000 +100

Tagnok
Stone Tools T1 186/500 +100, 186 from the saved up CP from Great Work Use, the other 144, went to Pottery T2 to get to T3
Pottery T2 886+144/1000-> T3

Yinta
Wheel T2 300/1000 Yinta Meanwhile invested more thought into the idea behind Wheels, maybe there is other uses for them as well?

Units: Archer's [10] Archery T2 1000/1000 +100 ->T3 0/2000
Archer's Militia T1 [85] T1 Archery 500/500
>>
Rolled 37, 12 = 49 (2d100)

>>1353900
A1:Finish off the contruction of the granaries
(403/500)
A2:[research] a wilderness survival research/development/expedition thing

PP:putting my 95 PP into the granaries and any left over into getting T2 writing (246/1000)

CP:Titannia and oberon finally complete divine theory
(400/500)
Persephone continues to study the art of crafting
(300/500)
And puck continues studying plant mastery
(450/1000)
>>
Rolled 47, 20 = 67 (2d100)

>>1353900
>Action 1: Rush Granary T1
>Action 2: Begin Trade Route Shelter T1
>PP
>King SkelYek First Of His Name: Trains Aarakocra 100/500
>SkelWak The Craftsman: Trains Alchemy 200/500
>SkelTum The Labor Master: Trains Weaving 500/500
>SkelHect the Slaughter: Trains Natures Way 100/500
>SkelWed The Kind: Trains Animal Lore 500/500
>SkelFar the Hunter: Trains Animal Lore 400/500
>SkelRit The Scrivener: Trains Writing 500/500
>20 Hunters: Train Natures Way 300/500
>10 Craftsworker: Train Weaving 500/500
>3 Adventurers: Train Natures Way 100/500
>60 cp: Rush Granary overflow into Trade Route Shelter

SkelHect The Slaughterer: Racing with the boys has never felt so invigorating, this news will change the tribe. It may not be what the king wanted, but surely it is welcome news!

King SkelYek First of His Name: My lieutenant SkelHect has brought me splendid news. It appears to the south a tribe of beings similar to ourselves roosts on a mountain range. Ill be candid with myself. I was not expecting such news so soon. I have organised another feast in honor of SkelHects great discovery, and he and his trusted men have the honor of inscribing their names upon the Heroes rock at the foot of our Cave of Origins. I will commit myself to learning what he has to teach me of their tongue. I will roam with an entourage to meet them soon. I shall hold a ceremony in our temple, and commit an offering of flesh to Yothep and lead a prayer in his honor. Blessed are we.

SkelTum The Labormaster: Foreigners! And they are like us! Truly we are blessed! It must be as the king says, a divine intervention brought to us by Yothep! I find myself thankful now for the gift of a god. Better still, my wife has produced a child! Between our overflowing supply of cloth and fabric, and our soon to be swiftly filled granary, the world seems to be a good place to bring my child into.

SkelWak The Craftsman: I have little time to worry about the nature of these interlopers. If they can keep the king preoccupied all the better. I have discovered a great many boons in the arts my king so foolishly set me upon. In my supply, with pestle and mortal, bowl and knife, I have discovered many secrets in the herbs upon our lands, and the secrets of stone and fire are coming to me swiftly. I believe soon I will be able to define the attributes of many of my concoctions... If only I had test subjects... I shall call upon SkelFar and his wife, perhaps they may be of use to me.

SkelRit The Scrivener: The King continues to have me write his musings. It appears that he intends me to record the meeting between himself and the interlopers.

SkelWed The Kind: Blessings of the Wind God! I have Laid an egg! Though I am always afright to feel the kangaroo rats nestling amongst myself and Skelfar with our precious child, I am increasingly surprised at how close I am growing to all of them. The rest of the village hurls cruel jokes and insults, that the we consort with beasts unfit for slaughter.
>>
>>1356551
>Thats weird. Between cp and action points we finished the granary exactly weird.
SkelWed Continued: But they dont understand and fear it. The animals are cunning and wise. The rats answer my calls now, the birds who nest here do not fear me, and the Skrel Wids have slowly eased their fear of me. Well, one understands... Thank the wind god for SkelFar.

SkelFar the Hunter: I am a father! Such a high honor in this village, that I a lowly hunter, would be counted amongst those as the King! I have recieved many high praises, and my share of snide remarks, but not long after our child was laid did a new breed of tongue find us. The others have soured at my studies, and the other hunters are saying Im neglecting my art as a hunter, that I aught to feed my own child more than the meager hill rats that I raise. Perhaps they are right. SkelWak has asked of me that I bring a dozen of the rodents in the hills to him, that he cultivate them and find their usefulness. I made a show of effort to coax the rats, and found them swiftly answering my calls. I presented the would be alchemist with nearly thrice as many as he had asked, and he was honestly grateful.
>>
File: owlfolk 1.jpg (69 KB, 449x424)
69 KB
69 KB JPG
And all of a sudden, King Kyros, his wife, the High Priestess Priya, and the rest of the Syrinx (Owlfolk) race enter the mix.

The Syrinx are a mostly nocturnal race of highly efficient hunters and have high aspirations of developing religion. Syrinx have a high opinion of themselves and while their humble beginnings started out with simple hunting and farming, plans are in the works for this race of Owlfolk to begin serving a higher purpose which will start off with the construction of the Holy Tower of Kyros which will act as the home capitol, point of defense, as well as the center of culture and religion for the entire civilization. Will their lofty dreams pan out or will they succumb to any of the many struggles about to face them? Find out next time on Dragon Ball Z.
>>
>>1354000
Turn 42, 11 Summer
A1(36):[Build] Pallisade w/ Towers T2->T3 Castle[Moat, Turrets, and Drawbridge] 1024/2000
>1024+72=1096/2000.
A2(58)[Research] Astrology; There is an idea, Upon Rogar's return and his great gift the people are interested in learning of the wonders of the world. Would Tallow Whitepelt descended from the stars themselves?[Leads into Shrine Building if I need Tech to work for it]
>Astrology… hehe… 58/500. One of your people begins developing theories about how the stars affect our lives.

PP: 43 Castle, 43 Astrology, 4 Characters, 10 Archers.
>1139/2000 Castle
>101/500 Astrology
Characters:

Rogar
Archer T2 900/1000 +100
>His T2 is complete 10th Level Archery

Nomnar
Woodworking T3 100/2000 +100
>200/2000

Tagnok
Stone Tools T1 186/500 +100, 186 from the saved up CP from Great Work Use, the other 144, went to Pottery T2 to get to T3
Pottery T2 886+144/1000-> T3
>math looks ok missed turns should be caught up.

Yinta
Wheel T2 300/1000 Yinta Meanwhile invested more thought into the idea behind Wheels, maybe there is other uses for them as well? He cart has two axles and she’s been toying with waterwheels and how to make work with them.

Units: Archer's [10] Archery T2 1000/1000 +100 -
>T3 100/2000
>>
A1(37):Finish off the contruction of the granaries (403/500)+74
>477/500
A2(12):[research] a wilderness survival research/development/expedition thing
>Wilderness survival 12/500 to the adventure-room!

PP:putting my 95 PP into the granaries and any left over into getting T2 writing (246/1000)
>Granary Complete 23pts. 72pp remain. 318/1000 T2 Writing

CP:Titannia and oberon finally complete divine theory (400/500)+100
>T1 500/500
Persephone continues to study the art of crafting (300/500)
>woodcrafting 400/500
And puck continues studying plant mastery (450/1000)
>550/1000
>>
>>1356551
Action 1: Rush Granary T1 (346/500)+94
>440/500
Action 2: Begin Trade Route Shelter T1
>Waystation between the birdbros 20/500. Your construction crew arrives and begins the project. The Aarakocra may assist the project as if it were PP now.

PP
King SkelYek First Of His Name: Trains Aarakocra 100/500
SkelWak The Craftsman: Trains Alchemy 200/500
SkelTum The Labor Master: Trains Weaving 500/500
>T1 Weaving is complete. He can make all manner of coarse fabrics. T2 is for fine fabrics.
SkelHect the Slaughter: Trains Natures Way 100/500
SkelWed The Kind: Trains Animal Lore 500/500
SkelFar the Hunter: Trains Animal Lore 400/500
SkelRit The Scrivener: Trains Writing 500/500
20 Hunters: Train Natures Way 300/500
10 Craftsworker: Train Weaving 500/500
3 Adventurers: Train Natures Way 100/500
60 cp: Rush Granary overflow into Trade Route Shelter|
>60 PP finishes the granary exactly.
>>
ACTIONS:

Action 1: [Research] Stone Masonry T1 take 50 (I want to prepare for building my capitol into an impressive defensive fortress)
Action 2: [Improve] Stone Masonry T1 take 50

Characters:

King Kyros: 100cp Trains Hiding

High Priestess Priya: 100cp Trains Divine Theory

PP:

Dump the rest of my points into improving stonemasonry.


From the journal of King Kyros (Summer, Year 11):

I have brought my people into a land with plenty of food to hunt, and I have given them homes and farms. But what have they given me? NOTHING! I will show them how powerful I am and they will worship me. Then I will get what I deserve. I have sent my wife, Priya, to study Divine Theory in order to help establish religion in my kingdom, to usher in the Age of Kryos. I am all holy and they will bow down before me after they see what all I have given them. On this note, my next order of business is to begin plans on building The Holy Tower of Kyros. But first, we need to know wtf we're doing. But for now, send all available citizens to gather stone for the Holy Tower.
>>
>>1353900

Action 1: Build Academy T1 'take 50'
>394/500
Action 2: Construct Granary 'take 50'

100PP-3PP
New Notable citizen: "Mad" Jack Sparrow
25PP Hunters train with spear melee
>T1 209/500
6PP Finish Academy
>T1 494/500
5PP Farmers train wrestling
>T1 100/500
60PP Foragers train archery
>T2 100/1000
1PP into Wind Law
>T1 199/500

CP

"Mad" Jack trains Wrestling
>T1 0/100
Shel'k'ra trains Skelkai tongue
>T1 0/500
Fal'rakal trains Animal Handling
>T1 0/500

Shel'k'ra: There seems to be a community of creatures similar to ourselves with a home which would practically mirror ours. These beings were bald and generally had really dark feathers, we had never seen anything like them; and their language! None of us had never heard anything like it! However, communication was simple enough even without spoken language, it would seem as if they had some of the same cultures as ours since we were able to understand eachother so easily!

Fal'rakal: So there's been a new type of species found in this wood, and it would seem they are sentient and hopefully not detrimental for our forward progression. I hear our leader wishes to make an expedition to find these odd folk and see if we can establish a more well-rounded form of communication. Let's hope these birds are as friendly hosts as they are guests.

"Mad" Jack: crazy birds showed up everything go wild I check party out but no I go not I wish to eat meat I saw arrow stick in carcass and everything laugh funny was it was things will go right soon must focus strength build colony I will teach those less informed and master art of fight need it we might
>>
>>1356934

It was actually my 42nd turn
>>
>>1356926
Action 1: [Research] Stone Masonry T1 take 50 (I want to prepare for building my capitol into an impressive defensive fortress)
>stoneworking T1 50/500
Action 2: [Improve] Stone Masonry T1 take 50
>Stonemasonry 150/500

Characters:

King Kyros: 100cp Trains Hiding 400/500
>+100 will unlock his 5th level spell here and complete T1

High Priestess Priya: 100cp Trains Divine Theory 400/500
>500/500 completes T1
PP: Dump the rest of my points into improving stonemasonry. +98
>248/500
>>
>>1356934
Action 1: Build Academy T1 'take 50' 394/500+100
>494/500
Action 2: Construct Granary 'take 50'
>50/500 T1 Granary

100PP-3PP
New Notable citizen: "Mad" Jack Sparrow
25PP Hunters train with spear melee T1 209/500+110cp
>319/500
6PP Finish Academy T1 494/500
>500/500
5PP Farmers train wrestling T1 100/500
>200/500
62PP Foragers train archery T2 100/1000
>200/1000
*ran out of points*

"Mad" Jack trains Wrestling T1 0/100
>100/500
Shel'k'ra trains Skelkai tongue T1 0/500
>100/500
Fal'rakal trains Animal Handling T1 0/500
>100/500
>>
This fall arrives gloriously. With the long growing season, the leaves are spectacular. This years harviest is a bounty.
>>
I've got to drop out, guys. This game is too abstract for me. Sorry. Nice to meet all of you though. Good luck :)
>>
>>1357314
Action 1: Research Spirit Law
Action 2: Rush Spirit Law
>PP
>King SkelYek First Of His Name: Trains Spirit Law 100/500
>SkelWak The Craftsman: Trains Alchemy 300/500
>SkelTum The Labor Master: Trains Wood Working 200/500
>SkelHect the Slaughter: Trains Natures Way 200/500
>SkelWed The Kind: Trains Animal handling 100/500
>SkelFar the Hunter: Trains Animal Lore 500/500
>SkelRit The Scrivener: Trains Aarakocra Language 100/500
>20 Hunters: Train Natures Way 400/500
>10 Craftsworker: Train Wood Working 100/500
>3 Adventurers: Train Natures Way 200/500
>30 cp: Rush Spirit Law
>30 cp: Trade Route Shelter

King SkelYek First of His Name: The time is now fast approaching when our civilization will take its place in the wider world, and it all begins here, and now. The race of Aarakocra as their tongue calls them are deadly near to us if SkelHects reports are true. I at first had seen this as a good sign but as I spent more time with the hunt master I have begun to have doubts. They are a warrior clan, and in addition to their skill with the bow he has told me they weilded spears, and something called a martial art in addition to fearful magic. I am doubtful that our hunters who have never faught a foe who could chase them to the air would be fit to fight them if need be, and only myself and the coniving SkelWak are suitable warriors amongst our tribe. I must reveal my dire project to the tribe, and begin to teach them the power of their immortal souls, and the spirits that walk the winds.

SkelWak The Craftsman: The rats that SkelFar has supplied me with are cunning, but their knowledge ends at wooden cages. Ive secured the small flock and have taken to training a few for various uses, but mostly they are my test subjects. I have isolated a few and fed them several of my concoctions and recorded the results. A few have died, but others become strangely vigourous when fed the drippings of soaked Tail Root. At the same time my king has bothered me again with yet another side project. He has had me fashion a few arrow heads from the blood red stones our men dug from the cliffside, and fashion himself and I a pair of shoddy Stone swords. They would break with any great deal of use but he was adamant we have them on hand. I wonder what he anticipates?

SkelRit The Scrivener: I have mastered the art of our written language, even going so far as to properly define some of our more vague grammar. The King has taken to studying his arts at the cave of Origins, and though I hate to be there, I must follow to write his musings. In between sessions he has taught me all we know of the Aarakocra tongue.

SkelTum The Labor Master: Now that our little weaving circle has mastered the art of plant fiber, Ive convinced them all to begin sowing similar plants alongside our typical berry crop. Meager as our gardens are, having more of the plant at hand will aid us. I have moved on to advising the group in wood carving. My darling wife gives me Strength.
>>
>>1357706
SkelWed The Kind: I managed to have one of the midwives craft me a comfortable sling pouch with which to carry my egg with me. In these strange times we need every able body, and even for my precious child I cannot rest. I have taken to wearing it and carrying my child with it cradled in my lesser arms wherever I go for my studies, which have taken me to the Wing Tips. Ive asked SkelFar about making a permanent home here where we have the creatures of the southern forests and the northern hills to study, and he considers it. We spend much time near the soon to be finished trading post now. Ive taken to training our Kangaroo rats a few tricks, with time I think I might establish a basis for training all animals.

SkelFar The Hunter: Though I know now that my wife is not weak, I still fear for her always. Taking her egg with her, let alone deciding not to stay in the village with it full time is ludicrous. But she is clever, and now she takes to wearing a pouch with out child nestled within. She now wants us to move into the wilds, despite my warnings. Ive hunted the bears of these hills, the Screeves. If we were set upon in the night here, so far from help our child would surely be lost. But SkelWed insists, that if we live close to the trading post, we would be safe from harm. I must consider further.

SkelHect The Slaughter: Myself and the boys have taken to training quite hard. Mastering this mana stuff is difficult, but it seems the wind god is willing, and we have made progress. The king wants a new expedition over the winter and I must be prepared to impress these new folk. Slim and the other boys wont have a laugh at me again.
>>
Rolled 49, 12 = 61 (2d100)

>>1357706
>>
Rolled 66, 16 = 82 (2d100)

>>1357314
Gnolls, Forest Pelts
Turn 45, 11 Fall

>Action1: [Build] Castle T3 1139/2000 The general walls are established now there needs to be a central tower, something to fall back least the walls fall to the foes.
>Action2: [Research] Astrology T1 101/500 There is an awful lot of interest in what that one gnoll had thought in regards to the way stars might affect the lives of their people.

PP:100-4 for characters=96/2 for both projects=48 to go into A1 and A2 each.

Characters:

Rogar

Archer T3 0/2000+100

Nomnar

Woodworking T3 200/2000+100


Tagnok

Stone Tools T1 286/500+100

Yinta

Wheel T2 400/1000 +100

Units: Archer's [10] Archery T3 100/2000
Archer's Militia T1 [85] T1 Archery 500/500
>>
Rolled 39, 95 = 134 (2d100)

>>1357314

Action 1: Set out an expedition
Action 2: Build Granary
>T1 50/500

100PP - 2PP
5PP to train farmer's farming
>T1 0/500
62PP Foragers train archery
>T2 200/1000
31PP Into building the granary

CP

"Mad" Jack trains Wrestling
>T1 100/500
Fal'rakal trains Animal handling
>T1 100/500

Shel'k'ra and his hunters get no training this round because they shall be heading the expedition

Shel'k'ra: "I must find those odd people we met last summer. Now that I know their speech, I must meet them again to converse how we could possibly help eachother during the ever harsher winter months."

Fal'rakal: "These over sized rats are getting more and more of a pain in my ass! They're too hard to understand, and I can't contact them worth shit right now! In other news, it seems our leader is heading an expedition and taking a few hunters with him, saying "It would be beneficial to both of our kind if we were to establish more of a connection." Honestly, I don't care what that fool does right now, I'm too pissed off at these animals to understand!"

"Mad" Jack: "IfightgoodenuffbutnotlikerestofgoodsbutIdontsomesadsoonIshallproveworthofItoeveryoneandtheyllbesohappywhenicomeandheadthesenewacademywebeenbuildingamsoproudofyouformecominghowfarmyheadhurts"
>>
Rolled 70, 45 = 115 (2d100)

>>1357314
A1:Oberon and titannia look into the power of admor to protect and heal themselves.

A2:Continue working for writing T2
(318/1000)

PP:(96)Putting my 13PP into training my 20 light moulders and the rest into writing.

CP:Titannia and oberon work starting on light moulding T3

Persephone finally finishes and gets T1 Woodcrafting (400/500)
and puck works on plant mastery
(550/1000)
>>
>>1357706
Turn 43 Rolled 49, 12
Action 1: Research Spirit Law
>49/500 starting point
Action 2: Rush Spirit Law
>+24 73/500
King SkelYek First Of His Name: Trains Spirit Law 100/500
SkelWak The Craftsman: Trains Alchemy 300/500
SkelTum The Labor Master: Trains Wood Working 200/500
SkelHect the Slaughter: Trains Natures Way 200/500
SkelWed The Kind: Trains Animal handling 100/500
SkelFar the Hunter: Trains Animal Lore 500/500
SkelRit The Scrivener: Trains Aarakocra Language 100/500
20 Hunters: Train Natures Way 400/500
10 Craftsworker: Train Wood Working 100/500
3 Adventurers: Train Natures Way 200/500
30 cp: Rush Spirit Law
>(103/500)
30 cp: Trade Route Shelter
>50/500 So far, it’s a crude hot tub, under a natural overhang...
>>
>>1357982
Turn 45, 11 Fall
Action1: [Build] Castle T3 1139/2000 The general walls are established now there needs to be a central tower, something to fall back least the walls fall to the foes. +132
>a Keep is the word you’re looking for… but this castle not quite big enough for a separate keep. You would lose your courtyard. A central archery tower is definately doable. Castle walls big enough to have a Keep/Castle inside are T4-5 stuff of the ages!
>1271/2000


Action2: [Research] Astrology T1 101/500 There is an awful lot of interest in what that one gnoll had thought in regards to the way stars might affect the lives of their people.
>You need calendar and mathematics to do this proper, the way we know it. However, naming the constellations and noticing their procession is the beginning of all calendar knowledge. If the people believe in it though, who knows what can happen on Admor! 133/500.

PP:100-4 for characters=96/2 for both projects=48 to go into A1 and A2 each.
>1319/2000
>181/500

Characters:

Rogar: Archer T3 0/2000+100
>going for the big guns? 100/2000
Nomnar: Woodworking T3 200/2000+100
>300/2000
Tagnok: Stone Tools T1 286/500+100
>Tagnok is knapping his tail to a stub, 386/500
Yinta: Wheel T2 400/1000 +100
>500/1000

Units: Archer's [10] Archery T3 100/2000
>200/2000
Archer's Militia T1 [85] T1 Archery 500/500
>T2 1000/2000

Now that you have the hang of the character math, you can just keep it on the civdoc.

CP: CivDoc

Is all you need to post on this part from now on.
>>
>>1358979
Rolled 39, 95
Turn 43
>>1357314 (You)

Action 1: Set out an expedition
>tell me who’s going, and which direction, meet me in the adventure_room
Action 2: Build Granary T1 50/500+180
>Granary 230/500

100PP - 2PP
5PP to train farmer's farming T1 0/500+100
>100/500
62PP Foragers train archery T2 200/1000+100
>300/1000
31PP Into building the granary
>Granary 261/500

CP

"Mad" Jack trains Wrestling T1 100/500+100
>200/500
Fal'rakal trains Animal handling T1 100/500+100
>200/500
>>
>>1359235
Rolled 70, 45 = 115 (2d100)

>>1357314 (You)
A1:Oberon and titannia look into the power of admor to protect and heal themselves.
>70/500 Holy Sheilds
A2:Continue working for writing T2 (318/1000)+90
>408/1000

PP:(96)Putting my 13PP into training my 20 light moulders and the rest into writing 318/1000.
>400/1000+100 Light Molders (20) T2 500/1000
>Writing T2 418/1000

CP:Titannia and oberon work starting on light moulding T3
>100/2000

Persephone finally finishes and gets T1 Woodcrafting (400/500)
>500/500
and puck works on plant mastery (550/1000)
>(650/1000)
>>
winter is upon us!
>>
Rolled 75, 76 = 151 (2d100)

>>1359901
Turn 45, 11 Fall
Action1: [Build] Castle T3 1319/2000 At any rate the central tower for archers is slowly coming into being very well. That being said there might be some ideas for throwing things down on those who'd try to scale the walls...

Action2: [Research] Astrology T1 181/500. Already among the population are major star signs being labeled for some of the events in the village, like the Great Stag Tallow, the Archer, whose totally not Rogar of course not, even the great walls are seen in the sky as well.

PP:100-4 for characters=96/2 for both projects=48 to go into A1 and A2 each.

CP Done in doc.
>>
>>1360508
Should be for the winter, my bad. Also did I feel this out right?
>>
>>1359901
Merfolk/fishfolk people have returned!

With my 3600 PP, first I will put 500 into my Known Skill Boats, increasing it to t2. Next, I will increase both my building Boatyard and land farms to t2. Next, I'll put Sea Mastery up to t2. I will also raise my king Seeqam up to t2 Warrior. With the remainder of my PP, I will dump into my Priestess' Divine Magic.

After being dormant for quite awhile, it is time for the merfolk/fishfolk to begin a period of growth.
>>
new bread
>>1361892




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