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File: Admor.png (5.2 MB, 4000x2000)
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Eleven short years ago, Admor was called forth from the mists of chaos. Since, her people's have flourished, perished and vanished.

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.

We are currently only accepting new players who are willing to check out the thread first, read some posts, and hang out with us at: https://discord.gg/AEWpRyq

our FAQ is up finally and growing.
>>
>>1360508
Turn 44, Winter Year 10.
Action1(75): [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…
1469/2000. Things are moving along nicely. The gnolls are happier each season with the magnificence of their holdings.

Action2(76): [Research] Astrology T1 181/500. +152 232/500

PP:100-4 for characters=96/2 for both projects=48 to go into A1 and A2 each.
1367/2000 Castle
280/500 Astrology
>>
link your turn 44 here
>>
>>1361892
Turn 42 Year 10.5 (Summer)
Leaf-time 11
Elves of the Belegorn Tribe
A1: collect rocks ‘take 50’
A2: collect more rocks ‘take 50’
PP(50): stack the rocks into a nice cairn
CP: Civdoc
>>
Rolled 83, 45 = 128 (2d100)

>>1361933
Action 1: Spirit Law
Action 2: Spirit Law
CP Civ Doc
King SkelYek First of His Name: The Dark season has come again and I have barely grown in my studies, I push myself on harder now, fully intent on mastering the world of spirits.

SkelTum the Labormaster: We are making great progress on our wood working classes! Myself and the others have carved all manner of useful things, be it boxes for storage or additions to our homes piece by piece. The winter is nothing to fear now that we have so many bundles of warm clothing, and so much stored food. The hunters scarcely have to use their bows! SkelUvet says that she can hear the heart beat of our child when she nests. I will be a father come spring, just as our king!

SkelWak the Craftsman: My studies progress swiftly. I have learned much from the local plants, and can now identify in any stroll, at any time of year, a dozen plants and their uses. I also discovered something bordering on magic with my last study session, but it is different somehow. The magic of plants?

SkelHect the Slaughterer: The King demands I lead a new hunt come spring, to see the southerons as we have taken to calling them. Myself and the boys train hard, we will show them wondrous magic.

SkelRit: The King has me writing the most bizare of arcane explanations of late. I have begun inventing a new branch of the written language to contain and explain his ideas. I think I am inventing the language of magic...

SkelWed the Kind: I have taken to attempting to train more ambitious creatures, approaching various tribes of creatures I have otherwise avoided in my studies, attempting to make peaceful contact as I have with the kangaroo rats. Though I cannot find where the bears have all gone too I am left wanting for options and roam the southerons forests, SkelFar stays with me often, and I can hear him practicing the language of these people... I wonder what they are like. Perhaps I should plan a trip for the 3 of us when the child is born.

SkelFar the Hunter: SkelWed is unnaturally trusting, she has proposed to me now on many occasions that I and her make a trip to the Southeron village. Give a rat an inch it seems. I agreed to rebuild our home not far from the trade post only a few short weeks ago, and the south wall is barely built before she asks me to take us southward. I was only learning the stupid language to tell them to stay away from her anyway... Ill talk to SkelHect about directions.
>>
>>1363228
Wew, forgot my name
>>
Rolled 84, 63 = 147 (2d100)

>>1361933

Action 1: Building the Granary
>T1 271/500
Action 2: Improve Academy
>T2 0/1000

100PP - 3PP
21PP Hunters train spears
>T1 319/500
5PP Farmers train farming
>T1 100/500
71PP into Granary

CP

"Mad" Jack trains wrestling
>T1 200/500

Shel'k'ra trains Wind Law
>T2 0/1000

Fal'rakal trains Healing Ways
>T2 0/1000
>>
>>1361958
Turn 42 Year 10.5 (Summer)
A1: collect rocks ‘take 50’
>you herd half the tribe off to the caves to haul rocks for four months. They realize the importance of the action, but this is

A2: *explore cave* as per earlier discussion*

PP(50): stack the rocks into a nice cairn
>I would have stacked them in a defensive perimeter on this choke point… but I’m no elf! You have a lovely cairn.


CP: Civdoc
>>
>>1363228
Turn 44 Rolled 83, 45
Action 1 Research Spirit Law
145/500+83= 228
Action 2 Rush Spirit Law
>311/500+90 Spirit Law (401/500)
PP: 50
Trade Route Shelter (50/500)+50
>100/500 The natural outcropping shelters you from the elements and will require minimal you to move enough stone only to make a front wall. This upgrade has added food storage and a place for firewood and kindling. Still a rough place to hunker down in bad weather, but at least it’s supplied and warm.
PP: 10 Spirit Law 411/500

40PP -> CP:Civ Doc
>>
>>1363827
Turn 44 (Rolled:84, 63)
Action 1: (84)Building the Granary 261/500 +168
>429/500 The granary is nearly complete and your people appreciate the convenience this socialist enterprise has bequeathed upon the tribe!
Action 2: (63)Improve Academy T2 0/1000+126
>126/1000 +11pts training this turn

100PP - 3PP
21PP Hunters train spears T1 319/500
>419/500
5PP Farmers train farming T1 100/500
>200/500 They are moving from individual plots with several things, into larger plots of monoculture.


71PP into Granary
>wow… perfect point total. 429+71=500
CP

"Mad" Jack trains wrestling T1 200/500+100
>300/500

Shel'k'ra trains Wind Law T2 0/1000+100
>Must advance theory to 100/1000, before the lists may advance. Magic Theory T1 100/1000

Fal'rakal trains Healing Ways T2 0/1000
>as above, except Divine Theory T2 100/1000
>>
Winter breaks giving rise to all the wonder of Spring on Admor. Time to get seeds in the ground and get year's construction projects underway.

Please link your turn 45 here.
>>
Rolled 84, 86 = 170 (2d100)

>>1365263
Gnolls, Forest Pelts
Turn 45, Spring Year 11
Action 1 [Build] Castle T3 So close yet so far! 1367/2000
Action 2 [Research] Astrology T1 280/500

PP100-(10Unit+4Character)=86/2 for both projects=43 into A1 and A2
>>
Rolled 51, 13 = 64 (2d100)

>>1365263
Action 1 Research Spirit Law
Action 2 Rush Spirit Law
50 pp Rush Trade Route Shelter
10 PP Rush Spirit Law
40pp->Cp:Civ Doc

KingSkelYek First of His Name: Today I embark upon a spirit quest in order to continue to further my studies of the immaterial. I have seen evidence to suggest that the spell I am creating will bind a nature spirit to a totem of my choosing, and I have chosen to make this undertaking alone. I will return to my people in one weeks time.

SkelWak The Craftsman: The mysteries of the natural world are opening wide to me. I have so many ideas for how this art I have perfected will serve me in the future.

SkelTum the Labor Master: I have started something of a small revolution in my wood working classes. It started simply, a standing wooden structure small enough to fit in a home, but compartmentalized, able to store our clothing in organised groups. I call it a dresser. The others in my class have taken to crafting such 'furniture' as we call it. Cribs bed frames, crates, sheds. We are making all sorts of wonderful crafts from wood! My son has been born today! Strong and healthy, a good omen that we have pleased Yothep.

SkelHect the Slaughterer: My Magic soars! I shall soon be the equal of all within our village!

SkelFar the Hunter: I don't know anything about the southerons but that they have a difficult tongue and they fly and hunt like us. Not much to go on, and if they really are like us they must be clever and shifty as well. I try to ply SkelHect often but he wants nothing but magic since the southerons impressed him. I suppose I can return to archery now, with the cunning noses of my kangaroo rats finding prey is even easier.

SkelWed: I spent so much time in the fields, the forests, the plains, that I hardly noticed as time passed me by, and now come spring, I am reminded again of how much I still have to learn. I was caught unawares as the child bundled to my chest began to struggle for freedom, forcing me to stop and coax my son into the world. Precious. Divine. I dont think I have ever seen a SkelKai with blue down before. I wonder what it means? SkelFar will be so proud.
>>
>>1365442
Turn 45, Spring Year 11
Action 1 [Build] Castle T3 So close yet so far! 1367/2000
>bild baby bild: 84*2=168 Castle T3 1535/2000

This is the most advanced structure on the face of Admor.


Action 2 [Research] Astrology T1 280/500
>still not sure what we’re going to do with this… I suppose it’s a lead in to mathematics or something really arcane! +172 Astrology 452/500

PP100-(10Unit+4Character)=86/2 for both projects=43 into A1 and A2
>+38 to Castle 1573/2000 you needed 5pts to wrap up astrology….
>+48 Astrology T1 500/500
>>
>>1365516
Action 1 Research Spirit Law
Action 2 Rush Spirit Law
>Rolled 51, 13 = 64 x 2 = +128
50 pp Rush Trade Route Shelter
>150/500
10 PP Rush Spirit Law
>Spirit Law 328/500 +128 +10 = 466/500 *note that this list will be changing to match our finds in Alchemy Companion. Life Essence Storing T1 466/500

40pp->Cp:Civ Doc (checked: ty)
>>
Summer arrives in all it's blusterous, hot glory. This years crops are stunning. The hunting is sublime. Life is good. People are happy.
>>
>>1370093
Action 1: Discover Spirit Domination
Action 2: Rush Spirit Domination
PP
34 pp: Finish Spirit Law
26 pp: Rush Trade Route Shelter
Cp->Civ Doc

King SkelYek First of His Name: The law that flows, and dictates the mastery of souls. That is the art I have discovered, and that discovery has thrust me into a citizenship among the spirit and the aether. Now I am prey and predator, and guest and enemy. I have the power to summon up spirits, and to speak their tongues. But now comes the greatest part of my journey, to master their domination, and to assert my will as king!

SkelWak The Craftsman: I believe my studies have taken me as far as they can for the moment. I understand much of magical crafting now, which spurns me to return to my previous project, creating a new class of bow. Perhaps this newfound knowledge will solve old questions in my work?

SkelTum The Labor Master: We have all of us become quite proficient woodworkers. To lathe, to sand, to scrape, to score, to carve. We can do it all! And we have just started work on hardwoods! This crafting class is absolutely amazing! Praise Yothep for imparting such a clever division of labor upon our King! I held my child yesterday, the little blighter grows quickly, I can barely hold him in my lesser arms now. I am so proud.

SkelHect the Slaughterer: Myself and the boys have come so far as magicians! But we have made many shortcuts, and our weakness in mana-craft prevents us from using much of what we have mastered. We will return to basics come fall.

SkelRit The Scrivener: My mastery of wordcraft is supreme, and I have completed a tome of our masters musings on Spirit Law. This master book shall be legendary I am sure, as the first of many great works the King will make. I can hardly believe I wanted to kill him so thoroughly not even a year ago. Perhaps his power over us has grown irresistible?

SkelFar The Hunter: I returned from a hunt at the beginning of the season to the strangest sight of my life. My son, is somehow blessed. His down is blue, and his beak is.. white? For a moment I am terrified that SkelWed has danced with the Southerons, but my mind is swift. They look nothing like this strange child. What is the meaning of this?

SkelWed The Kind: I have named our Child SkelZaq, Child of Wind and Wilds. I think its appropriate, I keep him with me in his sling always, and though often he does nothing but beg for food, I do catch him at times observing my work as I draw and train among the Skrel Wids. I think he will be a wise SkelKai, and understand the balance of the world.
>>
Rolled 44, 95 = 139 (2d100)

>>1371293
>>
Rolled 41, 45 = 86 (2d100)

>>1370093
Gnolls, Forest Pelts
Turn 46, Summer Year 11
Action 1 [Build] Castle T3 So close yet so far! 1573/2000 Soon, soon they shall tell tales of the greatest home to the Forest Pelts! Though Tagnok and Nomnar seem to be getting into it over whose able to make the best art for the interior be it wall carvings or the urns that would line the walls.


Action 2 [Build] Temple Shrine T1; Using the knowledge of Astrology the Gnolls begin construction of a place of worship for Tallow Whitepelt. Featured in the one room structure are hallowed out points in the wall that allow for starlight to light up the altar dependent on the seasonal equinoxes.


PP100-(10Unit+4Character)=86/2 for both projects=43 into A1 and A2

On Another Note: Tognok has recently passed T1 of Stone Tools entering into T2!
>>
>>1370093

>Turn
44, Winter

>AP (Take 50)
1:The glimmer trolls look into finding their own special magic affinity/abilities.

2:Have my plant masters start one tree to function as a castle and home of the magic academy.

>PP
(Putting 97 of it to my granaries and the other 3 into writing)
(Granary 403/500)
(Writing 246/1000)

>Turn
45, Spring

>AP (Take 50)
1:Titannia and Oberon try to channel divine magic for something for purging evil and smiting their enemies.

2:Send the gremlins and glimmer trolls out to set up rest stations for the fae between here and the home of the elves.

PP: 92 PP. Putting it into the castle.

Academy

Titannia and Oberon study Light moulding.

5 light moulder will be placed in the academy and taught as well.


>Turn
46, Summer.

>AP(Take 50)
1:Persephone as an Idle thought considers making a system for counting, adding, and taking away things.

2:Titannia&Oberon starts looking into making different games that each school of magic taught could play

PP:97 Into the castle

Academy.
Titannia and oberon continue teaching and studying light moulding

Puck continues his plant mastery
>>
Rolled 14, 81 = 95 (2d100)

>>1370093
Turn 46 Year 11.5 (Summer)
Leaf-time 12
Elves of the Belegorn Tribe

>Turn 43
A1: Begin regular hunting trips ‘roll #1’
A2: Improve traps ‘take 50’ (299/500)
PP(50): Improve traps 50+(299/500)
CP: Civdoc

>Turn 44
A1: Improve tailoring ‘take 50’ (301/500)
A2: Improve underdark survival ‘take 50’ (89/500)
PP(50): Improve tailoring 50+(301/500)
CP: Civdoc

>Turn 45
A1: Improve riding ‘take 50’ (85/500)
A2: Improve underdark survival ‘take 50’ (89/500)
PP(50): Complete traps 1+(499/500) and tailoring 49+(451/500)
CP: Civdoc

>Turn 46
A1: Go herb gathering ‘roll #2’
A2: Improve riding ‘take 50’ (185/500)
PP(50): Improve riding 50+(185/500)
CP: Civdoc
>>
>>1371293
Turn 46 Rolled 44. 95
Action 1: [discover] Automata
>Automata T1 44/500

Action 2: Rush Life Essence Storing (341/500) +190
>Life Essence Storing 500/500 (33pts to Automata) Automata 77/500

PP
34 pp: Automata
>101/500
26 pp: Rush Trade Route Shelter
>176/500
>>
>>1373190
Turn 46, Summer Year 11
Action 1(41) [Build] Castle T3 So close yet so far! 1573/2000 +82
>Castle 1655/2000

Action 2 (45)[Build] Temple Shrine T1; Using the knowledge of Astrology the Gnolls begin construction of a place of worship for Tallow Whitepelt. Featured in the one room structure are hallowed out points in the wall that allow for starlight to light up the altar dependent on the seasonal equinoxes.
>45/500 Tallow Shrine


PP100-(10Unit+4Character)=86/2 for both projects=43 into A1 and A2
>1698/2000
>88/500
>>
>>1375188
>Turn
44, Winter

>AP (Take 50)
1:The glimmer trolls look into finding their own special magic affinity/abilities.
>Earth Law T1 100/500

2:Have my plant masters start one tree to function as a castle and home of the magic academy.
>The One Tree has been sprouted. All of the Fae are involved in daily growing rituals. Castle T1 100/500


PP (Putting 97 of it to my granaries and the other 3 into writing)
>(Granary500500)
>Writing 249/1000)


Turn 45, Spring

>AP (Take 50)
1:Titannia and Oberon try to channel divine magic for something for purging evil and smiting their enemies.

2:Send the gremlins and glimmer trolls out to set up rest stations for the fae between here and the home of the elves.
>will get you a map drawn with layover locations.

PP: 92 PP. Putting it into the castle.
>Castle T1 192/500

Academy

Titannia and Oberon study Light moulding.
>+110 to Light molding this turn


5 light moulder will be placed in the academy and taught as well.


>Turn
46, Summer.

AP(Take 50) 1:Persephone as an Idle thought considers making a system for counting, adding, and taking away things.
>Math T2 50/500

2:Titannia&Oberon starts looking into making different games that each school of magic taught could play
>Seasonal festivals, and activities and contests planned.
T1 Culture 50/500 Gives +5 Bonus to morale and influence rolls by leaders per Tier. They devise games of skill based around the magical schools. Illusion contests, shockbolt duels, Magilympics!


PP:97 Into the castle 192/500
>T1 Castle 289/500

Academy.
Titannia and oberon continue teaching and studying light moulding
>+110 to Light molding this turn

Puck continues his plant mastery
>if he’s at home, +110 cp total due to academy bonus.
>>
>>1375543
>>1370093 (You)
Turn 46 Year 11.5 (Summer)
Leaf-time 12
Elves of the Belegorn Tribe

>Turn 43
A1: Begin regular hunting trips ‘roll #1’
>your initial attempts locate another 10 goblins who’ve broken away from the other group. The rest of them have moved on further north, and gone back into the underdark.
>+28 traps


A2: Improve traps ‘take 50’ (327/500)
>427/500
PP(50): Improve traps 50+(427/500)
>477/500
CP: Civdoc

>Turn 44
A1: Improve tailoring ‘take 50’ (301/500)
>401/500
A2: Improve underdark survival ‘take 50’ (89/500)
>189/500
PP(50): Improve tailoring 50+(301/500)
>351/500
CP: Civdoc

>Turn 45
A1: Improve riding ‘take 50’ (85/500)
>185/500
A2: Improve underdark survival ‘take 50’ (89/500)
>289/500
PP(50): Complete traps 23+(477/500) and tailoring 27+(451/500)
>Traps 500/500
>Tailoring 478/500
CP: Civdoc

>Turn 46
A1: (81)Go herb gathering ‘roll #2’ 952/1000
>+162 Herbalism T3 114/2000 You are successful in gathering herbs most likely. Roll d100 for the character looking +5 to the roll for each 1/5th Tier of herbalism known. T2 +50. There is herb foraging chart.

A2: Improve riding ‘take 50’ (185/500)
>285/500
PP(50): Improve riding 50+(185/500)
>385/500
CP: Civdoc
>>
This autumn is marked by golden sunsets and a rich harvest. LInk turn 47 here please.
>>
File: Damn thats good.jpg (38 KB, 575x183)
38 KB
38 KB JPG
>>1376553
Action 1 Discover Homesteading T0
Take 50
Action 2 Organize Expedition
PP
11 To rush Automata
49 to rush Trade Route Shelter

CP-> Civ document

King SkelYek First of His Name: The time has come, my mastery is unparalleled. Now I set out with my trusted warriors, and seek the wealth of this world. I shall find the Southerons and rally them to my service, and I shall find a race fitting to be my slave stock... and something far crueler.

SkelWak The Alchemist: As I delve farther into my studies, the more I realize just how demented and cruel our master truly is. The way these kangaroo rats squeal in agony is absolutely astonishing, and the fact that the king may be honestly strong enough to do the same to myself, or whatever this slave race he seeks is... It terrifies me. He is beyond me, if I had made my plan manifest when I had intended I would be dead. I have missed my chance at the crown.

SkelTum The Labor Master: The King has demanded a great bounty of our finest clothing, pottery, and crafts of other sorts to be gathered and carried to the trading post. There are many rumors and much hearsay about his plans for a new expedition. They worry me, for I hear now that the king himself intends to leave the village!

SkelHect The Slaughter: At last I am called to service again under my king. I am nearly molting with divine excitement to serve my king. already my adventurers have gathered and heard his call. We shall serve him and live to our honor of carving the Hero Stone.

SkelRit The Scrivener: I am for the first time, forced to leave my studies in the library, though I am compelled to stay at the side of the king. He has deigned to visit the southerons. Interesting. I will pack my parchments at once.

SkelFar The Hunter: I fear every day for the life of my child. I have never felt a chill like this before. I can find no solace with the other hunters, for those few among their number who have had young have never feared for them a day. Oh how I envy them. What would the others do if they discovered SkelZaq. I have spent the last season preparing a shelter for us on the opposite side of the Wing tips from the village, to the west far beyond the roamings of my fellow hunters. I pray we will be close enough to seek aid when we need it, but far enough to escape notice. It is a dangerous balance.

SkelWed The Kind: I have my wish and more, though now I understand the fears my husband imparts upon me. The world is a dangerous place, and now for the safety of my child, I must sacrifice my own. At least we live close to the Southerons, if we are ever truly ill, or in danger of death, SkelFar knows a share of their tongue, and we may seek aid there without fear of them killing our son.
>>
Rolled 70, 46 = 116 (2d100)

>>1376553
Turn 47

>A1:Continue working on the castle.

>A2:[Plan] The Grand Library of the Fae.
A massive undertaking which shall store all the knowledge gained by any inventor or scholar so that in the event one of them should perish their knowledge may be stored and called upon

PP:94 all into the castle

Academy:
Vir and Trie work on earth law.
Titannia and Oberon study Nature's summons
Puck continues with his plant mastery
>>
>>1377302
oh and persephone continues ironing out mathematics
>>
43:A1: [build] Forge T1 50/500
43:A2: [build] Granary T1 50/500

PP(98): minus your Notable Character Training, NPC training.
+48 Forge, +50 train ½ my people in archery T1 0/500+100
>Forge 98/500
>Archers: Kotek (30) 100/500
Dwarf (30) 100/500


CP: Queen Huntress: Train:Archery 0/100+100
>Archery T1 100/500
Queen's magical consort: [train] +50 Divine Magic Theory T2 200/1000; +50 Surface Ways T2 200/1000
>DMT 250/1000, SW 250/500 (unlocks 3rd level spell at 2x cost and ½ effectiveness.


Turn 44
44:A1: [build] Forge T1 50/500 +100
>150/500
44:A2: [build] Granary T1 50/500 +100
>150/500

PP(98): minus your Notable Character Training, NPC training.
+48 Forge, +50 train ½ your people in archery T1 0/500+100
>Forge 146/500
>Archers: Kotek (30) 200/500
Dwarf (30) 200/500


CP: Queen Huntress: Train:Archery 100/100+100
>Archery T1 200/500
Queen Consort: [train] +50 Divine Magic Theory T2 300/1000; +50 Surface Ways T2 250/1000
>DMT 300/1000, SW 300/500.
>>
Turn 45
45:A1: [improve] Forge T1 146/500 +100
>246/500
45:A2: [improve] Granary T1 150/500 +100
>250/500

PP(98): minus your Notable Character Training, NPC training.
T1 Forge 246/500+48pts Forge
50pts train ½ your people in archery
>Archers: Kotek (30) 300/500
Dwarf (30) 300/500
>Forge 294/500
CP: Queen huntress: Train:Archery 300/500+100
>400/500
Queen's consort: [train] Divine Magic Theory T2 300/1000+50
Surface Ways T2 300/1000 +50
>DMT 350/1000, SW 350/500.

Turn 46
46:A1: [improve] Forge T1 294/500 +100
46:A2: [improve] Granary T1 250/500 +100

PP(98): minus your Notable Character Training, NPC training.
+48 Forge, +50 train ½ your people in archery T1 300/500+100
>Forge 394/500
>Archers: Kotek (30) 400/500+100
Dwarf (30) 400/500+100


CP: Queen Huntress: Train:Archery 400/500+100
Queen's Consort: [train] Divine Magic Theory T2 350/1000+50; Surface Ways T2 350/1000 +50
>>
Rolled 41, 77 = 118 (2d100)

Turn:47 Year 11 (Fall)
Kotek
A1: Actions: Improve bow's [build] [research] [explore] [improve] [commune][trade]
A2:Improve granery! If you miss turns, just take 50’s for your action rolls, and improve existing tech
PP(100): minus your Notable Character Training, NPC training.
50 divine magic theory queen consort
50 archery Queen huntress.
CP: 48 pp bows 50pp forge purchased with PP. Used to train people

The Kotek after a frenzy of business seem to have finally settled in for a stay with their "Friend's" the dwarfs.

They had been improving strengthening particularly on the bow and on the theory's of magic and today was little different.

Except for a small change as working on making the quality of bows better and making some more quality graniery's. It may be cold in these mountain's. But for the kotek they were more then happy with this arrangement.
>>
>>1377302
Turn 47

A1:Continue working on the castle. 289/500
>+140 429/500

A2:[Plan] The Grand Library of the Fae.
A massive undertaking which shall store all the knowledge gained by any inventor or scholar so that in the event one of them should perish their knowledge may be stored and called upon

PP:94 all into the castle
>23/1000 T2 Castle

Academy:
Vir and Trie work on earth law.
Titannia and Oberon study Nature's summons
Puck continues with his plant mastery
>update them in the civdoc pls
>>
>>1377236
Action 1 Discover Homesteading T0 Take 50
>Homesteading T0 50/500:
Action 2 Organize Expedition
>where u going?
PP
11 To rush Automata 101/500
>112/500
49 to rush Trade Route Shelter 176/500
>Trade Route Waystation 225/500
>>
Rolled 19, 38 = 57 (2d100)

>>1376553
Gnolls, Forest Pelts
Turn 47, Summer Year 11
Action 1 [Build] Castle T3 1698/2000 As the building continues construction for the defense of the village, the Nomnar begins to have an idea looking over the shell of stone that is slowly being built up over the wooden walls. The central tower is a bit harder to actuall view over the walls, either we need to raise the tower higher, or make the base that it rests on to be much higher as a result. Meanwhile small stations along the walls hold near bundles of pre made arrows for defenders to have in the case of attack and not need to return to the storage room for new ammo. The moat that lines the outside of the wall is coming along quite well as the excess dirt it being used to make a mound and support the wall to prevent others from trying to enter the wall or mount ladders. The only issue so far is trying to find enough water to fill the moat, a nearby river might make it worth while however...

Action 2 [Build] Temple Shrine T1 88/500 After a few false starts on temple design between the people a compromise has been made between the followers of Tallow who believe that the temple should be open air allowing nature to wander as it wills and the Followers of Gnoll who believe that Tallow only showed interest by the virtue of courage, persistance, and dominating that which threatened your life hood. Their version of the temple involved have a closed off dome of high quality stone in which the stars are allowed a chance to peek in through controlled conditions depending on the seasons. Upon taking the issue to Rogar the King decided upon a mix of both, the structure will have two walls, a roof for shelter, but long strong sturdy columns will take the front and back ends allowing nature and gnolls to live with each other in harmony. Near the center of the temple would be the same room as before allowing for starlight to fall in depending on the equinoxes


PP100-(10Unit+4Character)=86/2 for both projects=43 into A1 and A2
>>
Rolled 33, 55 = 88 (2d100)

>>1376553
Turn 47 Year 11.75 (Autumn)
Fruit-time 12
Elves of the Belegorn Tribe
A1: Continue the hunt
>Our quarry seems to have retreated and gone back underground. We have no choice but to lead an expedition in pursuit.
A2: Develop the fine art of Poetry
>“In my garden, where no one comes, wrapped in sedge, in the depths of dew, a pine cricket cries.” Meanwhile the tribe has begun to play with language in new ways. Many entertain themselves by changing the arrangement of words and developing clever rhymes and metaphors.
PP(50): +50 to poetry
CP: Civdoc
>>
>>1381217
>>1381217
Turn 47, Summer Year 11

Action 1 (19)[Build] Castle T3 1698/2000
>There is a stream nearby that could fill a moat, but you need to line your moat must be lined with stone and sealed with clay to hold the water, if this stream is diverted. It’s enough flow to fill the moat over the course of several weeks. The actual stream would fill a pipe about 12” around. Given time, your moat will develop an ecosystem, and if kept clean, could farm fish. Most cultures use them for sewers though.
>Castle T3 1774/2000

Action 2 (38)[Build] Temple Shrine T1 88/500
>Your temple design is coming along well. Your people have a majority of agreement on the new ideas +76 Temple Shrine 164/500

PP100-(10Unit+4Character)=86/2 for both projects=43 into A1 and A2
>Castle T3 1774/2000+43 = 1817/2000
>>
>>1381802
Turn 47 Year 11.75 (Autumn)

Rolled 33, 55

Fruit-time 12
Elves of the Belegorn Tribe
A1(33): Continue the hunt. Our quarry seems to have retreated and gone back underground. We have no choice but to lead an expedition in pursuit.
>Tracking 33/500 Your people have begun paying much closer attention to tracks. Your quarry has moved even further on, and they seem to have changed their traveling habits so as to leave little to no evidence of their passage.

A2: (55)Develop the fine art of Poetry: “In my garden, where no one comes, wrapped in sedge, in the depths of dew, a pine cricket cries.” Meanwhile the tribe has begun to play with language in new ways. Many entertain themselves by changing the arrangement of words and developing clever rhymes and metaphors.
>Poetry 55/500
PP(50): +50 to poetry
>Poetry 105/500 : So, you’re people are, chanting, rhyming and next they’ll be beatboxing and we’ll have rapping elves!
CP: Civdoc
>>
Winter comes early, but mild this year. With the exception of the drought stricken areas, the year went rather well. Harvests were good, hunting was the best it's ever been...
>>
>>1377694
Turn:47 Year 11 (Fall)

Kotek
A1(41): Actions: Improve bow's: advance to T2 (passive action)T2 Bow 0/1000+82pts
>T2 Bow 82/1000
A2:(77)Improve Granary T1 250/500+154
>Granary T1 404/50
PP(97):
+96 to Granary T1 500/500
+1 Bow T2 83/1000
Aneta She: Archery T2 100/1000+100
>Archery T2 200/1000
Cycelia: Magic Theory T2 (200/1000)+100
>Magic Theory T2 (300/1000)
Ana: Divine Magic Theory T2 200/1000+100.
>Divine Magic Theory T2 300/1000
>>
Rolled 39, 4 = 43 (2d100)

>>1385569
Gnolls, Forest Pelts
Turn 47, Summer Year 11
Action 1 [Build] Castle T3 1817/2000 Effort is spent to divert a nearby stream into the moat once the foundation is laid out thru use of clay and stone and brick for the moat itself. A few perceptive gnolls even get the idea of using the moat as a fishery if times become lean. Others argue for an easy way to dispose of waste enough so that people begin to get the idea of trying to figure out how to make their place of living not smell like a dung heap as a matter of fact, could something simalair like a personal river be devised to work with the moat?

Action 2 [Build] Temple Shrine T1 207/500 Construction grows well with the people as they continue their toil. Stone is hauled up from the nearby local sources by use of wheel carts and pullies from the dog sleds that Yinta has devised. Though there is some debate as to what would be erected on the alter for Tallow, could it be a statue of a stag? The arrow that pierced his heart? Or something else, more debate must be had before too long for the people to settle on a proper design


PP100-(10Unit+4Character)=86/2 for both projects=43 into A1 and A2
Speaking of characters Yinta has devised of a stronger method of allowing the carts to go faster through use of wood and cordage. By allowing a harness to allow the dogs to push against the are able to push much faster than before with simple ropes which would dig into their sides. There are even hints of something Yinta calls a 'Chariot'
>Yinta reaches T2 of Wheels
>>
>>1388372
Turn 48
Action 1(48) [Build] Castle T3 1817/2000 +96
>Castle T3 1913/2000
>As winter comes on, the Castle is very nearly complete. The last remaining points of construction lie outside the walls, in the moat and stream diversions.

Action 2 (4 -(Result: d100 (73))[Build] Temple Shrine T1 207/500 +8
>Temple Shrine T1 215/500
>As the winter equinox rolls around, it becomes obvious that something is amiss with the alignments of the temple. Walls had to be redesigned (the need for mathematics has arisen should you choose to research it) to match actual v. projected sun and star alignments, as a result there is little progress this season.

PP100-(10Unit+4Character)=86/2 for both projects=43 into A1 and A2
>+43 to Castle T3 1956/2000
>+43 to Temple Shrine T1 258/500

Speaking of characters Yinta has devised of a stronger method of allowing the carts to go faster through use of wood and cordage. By allowing a harness to allow the dogs to push against the are able to push much faster than before with simple ropes which would dig into their sides. There are even hints of something Yinta calls a 'Chariot'
>there is talk among the people of perhaps “domesticating” a larger animal for chariot and cart pulling.
>>
Rolled 18, 58 = 76 (2d100)

>>1385569
Turn 48 Year 12 (Winter)
Branch-time 12
Elves of the Belegorn Tribe
A1: Check the closet for skeletons
>The tribe has begun to realize that the world underground can be just as fascinating as the world above. However, they also recognize that this new realm is potentially fraught with perils in the dark, but where danger is found, there is also potential for treasure...
A2: Explore the inner nature of matter.
>The tribe has done great things by discovering the inner nature of the flora and fauna around us, but what of the more mundane objects they often overlook? Stone, dirt and clay can have different textures and properties. And while water often quenches thirst, sometimes it does the opposite. Some liquids even create fire in sunlight. Perhaps similar wonders can be worked with wood, stone and water as can be achieved with flora and fauna…
PP(0): All CP
CP: Civdoc




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