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Alright time for a brand new civ thread

Pick race from one of the following
> Human
> Dark elf
> Orc
> Halfling


And pick location
> Plains
> Forest
> Hills
> Mountains
> Desert
> other (subject to approval)


The setup is a continental island originally inhabited by halflings that is now being settled by three other races who came from other places (the humans from overseas fleeing an undead plague, the orcs through a portal fleeing from demons and the dark elves through underground cave complexes fleeing an expansionistic dwarvish-gnomish empire).

I'll start running the thread tomorrow unless you guys reach a consensus really fast, I'm about to go to bed.
>>
>>3054392
>Dark Elf
>Tundra
>>
>>3054415
>Tundra
Nope, pick some other terrain.
>>
>>3054421
>Dark Elf
>Arctic
>>
>>Dark elf/tundra
>>
>>3054392
>Orc
>Plains
>>
>>3054415
>>3054437
>>3054811
Dark elves Mountains if he doesn't approve the others
>>
>>3054914
Yeah this
>>
>>3054914
+1
>>
Dark elf forest
>>
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>>3054914
Dis, pls dm come back
>>
Dark elf. Swamp.
>>
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>>3054415
>>3054421
>>3054437
>>3054811
>>3054911
>>3054914
>>3054953
>>3054958
>>3054963
>>3055121
>>3055724

It wasn't an easy decision for the thirteen clans to leave Uler Nasin, the capital of the dark elves underground kingdom, when it was threatened by the combined might of the dwarvish and gnomish warrriors and war machines. Our magic that has served us well to stand our ground for so many centuries suddenly wasn't enough to face those dangerous foes. In the end only seven of the thirteen clans decided in favour of sending settlers through the forbidden tunnels seeking a place of refuge away from the war, all the others decided on focusing their every effort on making their last stand in the town they've so painstakingly built.

The great witch Liva Ostagh herself was appointed as the leader of the expedition leading the caravan of the seven clans through the uncharted maze of underground tunnels.

We were followed by the forces of the dwarves and gnomes however and a fierce battle ensued, a battle in which many thousand lives were lost. During this battle most of the warriors that were on our retinue faced the forces of the dwarves and gnomes in an attempt to gain time for the evacuation of our civilians; and Liva Ostagh herself gave her life in casting a powerful spell that shoke the earth itself making massive cave-in happen all around spelling the doom of the enemy troops but sadly also of our own, sealing the caves behind us in such a way that would require years of work to unseal.

After such a phyrric victory what remained of our forces soldiered onwards through the tunnels and shortly thereafter found an exit to the surface world.

The sunlight outside hurts your delicate senses and skin so you mostly stay in the caves during the day, but during the night your keen senses allow you to see perfectly well. You're in a mountainous terrain without much food available but with plenty of easily defendable positions; also digging for ore should prove an easy task.

The leaders of the seven clans then assemble to discuss matters of high importance to our survival. It is decided that
> The seven clans should split and spread through the mountains so as to make it easier to secure sources of food for each clan
> The seven clans should split and spread over various terrains so as to make it easier to secure a varied amount of resources
> The seven clans should stick together in these mountains, we'll figure out how to feed everybody somehow
> other
>>
>>3055781

The section of underground tunnels we came from isn't large enough to feed our whole population if we plant it all with fungus farms, we would need more space. According to our estimatives it could feed about 2000 people. There's also a tiny spring of water that should ensure our people don't go thirsty so long as we manage it carefully, it's not enough for large scale irrigation though.

The Seven Clans
Population: 3500 dark elves
Military: 70 soldiers (sword, shield, chainmail, magic) 7 priestesses (dagger, staff, magic) 7 warlocks (dagger, staff, magic); Militia (magic)
Animals: 70 giant spiders
Food: Enough for 3 turns
Resources: iron tools
Technology: Masonry, Writing, Code of Laws, Crossbows, Weaving
Government: Clan Council
Laws: Simple Chaste System
Magic: Eldritch Blast (militia, soldiers), Healing (priestesses), Doom Bolt (warlock)


What should we do next?
> Start fungus farms
> Build a shrine to the dark goddess
> Build stone houses
> Build barracks
> Start mining for ore
> Technology Research
> Explore (N, S, E, W)
> Establish new colony (where)
> Research new magic
> other
>>
>>3055781
>> other
The seven clans should not split up in the beginning until we don't know the proper surroundings and have deemed them relatively save.
And even then I suggest the seven clans to intermingle and form a new one together.
Half of each clan stays behind in one large settlement with the others while the rest goes to satellite camps.
But before that we need to know our surroundings properly to know where our main camp is.
One camp should surely be at the tunnel entrance for a...
>Start fungus farms

How many actions do we get per turn?
>>
>>3055895

Two actions per turn seems reasonable.
>>
>>3055785
>> Explore in direction the sun sets
(do we know what cardinal directions are?)
also: get a trip, please.
>>
>>3055785
Start a fungus farm.
Stick together. Send out scouts.
>>
>>3055895
Sounds good

> Start fungus farms
>explore the nearby areas
>>
>>3055895
>>3055981
>>3056027
>>3056064

The loyalty of a dark elf is first and foremost to the matriarch of its clan. The various clans have a long and complex history full of intrigue and betrayal and a complex internal hierarchy from thralls all the way to matriarchs. Most dark elves on the lower chastes stay there their whole lives but a dark elf rising from being a thrall all the way to becoming a house master or a matriarch is not completelly unheard off. The dark elves hold honor to great esteem. The clans are largely self sufficient and can be sent to settle a region by themselves if need be. Clans follow the authority of a competent leader and work together in times of need - that competent leader was Liva Ostagh and with her gone a power vacuum is causing tensions between the clans, with all decisions having to go through majorities votes so as to not offend anyone's honor by inadventently making them obey orders from someone of the same rank. The system may seem very inneficient to outsiders and to those on the lower ranks but it's how things have always been done to keep balance in the dark elvish society - without the clans the individuals wouldn't know their place in society and would be akin to leaves in the wind.

We send a group of soldiers to explore the east. Beyond the mountain ranges they find lush forests teeming with wild life. Deers, boars, bears, wolves, rabbits, foxes - plenty of game for we to catch in order to feed our starving population. We could probably send a clan to settle over there to harvest the bounties of nature. With enough hunter gatherers we believe a single clan could feed at least a thousand people from the bounties of the forest, perhaps more. We would need to start manufacturing crossbows first though.

We start working on our fungus farm. It will take a lot of work to get them going, requiring the intensive labor of at least two clans to produce enough food for about two thousand people. That of course is not enough to feed our whole population. We'll need more. There's some disagreement about which clans should stay in the farming duties. The oldest clans say the newest clans should do it and the newest clans say the oldest clans should do it. How should we settle this?
> Have the oldest clans take the farming duties
> Have the newest clans take the farming duties
> Have the lower chastes of the four oldest and newest clans perform farming duties instead of tying two whole clans (ties 4 clans to farming instead of two, as they need their lower chaste members to function as an independent unit)
> Have the oldest and the newest clan take the farming duties
> other
>>
>>3056088
The Seven Clans
Population: 3520 dark elves
Military: 70 soldiers (sword, shield, chainmail, magic) 7 priestesses (dagger, staff, magic) 7 warlocks (dagger, staff, magic); Militia (magic)
Animals: 70 giant spiders
Food: Enough for 2 turns; Fungus farms (~2000 people; 2 clans)
Resources: iron tools
Technology: Masonry, Writing, Code of Laws, Crossbows, Weaving, Iron Working, Map Making
Government: Clan Council
Laws: Simple Chaste System
Magic: Eldritch Blast (militia, soldiers), Healing (priestesses), Doom Bolt (warlock)


What should we do next?
> Send a clan to establish a hunting colony
> Craft wooden crossbows
> Build a shrine to the dark goddess
> Build stone houses
> Build barracks
> Start mining for ore
> Technology Research
> Explore (N, S, E, W)
> Establish new colony (where)
> Research new magic
> other
>>
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You guys can name the clans if you want. We only have seven so first come first served.

Clan name:
Matriarch name:
House master name:
Fluff:
Specialization: (something they're really good at, can be weaving, hunting, farming, soldiers, etc.)
Assets: (right now they all have about a seventh of everything we have)
>>
>>3056088
The Clan system seems very much like a hassle, reframe it to centralize power into an oligarchy. We can let past differences decide what to do now but must properly unite otherwise we will fight one another and will not be able to strife in the future.
We don't need to abandon our tradition, but when it comes to making decisions we need to be as efficient as possible right now.

>craft crossbows and regular bows as they are easier to produce
will the spiders silk be used as string?
>start mining
>>
>>3056091
> Craft wooden crossbows
> Send a clan to establish a hunting colony ,One of old clans

> Have the oldest and the newest clan take the farming duties

Lets fix our food situation right away
Clan system is fine as it is, lets just use it as it is.
>>
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>>3056140
>>3056173

We decide to have the oldest and the newest clan take the farming duties in a political maneuver that made nobody happy but at least solved the impass. Begrudgingly they start farming fungus for our population, their matriarchs directing the workflow to make it very efficient.


We start crafting wooden crossbows. We craft a few hundred of them to equip our hunters. We use spider silk threads for string, they're surprisingly resistant.

We send one of the old clans to establish a hunting colony in the east to start bringing in foodstuff from the things they kill. And sure enough a few days later our encampment starts being presented with lots of meat. Their matriarch says their hunters could bring more food but there's the risk of depleting the local wildlife over time if we hunt above the carrying capacity of the forest.
> Stay on the safe side hunt for 1000
> Be a bit predatory hunt for 1500
> Go all out hunt for 2000
> other

The Seven Clans
Population: 3540 dark elves
Military: 70 soldiers (sword, shield, chainmail, magic) 7 priestesses (dagger, staff, magic) 7 warlocks (dagger, staff, magic); Militia (magic)
Animals: 70 giant spiders
Food: Enough for 1 turn; Fungus farms (~2000 people; 2 clans the oldest and the newest); Hunting (~1000 people; 1 clan one fo the old ones)
Resources: iron tools, wooden crossbows
Technology: Masonry, Writing, Code of Laws, Crossbows, Weaving, Iron Working, Map Making
Government: Clan Council
Laws: Simple Chaste System
Magic: Eldritch Blast (militia, soldiers), Healing (priestesses), Doom Bolt (warlock)


What should we do next?
> Send a clan to establish a hunting colony
> Craft wooden crossbows
> Build a shrine to the dark goddess
> Build stone houses
> Build barracks
> Start mining for ore
> Technology Research
> Explore (N, S, E, W)
> Establish new colony (where)
> Research new magic
> other
>>
>>3056289
> Be a bit predatory hunt for 1500
>explore N
>>
>>3056306
+1

We should find new sources of food soon anyway
>>
ABANDON THREAD

SHIT CIV QM DETECTED

ABANDON THREAD
>>
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>>3056306
>>3056315

We decide to be a bit predatory with our hunting, having our hunters get enough meat to feed 1500 people instead of 1000.

We send our soldiers exploring the north. They find a river with a nascent in the mountain coursing through the forest. This river then heads into vast expanses of grasslands. At one point however the river courses near some hills and in those hills our warriors identify some artificial escavations in the hills. Are those houses? Our warriors approach the encampment under the cover of night and see a bunch of short creatures smoking and drinking around a fire. There seems to be only about five of the creatures on patrol duty, carrying comically long spears, while hundreds of them are partying the night away. What should our warriors do?
We have 20 soldiers on this reconnaissance mission.
> Approach the halfling settlement in a friendly manner
> Attack while they are distracted with their party
> Just return to report our findings
> Attempt to steal something from them (what?)
> other

The Seven Clans
Population: 3560 dark elves
Military: 70 soldiers (sword, shield, chainmail, magic) 7 priestesses (dagger, staff, magic) 7 warlocks (dagger, staff, magic); Militia (magic)
Animals: 70 giant spiders
Food: Barely enough; Fungus farms (~2000 people; 2 clans the oldest and the newest); Hunting (~1500 people; 1 clan one of the old ones)
Resources: iron tools, wooden crossbows
Technology: Masonry, Writing, Code of Laws, Crossbows, Weaving, Iron Working, Map Making
Government: Clan Council
Laws: Simple Chaste System
Magic: Eldritch Blast (militia, soldiers), Healing (priestesses), Doom Bolt (warlock)
Game: Bears, Boars, Wolves, Deer, Rabbit, Foxes

What should we do next?
> Send a clan to establish a hunting colony
> Craft wooden crossbows
> Build a shrine to the dark goddess
> Build stone houses
> Build barracks
> Start mining for ore
> Technology Research
> Explore (N, S, E, W)
> Establish new colony (where)
> Research new magic
> other
>>
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>>3056344
>>
>>3056366
> Attack while they are distracted with their party
Lets put fear in them, they will crumple when we will take over their village and enslave them
>>
>>3056469
> Build stone houses
> Start mining for ore
>>
>>3056469

We decide to attack the halfling's village while they are distracted with their party.

Which strategy should our 20 soldiers use against the about 300 halflings partying? Our soldiers can cast Eldritch Blast 3-4 times each.

> Try to snipe important looking people at the party with spells then retreat once we run out
> Blast them with spells from a distance then charge once we run out of spells
> Charge towards the halflings save the spells for emmergencies and attacks of opportunity
> other
>>
>>3056491
>> Charge towards the halflings save the spells for emmergencies and attacks of opportunity
Causing chaos in general, rather than straight up slaughter, and retreat soon afterwards
>>
>>3056549

Our warriors charge towards the halflings opting for saving the spells for emmergencies and attacks of opportunity, seeking to cause chaos in general rather than straight up slaughter, and intending to retreat soon afterwards.

Roll 1d100 to wreak havoc in the halflings party then retreat, DC 60
>>
Rolled 17 (1d100)

>>3056565
>>
>>3056574
pls no
>>
>>3056574
>>3056479


Our warriors approach the halflings and begin flipping tables and slashing the closest halflings, causing chaos and sending waves of halflings running on every direction; however a group of halflings were carrying slings and promptly start peppering our soldiers with projectiles. Two of our soldiers die then and there hit in the head by the pebbles.

Our soldiers then take cover behind the tables to avoid the sling fire, returning fire with spells. They manage to bring down a few slingers, but more halflings grabbed slings by now and now there's a veritable mob of slingermen surrounding them.

The halflings kill twelve more of our warriors with their well aimed slingshots then they decide to approach our soldiers. A bunch of halflings with long spears prod at our warriors. They try to fight back with their swords but are quickly overwhelmed by the sheer numbers of halflings who disarm them.

Two of our warriors manage to run away from the halflings miraculously while they were busy shooting at the other warriors and hide in the woods.

The four remaining warriors are interrogated throughout the rest of the night into revealing the location of our base and how we arrived in here and in the morning the halflings hang the remaining four of our soldiers.

The two warriors who managed to escape return to tell the tale of what happened in the halfling town.

At home we start gathering stone from the mountain to build stone houses for our population. A whole clan is busy building the houses. It will take a few turns to finish. We also start mining for ore. We assign a clan for this task too. It may take a few turns to find something.

The Seven Clans
Population: 3560 dark elves
Military: 52 soldiers (sword, shield, chainmail, magic) 7 priestesses (dagger, staff, magic) 7 warlocks (dagger, staff, magic); Militia (magic)
Animals: 70 giant spiders
Food: Barely enough; Fungus farms (~2000 people; 2 clans the oldest and the newest); Hunting (~1500 people; 1 clan one of the old ones)
Constructions: stone houses (in progress 1/7, 1 clan); mine (in progress 1/???, 1 clan)
Resources: iron tools, wooden crossbows
Technology: Masonry, Writing, Code of Laws, Crossbows, Weaving, Iron Working, Map Making
Government: Clan Council
Laws: Simple Chaste System
Magic: Eldritch Blast (militia, soldiers), Healing (priestesses), Doom Bolt (warlock)
Game: Bears, Boars, Wolves, Deer, Rabbit, Foxes

What should we do next?
> Improve food acquisition (how)
> Build a shrine to the dark goddess
> Build stone houses
> Build barracks
> Start mining for ore
> Technology Research
> Explore (N, S, E, W)
> Establish new colony (where)
> Research new magic
> other
>>
well signing off for today, I'll probably be back tomorrow
>>
Why are you wasting your talents into cookie cutter civ game which will inevitably burn you out into vanishing? If you took some more time preparing better mechanics and working on long-term vision you could rebrand this as something better.
>>
>>3056108
Clan name: Thamior
Matriarch name: Athussa
House master name: Talmdren
Fluff: Our house has long had an intense hunger for knowledge both arcane and material. This search for higher understanding is considered one of the most honorable pursuits that a member of our house can aspire to. Many of our clan also work within the forges with our warlocks especially interested in blending their magics with traditional iron-working.
Specialization: Warlocks and metal-working.
Assets: (1/7 of everything with more workshops/forges than normal)
>>
>other
Make enough crossbows to equip entire population except for children
>>
>>3056108
You guys can name the clans if you want. We only have seven so first come first served.

Clan name: Derenta
Matriarch name: Cass the Blind
House master name:Seran Drac
Fluff: One of the younger houses that rose to prominence when Cass led her family in a feud against another clan. They take great pride in their discipline and swordplay, though their biggest strength are arguably their skilled weavers and seamstresses.
Specialization: Weaving and soldiers (or sword fighting)
Assets: weaving tools and drillmasters


>>3056608
Im backing the crossbow making and add that we should either prepare defenses or skirmishers (though as they fought with long spears, going for sniping start would be preferable)
>>
Rolled 41 (1d100)

>>3056844 I don't know man, there's something about civ threads that attracts me, like fire to a moth know what I'm saying
>>3057176
>>3057381
>>3057449

We decide to start making crossbows for our whole population except for children. We assign clan Derenta to do that. That will take awhile.

Our miners find something while digging in the mountain.
1-10 tin
11-20 copper
21-30 gems
31-40 coal
41-80 iron
81-90 silver
91-95 gold
96-100 platinum


The Seven Clans - Thamior, Derenta
Population: 3580 dark elves
Military: 52 soldiers (sword, shield, chainmail, magic) 7 priestesses (dagger, staff, magic) 7 warlocks (dagger, staff, magic); Militia (magic)
Animals: 70 giant spiders
Food: Barely enough; Fungus farms (~2000 people; 2 clans the oldest and the newest); Hunting (~1500 people; 1 clan one of the old ones)
Constructions: stone houses (in progress 2/7, 1 clan); mine (in progress 2/???, 1 clan)
Resources: iron tools, wooden crossbows (1/13, clan Derenta)
Technology: Masonry, Writing, Code of Laws, Crossbows, Weaving, Iron Working, Map Making
Government: Clan Council
Laws: Simple Chaste System
Magic: Eldritch Blast (militia, soldiers), Healing (priestesses), Doom Bolt (warlock)
Game: Bears, Boars, Wolves, Deer, Rabbit, Foxes

What should we do next?
> Improve food acquisition (how)
> Build a shrine to the dark goddess
> Build stone houses
> Build barracks
> Start mining for ore
> Technology Research
> Explore (N, S, E, W)
> Establish new colony (where)
> Research new magic
> other
>>
Rolled 14 (1d100)

>>3057747

let's get mining going

research water magic to make our own irrigation (and soon we'll flood the halfling village)

On that note, are there any rivers we can fish?
>>
>>3057994
this we need to turn that village into rice paddies. It is necessary.
>>
>>3057994
>>3058041

We begin mining iron ore at our mine.

We have the clan Thamior begin research on water magic seeking to use it to make our own irrigation. Research into basic water magic will take awhile, there's no telling how long will it take until we can actually create enough water to perform irrigation using magic.
> Focus the water magic research on a water cantrip that our general population could use
> Focus the water magic research on higher level water magic that our warlocks can use
> Focus our water magic research on divine magic that our priestesses can use
> other

Currently all our clans are busy doing something, when you pick some action to do please specify which clan you want to perform the tasks, you may need to pick a clan to stop doing something if you want something new done.

The Seven Clans - Thamior, Derenta
Population: 3600 dark elves
Military: 52 soldiers (sword, shield, chainmail, magic) 7 priestesses (dagger, staff, magic) 7 warlocks (dagger, staff, magic); Militia (magic)
Animals: 70 giant spiders
Food: Barely enough; Fungus farms (~2000 people; 2 clans the oldest and the newest); Hunting (~1500 people; 1 clan one of the old ones)
Constructions: stone houses (in progress 3/7, 1 clan); iron mine (1 clan)
Resources: iron tools, wooden crossbows (2/13, clan Derenta)
Technology: Masonry, Writing, Code of Laws, Crossbows, Weaving, Iron Working, Map Making
Government: Clan Council
Laws: Simple Chaste System
Magic: Eldritch Blast (militia, soldiers), Healing (priestesses), Doom Bolt (warlock), Water Magic (in progress, clan Thamior, 1/???)
Game: Bears, Boars, Wolves, Deer, Rabbit, Foxes

What should we do next?
> Improve food acquisition (how)
> Build a shrine to the dark goddess
> Build stone houses
> Build barracks
> Build a smith
> Technology Research
> Explore (N, S, E, W)
> Establish new colony (where)
> Research new magic
> other
>>
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>>3058064
lets take one of the clans and try and hunt extra meat. So then we can avoid eating mushrooms in our farm and instead use them as spores to grow a larger crop.
>>
>>3058064
>Warlocks

I'd rather have a few warlocks on watering duty than water magic thats only good for party tricks.

Under the assumption that itl help speed things up Im in favour of spending both actions on building the houses. With houses completed we got a semblance of civilization and normality back and can focus those people on new stuff.
>>
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>>3058089
>>3058926


The oldest clan decides to forego its farming duties in favor of taking on crossbows and going out north and hunting some extra meat. They leave their aloted fields of mushrooms unattended. This brews ressentment on the newest clan who is left alone on farming duty.
> Lessen their burden (food for 800 people)
> Tough luck keep going (food for 1000 people)
> Have them work overtime (food for 1200 people)
> other


Our hunters from the oldest clan report finding tracks compatible with halfling activity in the woods north of our territory; seems like the halflings also hunt in these woods, it's likely we haven't chanced upon them because they probably hunt during the day while we hunt during the night.
> Hunt a moderate amount of game (for 1000 people)
> Be a bit predatory (for 1500 people)
> Go all out (for 2000 people)
> other

We have clan Thamior researchers focus on creating water spells that can be used by our warlocks. Creating a new high level spell like that will take quite some time and the efforts of the clan are directed towards gathering components with mystical properties to aid in the efforts of creating a new spell - mainly stocking up on morning dew that will probably be the material component for the spell.

The clan responsible for building the stone houses go around asking the other clans for help lending them laborers to get the work finished faster. Clan Thamior had plenty of idle laborers so they graciously lend their workforce to help with the building effort. But all the other clans have their laborers involved in time consuming activities already so they are unable to help.

The Seven Clans - Thamior, Derenta
Population: 3620 dark elves
Military: 52 soldiers (sword, shield, chainmail, magic) 7 priestesses (dagger, staff, magic) 7 warlocks (dagger, staff, magic); Militia (magic)
Animals: 70 giant spiders
Food: Barely enough; Fungus farms (~1000 people; 1 clan the newest); Hunting (~2500 people; 2 clan one of the old ones and the oldest clan)
Constructions: stone houses (in progress 5/7, 1 clan); iron mine (1 clan)
Resources: iron tools, wooden crossbows (3/13, clan Derenta), iron ore
Technology: Masonry, Writing, Code of Laws, Crossbows, Weaving, Iron Working, Map Making
Government: Clan Council
Laws: Simple Chaste System
Magic: Eldritch Blast (militia, soldiers), Healing (priestesses), Doom Bolt (warlock), Water Magic (higher level spell for warlocks; in progress, clan Thamior, 2/16)
Game: Bears, Boars, Wolves, Deer, Rabbit, Foxes

What should we do next?
> Improve food acquisition (how)
> Build a shrine to the dark goddess
> Build stone houses
> Build barracks
> Build a smith
> Technology Research
> Explore (N, S, E, W)
> Establish new colony (where)
> Research new magic
> Skip time (how many turns)
> other
>>
We still have five clans needing naming by the way, so don't be shy.
>>
>>3059473

Clan name: Mal'ek
Matriarch name: Ariel
House master name: Vorador
Fluff: Of medium standing house Mal'ek has always been somewhat of a scion of balance, holding the more pugnacious clans at bay in favour of getting things. They do so via their mercantile skills and vast treasury. A[art from that they belong to the most skilled masons in all the Underdark.
Specialization: masonry
Assets: gems, golem laborers (and if that don't fly, I need a new idea. Perhaps some that stresses their merchant-ness)

If I read this correctly then houses should be finished next turn. I am in favour of building a forge to properly outfit and equip our warriors as well as keep our tools, etc. up to date.

1. forge

2. spending that to speed up the crossbows

>hunting
A bit predatory is fine for now cause we gotta keep our ppl happy until we can ramp up the agriculture with our water spells. Question: How do we feel about eating Halflings? Apart from that, let's ambush one of their hunting parties, to return the torture favour and learn some more about them, their village, etc.
>>
>>3059662

I meant "getting things done" but getting things ended up fitting the flavour anyways.

Specialization should be masonry and mercantilism
>>
>>3059662
>>3059664
I'm gonna go ahead and ask you guys to put a number on how old your clan is, pick a number from 1 to 13, 1 being the oldest and 13 the newest.

Clan Mal'ek and clan Thamior in colaboration finish the construction of houses for our population. Clan Mal'ek takes upon itself the duty of building more houses as our population grows.

Clan Thamior builds a forge to start turning all the iron ore we've been stockpiling into usable metal. Soon enough ore comes in and metal bars come out of our smelters. We begin crafting more tools to replace the rusty worn ones we have, and we can now build metal weapon and armor to equip our military.

Clan Mal'ek starts helping with the crafting of crossbows.

Eating sentient beings although not a taboo on dark elvish society is not a common practice - sentient beings are more useful as thralls than as food. Still life in the underdark can be harsh and one would be foolish to pass on a meal just because it once was able to contemplate higher ideas. Some sentients can even be quite a delicacy, although it's more of an acquired taste for sure.

One of the old clans that was tasked with hunting in the forests to the east is growing tired of dwelling in tents made out of pelts from the animals they kill; they want more permanent dwellings in the area they inhabit as part of their hunting duties. What should we do about it?
> Do nothing, let them live in tents
> Tell them to build wooden houses in the treetops
> Tell them to clear an area of tree and have wooden houses built there
> Send Clan Mal'ek to build stone houses for them in the forest
> other
>>
>>3060153

We decide to send all our warriors to attempt an ambush on one of the halfling hunting parties, seeking to capture some of them to learn more about them, their village and their way of life. The sunlight burns our delicate skins pretty badly and it takes some time to adjust our vision to so much light. We're clearly at a disadvantage trying to stalk the halflings during the day, specially a party of hunters who know the terrain well and are attentive of their surroundings. Roll 1d100 to ambush halflings DC 80.

The Seven Clans - Thamior, Derenta, Mal'ek
Population: 3640 dark elves
Military: 52 soldiers (sword, shield, chainmail, magic) 7 priestesses (dagger, staff, magic) 7 warlocks (dagger, staff, magic); Militia (magic)
Animals: 70 giant spiders
Food: Barely enough; Fungus farms (~1000 people; 1 clan the newest); Hunting (~3000 people; 2 clan one of the old ones and the oldest clan)
Constructions: stone houses; iron mine (1 clan); forge
Resources: iron tools, wooden crossbows (5/13, clan Derenta, clan Mal'ek), iron ore
Technology: Masonry, Writing, Code of Laws, Crossbows, Weaving, Iron Working, Map Making
Government: Clan Council
Laws: Simple Chaste System
Magic: Eldritch Blast (militia, soldiers), Healing (priestesses), Doom Bolt (warlock), Water Magic (higher level spell for warlocks; in progress, clan Thamior, 3/16)
Game: Bears, Boars, Wolves, Deer, Rabbit, Foxes

What should we do next?
> Improve food acquisition (how)
> Build a shrine to the dark goddess
> Build barracks
> Technology Research
> Explore (N, S, E, W)
> Establish new colony (where)
> Research new magic
> Skip time (how many turns)
> other
>>
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>>3060158
Clan name: Beltuzaur
Matriarch name: Jarolil
House master name: Molraena
Fluff: A clan of low social merit, whose survival depended upon serving many stronger clans as servants. House Beltuzaur is synonymous with farmers, maids, butlers, and cooks. Perhaps in this new land they will rise in standing, or perhaps not.
Specialization: Farming and Maintenance
Assets: Skilled Farmers and Chefs in many houses.
>>
>>3060158
Improve food acquisition, try growing mushrooms in many caves and private residences. Like WW2 Victory Gardens in the U.S. At the very least it will give everyone something to do.
>>
>>3060158

Uff, we ought to make some sunglasses of rosequartz or some shit (can we do that?), cause DC80 vs halflings is a roll I dont want to be responsible for. Perhaps we should consider building some traps? How big are their hunting parties?

As far as the houses are concerned, I am fine with wooden ones in the treetops. We dont need to split out forces atm and paint two targets on our backs.

1. lets speed up those crossbows

2. lets build a shrine to the dark goddess and have our priestesses ask for guidance/favour. Where to get more water, visions of where the halfling village is so we can attempt raiding it, etc. are all good

Do barracks help us improve our soldiers' quality?


Maybe some like this:
1.
2. Thamior:
3.
4. Mal'ek
5. Beltuzaur
6. Derenta
7.
>>
>>3060227
>>3060227
I support this, but also with sending out a party of farmers and scouts to look for fertile lands nearby, even a small valley could sustain most of our population, and allow us a strong point to expand out of
>>
>>3060227
>>3060687
Supporting.

Would like to have the menial portions of Clan Thamior begin outfitting all of our soldiers and leaders with up-to-date iron weapons and armor. If we have enough ore and time after, begin stockpiling simple weapons and armor for the militia.

>>3060519
I'm fine with this list. Could use a clan that specializes in warriors.
>>
>>3060708
Yes for our next move after increasing food production, we should raise a company of warriors from each of the 7 clans, and have them train under our best troops, They will serve as each clans army but will join together to fight powerful hostile threats
>>
>>3060519
Clan name: Venor
Matriarch name- Justinia
House Master name- Korina
Fluff: The most martial of the Clans, most of the weight of their clans influence came from its large numbers of skilled and veteran warriors. While considered to be a diciplined and productive clan, they do not share their quality craftsmenship with other clans, and mostly keep to themselves outside of wartimes

Known most for their deadly archers, mounted on the backs of giant spiders, harrassing the enemy, until they are distracted of weakened and then use the spiders deadly bite and powerful legs to crush any foe...
>>
>>3060727

1.
2. Thamior:
3. Venor
4. Mal'ek
5. Beltuzaur
6. Derenta
7.

We have the Derenta that specialized in Drillmasters/swordsmanship, but if that is not enough/doesnt hit the spot, why not make "elite guardsman" the assets of house Venor?

I saved all the clan fluff in a google docs, just in case this goes somewhere
>>
>>3060735
>>3060727
I figured with a potential secondary in craftsmenship, that the Venor clans focus is on equipping and training elite troops, and later on possibly raise regiments of special elite troops, like Spider Cataphracts, Spider Lancers, Rangers, Spellsword infantry troops
>>
>>3060225
>>3060227
>>3060519
>>3060687
>>3060708
>>3060713
>>3060727
>>3060735
>>3060740

We decide to call off our ambush on the halflings since we are at such a serious disadvantage during day time.

We consider improving our food acquisition by growing mushrooms on many caves and private residences, the motion was proposed so as to give everyone "something to do". Most dark elves would rather spend less time farming if given the chance, not more, so the idea is not met with much enthusiasm. In fact the newest clan even complains that they're not particularly good at farming at all and that all the farm work should go to those who are better suited to perform it, the clan Beltuzaur.
> Insist that everyone start cultivating small plots of mushrooms in their houses
> Have the clan Beltuzaur take charge of the farming operation (the newest clan will assume the iron mining operation)
> Leave the newest clan on farming duty
> other

Hunters from the Venor tribe build wooden houses in the treetops in their settlement in the forest.

We build a shrine to the dark goddess and have our priestesses ask for guidance and favour. The dark goddess is fickle and the only sure way of earning her favor is through sacrifice. It is expected of us that in the opening of a new place of worship we perform a fitting sacrifice to show our devotion.
> Sacrifice 1 thrall to the dark goddess
> Sacrifice 7 thralls to the dark goddess
> Sacrifice 13 thralls to the dark goddess
> Sacrifice 21 thralls to the dark goddess
> other
>>
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>>3060829

We send a party of farmers and scouts to look for fertile lands nearby. They travel southeast of the mountains looking for a fertile valley but alas, where they hoped to find a fertile valley all they have found was a sandy desert stretching as far as the eye can see. Seems like the mountains trap the moisture on their western side leaving their eastern side a desert. We would need to find ourselves a river to settle near or wait until we perfect our water spells it in order to irrigate the land to farm above ground, and there's the problem of which crops to use - we would need to acquire the seeds somewhere.


The Seven Clans - Thamior, Venor, Mal'ek, Beltuzaur, Derenta
Population: 3660 dark elves
Military: 52 soldiers (sword, shield, chainmail, magic) 7 priestesses (dagger, staff, magic) 7 warlocks (dagger, staff, magic); Militia (magic)
Animals: 70 giant spiders
Food: Barely enough; Fungus farms (~1000 people; 1 clan the newest); Hunting (~3000 people; 2 clans, Venor and the oldest clan)
Constructions: stone houses; iron mine (clan Beltuzaur); forge; shrine; tree houses in the eastern hunting camp
Resources: iron tools, wooden crossbows (7/13, clan Derenta, clan Mal'ek), iron ore
Technology: Masonry, Writing, Code of Laws, Crossbows, Weaving, Iron Working, Map Making
Government: Clan Council
Laws: Simple Chaste System
Magic: Eldritch Blast (militia, soldiers), Healing (priestesses), Doom Bolt (warlock), Water Magic (higher level spell for warlocks; in progress, clan Thamior, 4/16)
Game: Bears, Boars, Wolves, Deer, Rabbit, Foxes

What should we do next?
> Improve food acquisition (how)
> Sacrifice to the dark goddess
> Build a temple to the dark goddess
> Build barracks
> Technology Research
> Explore (N, S, E, W)
> Establish new colony (where)
> Research new magic
> Skip time (how many turns)
> other
>>
>>3060829
>>3060832

okay, let the cooks and maids, etc do the farming, works with me

lets sacrifice 7, one for each house

I say once we complete the crossbows and \upgrade/equip our ppl we are ready to raid the halflings. Thus Id vote for focusing our actions on crossbows and water magic for now.

How about that barracks? Cause if it helps train new ones/improve the current ones, Id say lets build one

1. crossbows

2. water magic (or barracks)
>>
>>3060992
>>3060832
I say we sacrifice 7 thrills and ask the dark goddess blessing. We should also build a Barracks and raise at least a few hundred warriors, having our existing warriors train them from the population, even if somewhat poorly equipped it will give us some strength against the halflings
>>
>>3061042

I agree, but can we support so many warriors w/ our current food production?
>>
>>3060992
>>3061042
>>3061060


It's agreed upon that the clan Beltuzaur shall take from now on the responsibilities for managing our fungus farms. They're actually quite good at it and are thus able to do a better job than the begrudging clans that were once in charge of the farming operation. Clan Beltuzaur can feed about 1500 people with our current fungus farms and should be able to increase these numbers until we reach the limit of the cave at feeding about 2000 people as their numbers grow.

We sacrifice 7 thralls to the dark goddess, one from each clan, and ask for her blessing. The priestesses say the sacrifice was well received by the Goddess and that we may now select a champion to perform a ritual enactment of the mythos of the dark goddess. The ritual is very taxing and may prove lethal if performed incorrectly but if successful the champion will be bestowed special magical powers.

Who should we select to attempt performing the ritual of enpowerment?
> Athussa, Matriarch of clan Thamior
> Talmdren, House master of clan Thamior
> Cass the Blind, Matriarch of clan Derenta
> Seran Drac, House master of clan Derenta
> Ariel, Matriarch of clan Mal'ek
> Vorador, House master of clan Mal'ek
> Jarolil, Matriarch of clan Beltuzaur
> Molraena, House master of clan Beltuzaur
> Justinia, Matriarch of clan Venor
> Korina, House master of clan Venor
> We shall not perform the ritual of empowerment now
> other
>>
>>3061286

We spend our time crafting more crossbows.

We build barracks in order to train more troops. Now that we have a centralized place for our troops to sleep and train we could begin assigning more warriors. Each warrior eats as much as two civilians.

We could build a habitat for our giant spiders to start breeding them. They each eat as much as three adults and feed almost exclusively on meat.


The Seven Clans - Thamior, Venor, Mal'ek, Beltuzaur, Derenta
Population: 3700 dark elves
Military: 52 soldiers (sword, shield, chainmail, magic) 7 priestesses (dagger, staff, magic) 7 warlocks (dagger, staff, magic); Militia (magic)
Animals: 70 giant spiders
Food: Small Surplus; Fungus farms (~1500 people; clan Beltuzaur); Hunting (~3000 people; 2 clans, Venor and the oldest clan)
Constructions: stone houses; iron mine (the newest clan); forge; shrine; barracks; tree houses in the eastern hunting camp
Resources: iron tools, wooden crossbows (10/13, clan Derenta, clan Mal'ek), iron ore
Technology: Masonry, Writing, Code of Laws, Crossbows, Weaving, Iron Working, Map Making
Government: Clan Council
Laws: Simple Chaste System
Magic: Eldritch Blast (militia, soldiers), Healing (priestesses), Doom Bolt (warlock), Water Magic (higher level spell for warlocks; in progress, clan Thamior, 5/16)
Game: Bears, Boars, Wolves, Deer, Rabbit, Foxes

What should we do next?
> Improve food acquisition (how)
> Sacrifice to the dark goddess
> Build a temple to the dark goddess
> Build giant spider habitat
> Improve military (how)
> Technology Research
> Explore (N, S, E, W)
> Establish new colony (where)
> Research new magic
> Skip time (how many turns)
> other
>>
there's only two spots for clans left the oldest and the newest so whoever creates the next clan please specify which one are you picking
>>
>>3061286
>> Athussa, Matriarch of clan Thamior
Let Athussa do it, matriarch of the most knowledgeable of clans.

Also I want to know what ressources and information the halfling village has in store and mb take a prisoner. So let's attack it. It's just 100 people. Our crossbows are like halfway finished. So I say let's get 1000 commoners together, make them bring their crossbows and have them led by experienced soldiers. We declare 10 centurions(soldier). We also bring 1 warlock in case we find something requiring magical skill and 1 priestess to speak to and boost the morale of our civilian army before "battle".
>>
>>3061398
>village
Alright, just checked my information again. It's about 300 halflings with spears and slings, I say go ahead. Easy enough still.
>>
>>3061398
>>3061417

Athussa, the Matriarch of the clan Thamior, takes upon herself to perform the ritual of empowerment.

She's ritually drapped into spider silk and laid on the shrine where she lies in meditation for three whole days and nights. She then connects with the essence of the goddess and begin her spiritual journey through the mythos in the land of the Gods.

Athussa is now a hatchling just out of the egg. She's starving. There are other eggs still unhatched around her. With her keen senses she sees a large bug who got tangled in his mother's web. But her mother is not wrapping the large bug in more webs to immobilize it; it lays dead in the ground near the web, scorched by flames from an unseen source. Athussa is now faced with a decision.
> Eat the eggs
> Eat her mothers corpse
> Eat the giant bug
> All the above
> other
>>
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>>3061461
>Eat the Eggs
>Eat the Bug
leave the mother's corpse.
>>
>>3061461
> Eat the eggs
> Eat the Bug

Spiderlings usually spend the first few days eating each other after hatching. Better to remove the competition now.
>>
>>3061495
>>3061499


>Eat the Eggs
>Eat the Bug

Athussa decided to eat the eggs and the giant bug, leaving the mother's corpse.

Gained 20 Karma!

Athussa is older now, a giant spider who can either spin her own thread or roam the land looking for prey. She roams and finds herself near an old tower. She weaves her web there. One day a man passes by and captures her with his magic! She's locked in a cell and fed meat. She grows. The man uses his magic to transform the spider into something more. The spider then gains the torso of a dark elf. She begins naming herself something impronunceable. Athussa decides to keep calling herself Athussa instead. One day the tower is invaded and the man opens her cage urging her to help him against the invaders!
> Help the man against the invaders
> Kill the man and flee the tower
> Kill the man and kill the invaders
> Flee the tower without killing anybody
> other
>>
>>3061511
>Kill the man and flee the tower

No need to fight the invaders when they could possibly injure us. Whereas our would-be master is weak and the call for vengeance strong.
>>
>>3061514

Athussa kills the man then escapes the tower and is free to roam the land once more!

Gained 20 Karma

The sun hurts Athussa so she hides during the day and hunts during the night. Athusa finds a cavern to hide. One day in this cavern she meets dark elves. They are curious about what exactly she is. She isn't certain about it herself. The dark elves instruct her in the use of magic. She's incredibly gifted and in a short time master all the magic of the dark elves and start creating her own. She feels that now is the time to create a powerful magic that will help her people. She creates
> A powerful earthquake spell
> A spell to render a foe feebleminded
> Magic to create a temporary telepathic link
> Magic that controls the weather
> other
>>
>>3061526
> A spell to render a foe feebleminded
this should work on those halflings
>>
>>3061535

Athussa created a spell to render a foe feebleminded!

You spent 40 Karma!

Athussa is now much older and wiser. She found herself some foes however. A dwarf brandishing a mighty hammer and a gnome being carried by a metallic contraption. They lead their armies into the territory of the dark elves threatening them. What does Athussa do?
> Fight them to her last breath
> Hide in the deepest recesses of the caves
> Flee to the surface world
> Leave the mortal world behind
> other
>>
>>3061541
>Leave the mortal world behind

Become the god that the dark elves need.
>>
>>3061544

Athussa have now ascended, and secured a place amongst the gods.

Gained 30 Karma!

The dark elves worship her and are the source of her immortality. She demands from them sacrifices so she can stay fed and in return grants powerful boons to those who remain faithful. The powerful spell that she so graciously granted to our people, Feeblemind, shall be
> Bound to the person who undertook the ritual and recharged by sacrifices
> Performed as a ritual requiring sacrifices by our sorceress or warlocks
> Performed as a ritual requiring sacrifices by any large gathering of believers
> Miraculously bestowed by the goddess herself in times of need and recharged by sacrifices
> other
>>
>>3061551
> Performed as a ritual requiring sacrifices by our sorceress or warlocks
>>
>>3061585

Athussa have the spell be performed as a ritual requiring sacrifices by our sorceress or warlocks.

Gained 20 Karma!

Now we need to roll to see if Athussa can make the way from the land of the Gods back to the mortal world to share the wisdom she accrued in there with the rest of us.

She amassed 50 Karma on her journey through the other side, it is only fair that the her roll on the way back have a DC of 50. Roll dice and see if you can escape fate.

1-10 Athussa burns feverishily in trance for weeks until one morning she's stone cold dead
11-20 Athussa comes back under effect of the Feeblemind spell and can no longer perform her duties as Matriarch needing to be replaced
21-30 Athussa is now blind and deaf to the material world and can only interact with the spirt world being no longer fit to perform her duties as Matriarch needing to be replaced
31-40 Athussa came back paralysed from the neck down needing to be taken care of and can no longer perform her duties as Matriarch needing to be replaced
41-49 Athussa is deeply shaken by the revelations he witnessed during her experience and no longer feels fit to perform the duties of Matriarch, resolved to live a life of seclusion and prayer in the shrine instead, needing to be replaced
50+ Athussa came back from the experience with a renewed sense of purpose and although the empowerment she acquired was more for the clan spellcasters as a whole than for herself in particular she feels incredible
>>
Rolled 24 (1d100)

>>3061619
You can do it, Athussa, I believe in you

>>3061292
1. either way, lets build a temple around the shrine so that the Dark Queen may bestow more boons upon us


2. lets train soldiers then to an even 100?

We can feed that, and while Id love more spiders, I think until we got that water magic down it'd be a bit tough to get done. Or should we tame some boars and start breeding pigs?

If we know where the halflings live, we could send a scouting party to see how well they are defended, make note of guard changes, etc.
>>
>>3061829
>>3061398
>>3061417

Athussa becomes changed by the experience of walking in the land of the gods; she can no longer see or hear the material world and can only interact with the spirit world. She doesn't eat nor drink if she's not forced to and she's constantly tripping, babbling incoherently about auras and demons and waves of color and complaining about the noise the fairies make that doesn't let her sleep. Still amongst her incoherent babbling she taught the spellcasters of our tribe the ritual to cast Feeblemind spell, involving sacrificing one person for every three uses of the spell.
The clan Thamior is now in need of a new Matriarch since Athussa is no longer fit for the job. Name the new Matriarch of clan Thamior.

We consider attacking the halfling village. There's talk about raising 1000 commoners together, most of the males from each of the seven clans, and make them bring their crossbows and have them led by our more experienced soldiers. We'd also bring 1 warlock in case we find something requiring magical skill and 1 priestess to speak and boost the morale of the civilian army before battle.
> Attack during the night
> Attack in broad daylight
> Send just a scouting party instead
> Call off the attack
> other

We begin the construction of a temple around the shrine of the Dark Goddess so that she might bestow upon us more boons. It will take awhile to finish.

We start training more soldiers to an even 100.


The Seven Clans - Thamior, Venor, Mal'ek, Beltuzaur, Derenta
Population: 3740 dark elves
Military: 100 soldiers (sword, shield, chainmail, magic) 7 priestesses (dagger, staff, magic) 7 warlocks (dagger, staff, magic); Militia (magic)
Animals: 70 giant spiders
Food: Small Surplus; Fungus farms (~1500 people; clan Beltuzaur); Hunting (~3000 people; 2 clans, Venor and the oldest clan)
Constructions: stone houses; iron mine (the newest clan); forge; shrine; barracks; temple (1/8 clan Mal'ek); tree houses in the eastern hunting camp
Resources: iron tools, wooden crossbows (11/13, clan Derenta), iron ore
Technology: Masonry, Writing, Code of Laws, Crossbows, Weaving, Iron Working, Map Making
Government: Clan Council
Laws: Simple Chaste System
Magic: Eldritch Blast (militia, soldiers), Healing (priestesses), Doom Bolt (warlock), Water Magic (higher level spell for warlocks; in progress, clan Thamior, 6/16), Feeblemind (ritual requiring sacrifices; warlocks, priestesses)
Game: Bears, Boars, Wolves, Deer, Rabbit, Foxes

What should we do next?
> Improve food acquisition (how)
> Sacrifice to the dark goddess
> Build a temple to the dark goddess
> Build giant spider habitat
> Improve military (how)
> Technology Research
> Explore (N, S, E, W)
> Establish new colony (where)
> Research new magic
> Skip time (how many turns)
> other
>>
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>>3062100
We should send in a scouting party to do recon, and find weak spots in the halfing camp. We should attack at some point soon to get slaves to work for us, and to sacrifice.
>>
>>3062100
>>3062183

I agree w/the scouting party

Dark Elves are typically adapt with poisons, right? Lets prepare some for our top sharpshooters amongst the warriors at least so that they can quickly take down enemy leaders (incapacitating them ideally) so we can question them later

1. scouting

2. drill the militia thatll partake in the raid in the meantime


lets see if clan Thamior anon drops by, otherwise well name a new one later
>>
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>>3062183
Halflings are good cooks and small enough to fit in tunnels so they would make good slaves. We could also send some of our spiders on the halflings for crowd control and shock value.
>>
>>3062183
>>3062204
>>3062501

We send a scouting party to the halfling village to find weak spots in the halfling camp. Our scouts find out that the halflings have built a palisade around their village and they have about ten halflings in patrol during the night carrying spears and shields. They might be carrying slings too but it is difficult to confirm this.

Back at home we start to drill the militia that will partake in the raid. We have our people familiarize themselves with their crossbows and practice doing volleys. Our people aren't particularly fast or proficient in handling the weapons but a large enough volley can be deadly regardless. We consider coating our bolts with poison. Should we coat everybodies crossbow bolts in giant spider's poison?


The Seven Clans - Thamior, Venor, Mal'ek, Beltuzaur, Derenta
Population: 3780 dark elves
Military: 100 soldiers (sword, shield, chainmail, crossbow, magic) 7 priestesses (dagger, staff, magic) 7 warlocks (dagger, staff, magic); Militia (magic)
Animals: 70 giant spiders
Food: Small Surplus; Fungus farms (~1500 people; clan Beltuzaur); Hunting (~3000 people; 2 clans, Venor and the oldest clan)
Constructions: stone houses; iron mine (the newest clan); forge; shrine; barracks; temple (2/8 clan Mal'ek); tree houses in the eastern hunting camp
Resources: iron tools, wooden crossbows (12/13, clan Derenta), iron ore
Technology: Masonry, Writing, Code of Laws, Crossbows, Weaving, Iron Working, Map Making
Government: Clan Council
Laws: Simple Chaste System
Magic: Eldritch Blast (militia, soldiers), Healing (priestesses), Doom Bolt (warlock), Water Magic (higher level spell for warlocks; in progress, clan Thamior, 7/16), Feeblemind (ritual requiring sacrifices; warlocks, priestesses)
Game: Bears, Boars, Wolves, Deer, Rabbit, Foxes

What should we do next?
> Improve food acquisition (how)
> Sacrifice to the dark goddess
> Build a temple to the dark goddess
> Build giant spider habitat
> Improve military (how)
> Technology Research
> Explore (N, S, E, W)
> Establish new colony (where)
> Research new magic
> Skip time (how many turns)
> other
>>
>>3062519

Id say only those who are actually good at shooting get poison, otherwise I already see us fail a DC and then have to hail the Halflings as our overlords.

1. lets do the raid! at nighttime of course with our seasoned shooters taking out the guards first (ideally simultaneously). I am in favour of bringing some Giant SPOODERS for the shock value, though we should keep it way away from those pointy sticks.

2. water magic, lacking any brighter ideas atm
>>
>>3063118

We calculate the time it will take for our trip towards the halfling village so that we arrive there in the early hours of the night. We have about 1000 dark elves carrying crossbows, 100 soldiers, 1 warlock and 1 priestess with us.

Roll 1d100 to get within shooting distance of the halfling patrols under the cover of darkness without being noticed, DC 60.
>>
Rolled 83 (1d100)

>>3063482
we ninja drow, Im sure
>>
>>3063500

The halflings not being blessed with perfect night vision as we are don't notice the movementation of our troops on the outskirts of their territory; we manage to get into shooting distance unnoticed.

What should we do next?
> Shoot volleys at the unsuspecting halfling patrols
> Attempt to snipe the halfling patrols with crossbows
> Attempt to snipe the halfling patrols with spells
> Get in closer and prepare to jump over their palisade
> other
>>
>>3063509

snipe em with crossbows, lets see if we can keep up the ninja life

If not, we volley
>>
>>3063593

We decide to attempt sniping all ten of the halfling patrols roughly at the same time so they won't have time to sound an alarm to alert the rest of the settlement. We send our best warriors ahead to snipe them.

Roll 1d100 to snipe the ten halfling patrols before they have time to sound an alarm, DC 70
>>
Rolled 68 (1d100)

>>3063597

A well known Drow who, oddly enough tends to dress in orange and speak in a very loud style, takes aim and...
>>
>>3063622


Our warriors go forth and start sniping the halflings. They manage to get nine of the halflings but one ducked down to pick on his feet exactly when the shot was about to connect with his head and noticed that we were there. He saw with horror his fellow patrol members dead and began running towards the houses screaming that the dark elves are here. The halfling begin moving in their little village, now aware of our presence.

What do we wanna do?
> Try to shoot volleys at the halflings inside the village
> Get closer and prepare to jump the palisade
> Attack the halflings with magic
> Wait to see what forces will the halflings muster against us
> other
>>
>>3063651
We gotta keep at it while theyre in disarray! Have half the men shoot a volley while the others rush to the palisade. Make sure a giant spider or two are amongst the first thing the Halflings see!

And tell that orange clad drow hes going to get it later for missing his shot
>>
>>3063925

We let loose some giant spiders in the field of battle to go after the halflings, we've starved them for a few days so hopefully they'll be in the mood for munching our enemies; they easily climb the palisade and get out of view, hopefully wreaking havoc amongst the enemy lines.

We send half of our invasion force rushing towards the palisade while we have the remaining men shoot volleys at the halflings village hoping to catch any halflings who got out in the cramped streets.

As our people who got near the palisade start jumping the palisades we notice that the halflings amassed a force of about 200 halflings, currently pinned down fending off the giant spiders and attempting to man the palisade.

We get about 200 men inside the palisade before the halflings can reach us, the spiders bought us time, but someone in their ranks screamed to attack them in the eyes and soon enough our giant spiders had been all killed by the halflings with spears.

The halflings then rush towards our men inside the palisade.

What should we do?
> Attempt to get more people into the palisade
> Have the men inside the palisade attack the halflings with spells
> Have the men inside the palisade defend themselves with their crossbows
> Have the men inside the palisade retreat back outside
> other
>>
>>3064087
We're in and gotta stay in if we dont want to embarrass ourselves again.

Have the men use the spells to fend of the attackers while bringing more of ours in. From the vantage point itll be easier to shoot at them - seems best to avoid head on combat with them using phalanx/spear walls and have coordinated leaders. Lets set some of their buildings on fire. The ensuing damage should be distracting them, as its their home and belongings, and if were really lucky we get some to break and run off to see after their families.
>>
>>3064087
Have the men inside already take up the best position they can and use close formations and their crossbows to engage the halflings to cover the rest of our army while it enters the palisade walls

>>3065226
I also agree with this guy that we should use set a few buildings on fire to cause chaos and force them to have some of their troops try to put out the fires

Also what magic do we specialize in?
>>
>>3064087
agree with others but try to open the gate from inside too.
>>
>>3065226
>>3065556
>>3066512


We consider setting some of the halfling's buildings on fire but most of their constructions are escavated within the hills so it would be very difficult to set them on fire. Should we attempt to set some buildings on fire anyway?

We order the men to use their spells to fend off the attackers while we order the remaining of our forces outside of the palisade to rush in and get in place to start jumping it.

Roll 1d100 to blast the approaching halflings with spells, DC 40
>>
Rolled 12 (1d100)

>>3066758
>>
>>3066860

Our men start blasting spells wildly against the halflings but most of the spells hit them in their shields or miss altogether as they rush in towards our men, doing only marginal damage to the advancing mob of enraged halflings with spears.

The halflings close in and start attacking our men with their spears, pushing our men against the palisade while our own troops attempt to jump it in order to get inside; the dark elves in the front lines are on a very difficult position and are likely to lose their lives.

Roll 1d100 to stand our ground against the wave of halflings that comes crashing towards our men, DC 70
>>
Rolled 22 (1d100)

>>3066889
>>
>>3066889
Lets not play their game at all. They are literally half our size, so lets vault back over the palisade and simply circle around. Get a handful of our men dedicated to setting fires, our best shots keep looking for those who seem to be yelling orders, etc. Stay away from the pointy sticks, lads
>>
>>3068166
>>3068169

The halflings come crashing down over our men and begin slaughtering the cornered dark elves with their spears; dozens of dark elves lose their lives as they get caught scantly armed and unarmored between the advancing waves of halflings and their brethren pushing them onwards to make space so they can get inside the palisaded area too.

Morale is low in the front lines and many dark elves, cornered, are resorting to either trying to cast spells point blank or using their crossbows as improvised hammers to clobber the halflings as they advance.

The situation seems bad for us.

How do we get the upper hand on this?

> Call for a volley of crossbow bolts on the halflings (might hit some of our own troops too)
> Call for our men to blast the halflings with magic
> Begin retreating our troops to outside the palisade
> Send our professional soldiers to the frontlines
> other
>>
>>3069718
>> Send our professional soldiers to the frontlines
>>
>>3069765

We have our militia make way for our professional soldiers to reach the front lines to engage in combat with the halflings.

Roll 1d100 for avoiding losses while rearranging our troops in the battlefield, DC 60
>>
Rolled 19 (1d100)

>>3069838
>>
Rolled 39 (1d100)

>>3069838
>>
>>3071891
The halflings press their advantage and keep on killing our people as they try to fall back to let our professional soldiers take the front lines; our losses number above a hundred dead dark elves. When our soldiers finally manage to position themselves in the frontlines their shields pressed against the halflings shields our men can begin to put their size advantage to bear agaings the small halflings. The halflings try to keep our men at bay with their long spears while our men try to dodge the speartips and get close enough to attack them with their swords.

Now that the battlefield is reorganized and our militia got a breather what do we wanna do?
> Call for volleys of crossbow bolts on the halflings (might hit some of our men)
> Call for our men to blast the halflings with magic
> Have a few hundred more people jump the palisade, attempt to surround the halflings with our militia
> Push forward with our professional soldiers while attempting to snipe the halflings with crossbows through gaps in their formation
> other
>>
>>3071986

> Push forward with our professional soldiers
And
> Have a few hundred more people jump the palisade, attempt to surround the halflings with our militia

A two pronged strike to flank the halfing scum and divide their small Army.
>>
>>3073345

Our professional soldiers push forward while we have a few more hundred people jump the palisade in an attempt to surround the halfling with our militia.

Roll 1d100 to overwhelm halfling's defenses with our sheer numbers DC 40
>>
Rolled 64 (1d100)

>>3073840
Rollin'
>>
>>3077151

Our sheer numbers start to overwhelm the halfling defenses as hundreds of dark elves pour forth in the halflings flanks and begin shooting at them with their crossbows; the halflings are forced to raise their shields in all directions and become a less effective fighting force.

Acting quickly our forces manage to surround the halflings and then it becomes much easier to bring them down; slowly but surely the halflings start succumbing to the might of our army. They still put up a fight but are no longer able to score many kills at all with our professional warriors holding the line against their advances.

Still they bring to the table one last surprise; several halflings take up slings and start attacking our militia with it. They are surprisingly effective weapons in the hands of the little creatures and many more dark elves lives are lost to well aimed slingshots.

But in the end our numeric superiority was just too large. The halflings put up a fight, brought down nearly one of our own for each of them that we took, but eventually they broke down. There are just a scant few halflings who can barely hold their weapons from how exhausting the fight has been surrounded by hundreds of dark elves now. What should we do?
> Disarm them and capture them alive
> Kill them all quickly we need to move on to loot their village
> Kill them slowly make them pay for the lives they took
> Ignore them and move on to loot their village
> other
>>
>>3077456
>Kill them slowly make them pay for the lives they took
>>
>>3078149
This. We must make an example of those who do not immediately surrender to our dominion.
>>
>>3078149
>>3078161

We begin executing the remaining halflings slowly one by one with cruelty and prejudice; we chop off their limbs and leave them to die of blood loss, open up their guts, poison them, torture them and generally make their last moments in this life a living hell.
We spent most of the night murdering the halflings slowly, giving plenty of time for the woman and children in town to flee.

What should we do next?
> Loot their village
> Return to our home
> Burn down their houses and granary
> Try to track the woman and children who fled the town
> other
>>
>>3078640

>loot their village
we want to have their food storage, and whatever we can learn from their records about surface farming. Pity yall had to kill em

>Try to track the woman and children
They couldnt have gotten far, given that theyre, well, Halflings, and those lot will have to do as first wave of slaves. They probably know how to tend a garden, etc. as well.
>>
>>3078640
>not immediately enslaving the women and children after the battle.
ya done goofed

> Try to track the woman and children who fled the town
And hope to Lloth that they haven't notified the authorities.
>>
>>3078798
>>3078843
Track down the survivors, and make slaves of them. House Beltuzaur can always use more farm hands.
>>
>>3078798
>>3078843
>>3079146

We try to track the woman and children who fled the town; they left through an opening in the palisade on the opposite side from where we attacked and from the looks of it started running away towards the east.
Our men start marching towards where the tracks lead as dawn comes about, leaving us nearly blind with all the light. We have hundreds of men to do the tracking, even if they have several hours ahead of us they're smaller and presumably run slower than our men, we should be able to catch them in a day or two if we don't lose track of them.

Roll 1d100 to track the halfling women and children, DC 40
>>
Rolled 43 (1d100)

>>3079163

come on, daddy wants some slaves
>>
Rolled 7 (1d100)

>>3079163
rollan for bonus since p7 already got us covered.
>>
>>3080306
>>3081359

Our men spread around in the hill to the east of the halfling settlement in small groups within shouting distance of each other having combined amongst themselve to yell once they find the halflings. For two days and two nights our men march through the hills until they find the group of halflings on forced march moving towards the east. Shouts go through in all direction and within a few hours our men are gathered around the halflings and we surround the group of halflings who were attempting to make their escape. It's a group of about 300 halflings, women and children. They cower in fear as we cornered them in one of the hills.

What should we do?
> Kill them all
> Force them to come back with us to our settlement
> Force them to come back with us to their village
> Ask them where were they going
> other
>>
>>3082298
> Force them to come back with us to our settlement
Slavery here we come!
>>
>>3082298
>Force them to come back with us

We gotta prepare a suitable place where we keep them, and then they can do our farming. Hows that water spell coming along to irrigate our, potential, new fields?

Was there enough food, and tools, and what else to loot from their village?
>>
Rolled 3 (1d8)

>>3082604
>>3083358

We force the halfling women and children to come back with us to our settlement. The trip is harsh on them, taking several weeks; some of the halflings die during the forced march. Still we manage to arrive back in town with about 250 halflings, women and children.

The losses we sustained during the fight were mainly
1 - from the oldest clan
2 - from Thamior clan
3 - from Venor clan
4 - from Mal'ek clan
5 - from Beltuzaur clan
6 - from Derenta clan
7 - from the newest clan
8 - pretty evenly divided

How should we divide the newly acquired slaves?
> Give them to the oldest clan
> Give them to the Thamior clan
> Give them to the Venor clan
> Give them to the Mal'ek clan
> Give them to the Beltuzaur clan
> Give them to the Derenta clan
> Give them to the newest clan
> Divide them evenly amongst the clans
> other
The Seven Clans - Thamior, Venor, Mal'ek, Beltuzaur, Derenta
Population: 3580 dark elves, 250 halflings
Military: 100 soldiers (sword, shield, chainmail, crossbow, magic) 7 priestesses (dagger, staff, magic) 7 warlocks (dagger, staff, magic); Militia (crossbow, magic)
Animals: 60 giant spiders
Food: Small Surplus; Fungus farms (~1500 people; clan Beltuzaur); Hunting (~3000 people; 2 clans, Venor and the oldest clan)
Constructions: stone houses; iron mine (the newest clan); forge; shrine; barracks; temple (2/8 clan Mal'ek); tree houses in the eastern hunting camp
Resources: iron tools, wooden crossbows (12/13, clan Derenta), iron ore
Technology: Masonry, Writing, Code of Laws, Crossbows, Weaving, Iron Working, Map Making
Government: Clan Council
Laws: Simple Chaste System
Magic: Eldritch Blast (militia, soldiers), Healing (priestesses), Doom Bolt (warlock), Water Magic (higher level spell for warlocks; in progress, clan Thamior, 7/16), Feeblemind (ritual requiring sacrifices; warlocks, priestesses)
Game: Bears, Boars, Wolves, Deer, Rabbit, Foxes

What should we do next?
> Improve food acquisition (how)
> Sacrifice to the dark goddess
> Build a temple to the dark goddess
> Build giant spider habitat
> Improve military (how)
> Technology Research
> Explore (N, S, E, W)
> Establish new colony (where)
> Research new magic
> Diplomacy/Trade
> Skip time (how many turns)
> other
>>
>>3083358
>Was there enough food, and tools, and what else to loot from their village?
this, it shouldn't be a special action to loot the place, that's just routine conquering protocol.

>>3084790
>How should we divide the newly acquired slaves?
Give 75 to Venor and 25 to each other clan.
That's just the cleanest math I could figure to give Venor an extra share.

> Sacrifice to the dark goddess
To thank her for the victory and pray for an easier go of it in the future.
Perhaps eight virgin slaves, one from each clan?

> Build giant spider habitat
Whichever clan does the best husbandry can outfit a nice cave for the purpose.
>>
>>3085200
>it shouldn't be a special action to loot the place
well given the option it was decided to pursue the woman and children instead of looting the village and after that you all returned to your settlement so it remained unlooted

Clan Venor suffered the largest losses in the raid against the halfling village, having about half of its men slaughtered. We conclude that it's only fair that they get an extra share of slaves so we decide to divide 25 slaves for each clan and 75 for clan Venor.

We sacrifice to the dark goddess to thank her for the victory and pray for an easier go of it in the future. We sacrifice seven virgin slaves, one from each clan.
The priestesses say that the goddess is propitiated with our sacrifice and we could attempt a new empowerment ritual, this time with a different lore, or we could attempt the same ritual as the other time and see if we can get a better result.

We start the construction of a giant spider habitat. After a proper cave is prepared clan Venor puts the spiders at ease in there and after some time they begin laying eggs! The clumps of eggsacks litter the walls and new spiderlings are expected soon.

We finish crafting crossbows for our entire population! Clan Derenta is responsible for crafting any extra crossbows needed as our population grows.

The Seven Clans - Thamior, Venor, Mal'ek, Beltuzaur, Derenta
Population: 3600 dark elves, 243 halflings
Military: 100 soldiers (sword, shield, chainmail, crossbow, magic) 7 priestesses (dagger, staff, magic) 7 warlocks (dagger, staff, magic); Militia (crossbow, magic)
Animals: 60 giant spiders + lots of eggs
Food: Small Surplus; Fungus farms (~1500 people; clan Beltuzaur); Hunting (~3000 people; 2 clans, Venor and the oldest clan)
Constructions: stone houses; iron mine (the newest clan); forge; shrine; barracks; temple (3/8 clan Mal'ek); giant spider habitat; tree houses in the eastern hunting camp
Resources: iron tools, wooden crossbows (for all population), iron ore
Technology: Masonry, Writing, Code of Laws, Crossbows, Weaving, Iron Working, Map Making
Government: Clan Council
Laws: Simple Chaste System
Magic: Eldritch Blast (militia, soldiers), Healing (priestesses), Doom Bolt (warlock), Water Magic (higher level spell for warlocks; in progress, clan Thamior, 8/16), Feeblemind (ritual requiring sacrifices; warlocks, priestesses)
Game: Bears, Boars, Wolves, Deer, Rabbit, Foxes

What should we do next?
> Improve food acquisition (how)
> Sacrifice to the dark goddess
> Build a temple to the dark goddess
> Improve military (how)
> Technology Research
> Explore (N, S, E, W)
> Establish new colony (where)
> Research new magic
> Diplomacy/Trade
> Attempt empowerment ritual (who? new or old?)
> Skip time (how many turns)
> other
>>
>>3085299
fare nuff, I guess the dice were bad enough to demonstrate a clear absence of logistical and tactical competence.

>Send a caravan to loot the village.

>Send a smaller branch of scouts from the caravan,
To explore downstream of the village (or where-ever the refugees were running too.)
>>
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113 KB JPG
>>3085573
We should do this.
We should also try and rebuild our flailing military into a better more elite force. No need for untrained militia to lose their lives for such little gain.
We should be like navy seals, not Russian conscripts.
>>
>>3085299
>>3085573
>>3085964

I am on board with all of this. I also think we gotta step up our farming game (or animal husbandry, depending on what well loot/find there.)
>>
kk, seems like we're kill



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