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Oh boy, here we go again...
>>
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Last time we dabbled in the art of arbor necromancy, we now have huge walking undead trees. The drow have settled in the old traitorous temple, they have named the new city 'Axulfel' The city is built on a large hill, at the foot of the hill resides a wall that surrounds the city. Most of the buildings are actually built inside of the hill. The necromancers have resurrected the fallen drow from the great battle, the undead corpses have also been posessed by drow souls. The undead horde seems restless, and Elomir seems a little more energetic than usual.

http://suptg.thisisnotatrueending.com/archive.html?tags=angrydorf

Bottom three threads.

Current statistics incoming...
>>
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_____________
Axulfel (Shade Legion)

Population: 120 Drow.

Food: More Than Enough (Stable)

Architecture: Underground wooden houses, temple, stairs,

Defenses: Stone cyclopean wall /w wooden supports, wooden gate, posessed undead wooden panels,
_____________
Crypt (Shade Legion)

Population: 1 Death King, 175 Drow, 85 Skeletal Drow, 120 Small Skeletal Beasts, 60 Medium Skeletal Beasts, 79 Krelk, 30 Undead Trees.

Food: Plentiful (Stable)

Architecture: Wooden houses, mine, forge, communal center, hunting guild hall, wooden shrine,

Defenses: Stone cyclopean wall /w wooden supports, wooden gate, watch tower, posessed undead wooden panels, posessed trees, poison moss field, undead tree towers,

Armaments: Krelk armor, undead arbor armor, undead arbor shields, iron swords, iron spears, iron daggers, iron maces, iron greatswords, iron warhammers, spirit-silt stringed wooden bows, iron arrows /w krelk acid,

Magic: Necromancy (Skeletal reanimation of humanoids, skeletal reanimation of medium beasts,) Arbor Necromancy (Animation, locomotion, vine growths, appendage growths, larger size,) Dark Illusion (Large illusions,) Evocation (Medium souls,) Pyromancy (Advanced bending,)

Technology: Unified military, hide clothes, spirit-silt clothes/cloth/rope/bags/brushes, krelk torches, iron tools, glowing ink, sinew, hang gliders, antibacterial medicine, fire, torches, wooden containers, copper containers, wine, copper metallurgy, iron metallurgy, smithing, casting, yinneth berry paint, parchment, dis'coe balls, cyclopean architecture, glow moss mortar,

Allies: None.
Enemies: None.
>>
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Armies: None.

Important People: Ezerath, Melekath, Belekrag [Triumvirate of Shadows, Partial Leaders of The Drow] Elomir [Partial King of The Drow and Undead, The Marked One] Yinneth [Master Artist]

Known Gods: Xalothas [God of Void] Uxukahn [God of Bones] Molath [God of Carnage] Rayon [God of Suffering] Hecoutal [God of The Hunt] Vennath [God of Battle]

Holidays: Augusto Selethen [August 10th, Day of Happiness] Hecoutal Linth [September 10th, Hecoutl's Celebration]

Stockpile: Tons of meat, tons of black berries, tons of hides, tons of spirit-silt, some copper, some dull gray metal, some yinneth berries,

March 30th
>>
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The time of voting has come...
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 120 Drow.
Food: More Than Enough (Stable)
_____________
Crypt (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 1 Death King, 175 Drow, 85 Skeletal Drow, 120 Small Skeletal Beasts, 60 Medium Skeletal Beasts, 79 Krelk, 30 Undead Trees.
Food: Plentiful (Stable)

March 30th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: None.
New Defenses: None.
New Stockpile: None.
>>
>>21016456
Axulfel: C Necromancy

Crypt: A sewage/ running water

Ion reporting in, I missed the third tread, I have been searching for this one for the past 7 minutes.
>>
An easy way to find this thread:

Go to 4chan catalog, hit CTRL + F, then type in some keywords that'll probably be in the OP post. Bam, you just found the thread.

http://catalog. neet.tv/tg/
>>
C. Improve Dark Illusion.

There's an interesting branch of magic that I kind of want to pursue, now that Axelfel has established itself.
>>
>>21016540
I do that, I was just f5ing while ctrl+f-ing 'angrydorf'
>>
>>21016456
Axulfel do E, build a road connecting between town for fast transport.

Crypt do C for evoction. Get major souls to power huge Necrowood defense surrounding our cities.
>>
C=3
Necromancy=1
Dark Illusion=1
Evocation=1

Well then..
>>
Rolled 2

>>21016865
rolling d3 1 is necro 2 is Dark Illusion and 3 is Evoc
>>
>Axulfel

[C]
The dark illusionists push the very limits of their illusions, transforming their reltaively large illusions into gicantic landscapes. The illusionists have pushed the size of their illusions to the limit. Dark illusionists can now create illusions that span for square mile, inside of this zone they can create anything (that is nightmarish.) Any further advancements will affect different areas of dark illusions, not just the size of them.

>Crypt
[A/E]
Since the population has grown it has become increasingly more difficult to burry all of the populations waste, some of the workers start planning the schematics for what they call a 'sewer', a place where the drow's waste can be funneled to distant lands. They start digging out the beginnings of the sewer, but it will take quite awhile until it is finished.

The builders also start working on a road that leads to Axulfel, they use gravel for the most part as it is abundant and easy to gather, the road is about 1/3 of the way done.

A scout reports that he witnessed a group of drow fight some strange eyeless creatures with pasty skin. They were wielding glimmering white weapons and wore armor of leather and iron. The drow he saw were not of the shade legion...
>>
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________
Racial Hostilities
A1: Send a scouting party to find more of these drow.
B1: Send a raiding party to find more of these drow.
C1: Send a diplomat with some scouts/warriors to find more of these drow.
D1: Your suggestion.
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 135 Drow.
Food: More Than Enough (Stable)
_____________
Crypt (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 1 Death King, 196 Drow, 85 Skeletal Drow, 140 Small Skeletal Beasts, 70 Medium Skeletal Beasts, 5 Large Skeletal Beasts, 94 Krelk, 30 Undead Trees.
Food: Plentiful (Stable)

April 10th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: None.
New Defenses: None.
New Stockpile: None.
>>
>>21016456
Axu:
A
Crypt:
E: scout some more if we haven't yet
>>
>>21017182
C1: seems like all the above so i'll take it
>>21017194
still going for this
>>
>>21017182
C1, Diplomacy.
A, Improve Axulfel
A, Improve Crypt

Gotta finish them sewers and roads; they made Rome great, and they'll do the same for us.
>>
>>21017182
C1 - A chance to get some trade, better not scare them off.
Axulfel - D time to tech up
Crypt - C evocation, I want super mega souls to power huge necrowood wall!
>>
>>21017182
Hello again angrydorf! Nice to see everyone. Can we have an updated map?
C1. We must establish if these new-folk mean us ill.
Axulfel: B. We should prepare in case the foreigners mean us ill.
Crypt: A. Continue with the previous improvements to help with our connection to Axulfel.
>>
>>21017182
BTW can we get updated map?
>>
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>>21017383
>>
>>21017390
Thank you!
>>
Guys, just a reminder--we invented mortar last thread, so we might want to put "update the walls" on our to-do list.
>>
>>21017474
Our walls are made of undead trees and a field of toxic moss. Mortar ain't gonna help.
>>
>>21017492
Which means, come to think of it, that flame-retardant undead trees are our next step.
>>
>>21017492
Not in Axufel. Plus, we really shouldn't rely on necromancy as out primary form of defense--we're fucked if they have either better necromanacers, or a way to dispel magic.
>>
>>21017492
I don't they are, and in anycase we should apply mortar to build houses inside our cities. Can't have undead tree house for every drow, not for now atleast.
>>
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>Axulfel
[A]
Axulfel builders take over construction of the long road, with the entire work force building the road the construction goes fast, it will take just a little longer before it will be finished.

>Crypt
[A]
The workers nearly finish the sewers, during construction the first uses of measurements are made. The drow feel that eventually they should research this as it would aid their endeavours in construction.

[E]
Scouts have already been sent in all direction, they have explored as far as they can without having to bring along extra individuals to help scout and carry provisions. However they find that they have not discovered all of the mysteries of the known landscape. They discover several caves leading to winding cave networks filled with strange minerals and ferocious monsters.

[C1]
The diplomatic party sets out with one diplomat, twenty living warriors, thirty undead warriors, and ten scouts. They scout to the west where the battle took place, they keep heading west until they are intercepted by a band of fifty drow soldiers armed with white metal swords and shields, dressed in iron armor. They hail the strange drow and ask who they are.
>>
>>21017559
That's like saying our walls are fucked if they have better siege weapons, or our weapons are fucked if they have bigger shields.

'sides, if we continue down the path of Illusion, we might be able to create permanent illusions to create twisted hellscapes around the borders of our domain, that lure and trap the unwary, drawing them into ambushes or driving them mad with fear, all while being torn apart from grasping undead claws and inhaling deadly spores.

Conventional warfare is for plebs.
>>
"Hail, who are you and where do you come from?" The diplomat asks.
"We could ask you the same...We are patrols from the nation of Askvar, who are you?"
"I am a diplomat from the shade legion, we have seen you fight some strange...Creatures. Might you inform us on who those eyeless creatures were?"
"Ahh...So you've seen us feud with the Grimlocks, yes, they are foul creatures who are highly militarized, they live in the very walls of the underworld, coming out only to raid villages and kill those that come from the surface."
"Might we be escorted to your home so that we could talk to your leader?"
"I suppose, you may acompany us so long as you donot threaten us or our people."

The soldiers start to escort the diplomate and his soldiers to what supposedly is the Askvar capital. The journey will take many days...
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 135 Drow.
Food: More Than Enough (Stable)
_____________
Crypt (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 1 Death King, 196 Drow, 85 Skeletal Drow, 140 Small Skeletal Beasts, 70 Medium Skeletal Beasts, 5 Large Skeletal Beasts, 94 Krelk, 30 Undead Trees.
Food: Plentiful (Stable)

April 20th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: None.
New Defenses: None.
New Stockpile: None.
>>
>>21017658
A. Finish that road. Roads are awesome. If we ever conquer anything, we're gonna put a road right up in that bitch.

C. Fuck sewers, let's just use the shit as compost for our undead trees, using their root network as an unnatural-abomination-against-nature sewer.
>>
Rolled 2

>>21017603
Axulfel: A and B improve ranged weapons

Crypt: A and C Necromancy
>>
>>21017709
I agree with ion.
>>
>>21017709
seconded
>>
A: Finish the road
A: Finish the sewer
>>
Rolled 2

>>21017658
I guess you quit? Its been almost an hour since your last post and 30 since the third player choice that we all agree upon.
>>
>>21018203
Something may have come up. I'm sure he'll be back eventually.
>>
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>Axulfel
[A/B]
Without a full work force aiding the construction of the long road progress is slow, but eventually the road is finished, shipping suplies between villages has become much easier now, however attacks by wild animals is common, perhaps some sort of checkpoint in the middle of the road would help assure the safety of travellers.

Using the black wood the drow create a T-shaped bow using thick strands of spirit silt, iron, and black wood. The final product is what the soldiers call a 'crossbow' The crossbow takes quite a bit of time to reload, thus it's rate of fire is much lower than that of a bow, but it's projectiles launch farther, faster, and harder, those that are hit with the crossbow rarely get up.

>Crypt
[A/C]
Finally the sewer is finished, using running water from nearby streams, waste is filtered from Drow homes and into far off streams. With waste being properly disposed of the drow societey is much more civilizied and disease is greatly reduced.

The necromancers start to dabble in resurrecting not only the skeletons of fallen warriors but also their flesh. Since no humanoids have died recently the art is practiced on small animals, the first zombies are created. They are slow moving creatures and quite dumb, they seem to reject spirits and simply remain as walking corpses to be ordered around. They are highly durable and quite strong.
>>
The diplomat arrives at the capital city of Askvar, Murrun. The city is huge, a cloud of smog hangs above the city, the air is toxic and burns the drow lungs. Inside the city the diplomat finds smiths and smelters around every corner, this is truly a city of industry. They are brought to the center of the city, the great hall. He meets with the steel councill, six wise drow that lead the Askvar. It is quickly made apparent that the Askvar are much more evil than the Shade Legion (All drow are evil, but some more than others.) Cries of pain can be heard everywhere, sometimes forming a malovolent symphony of cruelty. The diplomat talks with the councill for a long while, before long a trade route is agreed on, and the councill accepts the shade legion as an ally (although they get the feeling that it's not exactly a solid alliance.) Askvar shares it's knowledge of the world with the Shade Legion, apparently the nation of Askvar has two other cities which are constantly under attack by Grimlocks. Any knowledge about the Askvar's technology and weapons will have to be traded for, that is if the Shade Legion has anything of value that can be offered. The diplomat returns, communication with the Askvar can be initiated at any time as an [E] action.
>>
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 135 Drow.
Food: More Than Enough (Stable)
_____________
Crypt (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 1 Death King, 196 Drow, 85 Skeletal Drow, 140 Small Skeletal Beasts, 70 Medium Skeletal Beasts, 5 Large Skeletal Beasts, 94 Krelk, 30 Undead Trees.
Food: Plentiful (Stable)

April 30th

New Technology: None.
New Armaments: Spirit-silt crossbows,
New Magic: Necromancy (Zombification,)
New Architecture: Road (Axulfel - Crypt), Sewers,
New Defenses: None.
New Stockpile: None.
>Sorry, I had to go kick Godzilla's ass.
>>
Rolled 3

>>21018232
I'm bumping and then leaving due to family stuff.

Axulfel: C: Necromancy and A: build 2 checkpoints with towers, inns and barracks on the road.

Crypt: A: Build palisades and towers around the walls.
>>
>>21018316
Axulfel - E Explore nearby cave.
Crypt - C necromancy try to create zombies capable of accepting a soul.
>>
>>21018316
Send scouts to the old battlefields of the Grimlocks and the other drows, gather armor and good looking weapons from the dead to understand how to build it.
>>
>>21018316
E. Station multiple undead trees along the roadway, sprucing up the surroundings in a sort of beatification campaign and also guarding far more effectively than any normal drow would be able to.

D/D. Establish a curriculum of education, now that our food supply is abundant, and have all our children given a certain minimum level of knowledge, magical and non-magical, before they take up their careers. This'll pay off for itself a couple of decades down the line, believe you me.
>>
>>21018316
>Axulfel:
A. Our bretheren in the new city still need a solid base.
>Crypt:
E. I would like to propose that we send a group of necromancers and expert hunters to "aid" our new allies with their ongoing struggles with the Grimlocks. In reality, their mission will be twofold. First to watch and remain wary about any attacks towards the Shade Legion; Second, to kill and zombify as many Grimlocks as possible, thereby strengthening our forces and our knowledge of the dark arts.
>>
>>21018554
That E also sounds good. I still like the idea of education reform, though.
>>
Axulfel
A=1
B=
C=1
D=1

Explore Cave=1
Send scouts to grimlock/drow battlefield=1
Trees along road=1
Group of necromancers/hunters 'aid' Askvar, monitor Askvar and turn dead grimlocks undead=1

Crypt
A=1
B=
C=1
D=1

Is my counting wrong or do we have a three-way?
>>
>>21018627
I think you counted right. Roll off?
>>
Rolled 2, 2 = 4

...
>>
>Axulfel
[C]
The bones of skeletons are fragile compared to the tough flesh of the zombies. So much so that the skeletons could become obsolete. To counteract this the necromancers start experimenting with fortifying the skeletons. Eventually they are able to create skeletons that have the hardness of stone, this would prove useful on combat as now the skeletons are almost invulnerable to everything but blunt attacks.

[E]
Ten undead soldiers and a necromancer is sent to explore a cave, they find that it is full of yellow ores, however it is infested with strange yellow-furred krelk that are eating the ores, the necromancer and his minions haven't been able to mine the ore.

[E]
Some expert hunters and advanced necromancers are sent to help Askvar with the invading grimlocks, the reinforcments are accepted without question, soon grimlocks are being summoned and shipped off to Crypt. The shade legion is now gaining undead at a constant rate.

[E]
Some necromancers are sent the local battlefield where grimlocks and drow fought, they zombify the dead bodies.

>Crypt
[C]
Zombies seem to naturally reject souls, necromancers try to work around this in various ways, experimenting with different ways of posessing the zombies, but in the end they can't find a sure way to posess them. They remain as souless walking corpses.

[E]
Undead trees are summoned along the long road, though the drow are forced to chop down a few hundred trees in order to guard the whole road, but before long the entire road is protected by the undead trees.

A strange plague has infected the inhabitants of Axulfel, the disease rots the flesh of the drow over time, it will need to be dealt with or else Axulfel's population will decline.
>>
_____________
The Docter Is In
A1: Ask the Askvar for help.
B1: Have our most medically talented drow solve the problem.
C1: Pray to the dark gods.
D1: Your suggestion.
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 151 Drow
Food: More Than Enough (Stable)
_____________
Crypt (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 1 Death King, 220 Drow, 85 Skeletal Drow, 30 Zombified Drow, 10 Skeletal Grimlocks, 10 Zombified Grimlocks, 160 Small Skeletal Beasts, 70 Medium Skeletal Beasts, 5 Large Skeletal Beasts, 112 Krelk, 40 Undead Trees.
Food: Plentiful (Stable)

May 10th

New Technology: None.
New Armaments: None.
New Magic: Necromancy (Fortified skeletons,)
New Architecture: None.
New Defenses: None.
New Stockpile: None.
>>
>>21019199
B1/C1 - Have our most medically talented save who they can, and pray to the God of the Void to take those that are beyond help, their souls to do with as He wills.

C/C. Have all our necromancers work in sync in expanding our knowledge of Arboreal Necromancy. Perhaps we can figure out how to get more intelligent souls possessing them, how to render them mobile, how to enlarge them, how to have them project necromantic auras, or how to produce fruit of the damned.

Arbor Necromancy has never let us down.
>>
>>21019199
>The Plague: B1
>Axulfel: D We must find a way to defeat this plague.
>Crypt: D We mush assist Axulfel in finding a cure to the plague, and also save some if possible for future research and weaponization.
>>
>>21019199
D1 - first quarantine the infected and raise a makeshift shrine to the gods in the quarantined zone, hopefully the gods will hear the cries of the sick and help. Then B1, have our most talented doctors and necromancer (rotting flesh is a necromancer specialty) try to cure the disease.

Axulfel - A, Needs to be an actual city, not a settlement.

Crypt - C necromancy.
>>
>>21019259
I second this.
>>
B1: See if they can isolate the source. Have our necromancers experiment with the bodies of plague victims. Do they still carry the sickness?

Axufel:

C: Try to create zombies infected with above plague.

Crypt:
B: I think we should reinforce our trade route with Askvar. If they turn on use we'll be forewarned.
>>
>Axulfel/Crypt
[C/C]
While the population dies a horrible painful death, the healthy start to collaberate with the Crypt necromancers to further their knowledge and mastery of arboreal magic. So far the undead trees are animate, can move around on legs, grow appendages, and grow artificially to their maximum size. Some of the arbor necromancers present a new hypothesis, they believe that if they focus enough dark energies, say something like ten necromancers focusing on one tree, they can make the tree sentient, without the use of souls. Despite this souls are being funneled into the undead trees, making them sentient. But if what these few necromancers are saying is right, then the undead trees can become sentient creatures, all that is required is enough dark energy. Soon the undead trees are being turned into sentient creatures, created only to serve their drow masters.

[B1/C1]
The drow doctors start examining those infected with the disease, after cutting open and examining dead bodies they find that the disease creates a strange black mucus that coats the insides of the victims, the mucus seems to rapidly decay the victims body, but without any way to extract it there is no way to get rid of it. They feed all of the known medicines to the victims, but nothing is working. Infact some of the doctors are being infected. However one useful bit of information is found, the disease is most definatly CONTAGIOUS. The priests start praying to Xalothas to take those die and use their souls as he desires. The god of the Void is pleased, using the souls to replenish his own divinity, however he offers no help...Thirty drow have died so far.
________
Nurgle's Rot
A1: Ask the Askvar for help.
B1: Kill all of the infected.
C1: Pray to the dark gods.
D1: Your suggestion.
>>
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 121 Drow
Food: More Than Enough (Stable)
_____________
Crypt (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 1 Death King, 220 Drow, 85 Skeletal Drow, 30 Zombified Drow, 10 Skeletal Grimlocks, 10 Zombified Grimlocks, 160 Small Skeletal Beasts, 70 Medium Skeletal Beasts, 5 Large Skeletal Beasts, 112 Krelk, 40 Undead Trees.
Food: Plentiful (Stable)

May 20th

New Technology: None.
New Armaments: None.
New Magic: Arbor necromancy (dark sentience,)
New Architecture: None.
New Defenses: None.
New Stockpile: None.
>>
>>21019772
C(D?)/C(D?) - The plague is clearly unnatural in nature, and seems to be necromantic. Have all our necromancers refocus their energies on containing and harvesting the plague, saving those that it has infected and preserving it carefully, for use in later necromantic experiments.

Basically, throw necromancers at plague. Something good's gonna happen, I know that much.
>>
>>21019754
D1: Kill the entire city and raise them as skeletons. We've already established that we can make them sentient by placing the souls back within them. Those who volunteer will be given roles of status in their new undead lives. Those who don't will become mindless zombies.

B: Both cities work together to bring the city of the dead to fruition.
>>
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>>21019861
That's another good option. We need to save the plague, though. There's no way that this is gonna bite us in the ass later.
>>
>Kill entire cities population and turn them into undead plague bearers.

This is how you play drow the right way.

I'm so proud.
>>
>>21019839
I agree with Alpharius. There is something strange about this disease, and we cannot let it continue to ravage out people.
>>
>>21019772
C1 time for a new god a plague god. A god of pestilence, sickness and misery. Such a dark god should be able to take of the disease problem.

C improve necromancy aim for creation plague magic.

C again magic but targeting the manipulation of plague and disease.

a small but important difference.
>>
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>>21020070
You remind me of someone, but its hard to say who...
>>
>>21020137
hey its true plague god would be useful.
>>
>>21020137
>nurgling hugging the intestine of big one
d'aaaaaaaaaaaaaaaw.
>>
>Axulfel/Crypt
[C/D1]
The necromancers start focusing on controlling this plague, using their necromantic powers to neutralize and contain it. Surprisngly it works, but not before claiming fifteen more lives. The mere fact that necromancy worked means that the plague is magical in nature, though how it manifested or how it spread to Axulfel remains unknown. The plague is cured and ten jars are filled with the essence of it and kept deep in a well guarded chamber in Crypt, one day it might be unleashed again to wreak havoc on the shade legion's enemies, but for now it will be kept in secret...

"Good...Good..."
A dark voice praised from above...
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 106 Drow
Food: More Than Enough (Stable)
_____________
Crypt (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 1 Death King, 220 Drow, 85 Skeletal Drow, 30 Zombified Drow, 10 Skeletal Grimlocks, 10 Zombified Grimlocks, 160 Small Skeletal Beasts, 70 Medium Skeletal Beasts, 5 Large Skeletal Beasts, 112 Krelk, 40 Undead Trees.
Food: Plentiful (Stable)

May 30th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: None.
New Defenses: None.
New Stockpile: None.
>>
Can we try trading 'win' with Askvar? As well as see if we can combine it with the plague in a way that is unnoticeable.
>>
>>21020182
>Axulfel:
A. We should improve the town, and help them with their recent losses.
>Crypt:
C. We should convert those who died of plague into undead and study it more.
>>
>>21020231
Sums up what I was gonna say, pretty much.

At some point, we should use a jar of the concentrated plague to infect an undead tree, just to see what happens. I'm not saying we have to do it right away, but, c'mon. You know you guys want to.
>>
File: 1349575173228.jpg-(169 KB, 904x1024, Plague Zombie.jpg)
169 KB
>>21020226
This is amusing, and a good plan, but we should only do it if we are sure we can take them, and if we can insure that any who die by the plague rise as undead under our control.
>>
>>21020271
Oh yeah, definitely more of a long con thing. Get them addicted, then slowly start shipping in a few tainted cases among the good ones. Not enough that it would raise their suspicions.
>>
>>21020226
I find it unlikely that a civilisation as developed as they appear to be would not have invented a local equivalent. Alcohol is really easy to discover by accident.
>>
>>21020231
seconded
>>
>>21020350
True, but 'exotic' things still sell. Think vodka vs.wine. These berries were rare, remember.
>>
>Axulfel
[A]
The streets are cleaned and sterelized with slig acid, and to quell the people's sorrows multiple taverns are built, inside these taverns the towns folk laugh and socialize, drinking delicious win and eating ripe meat right off the bone. The drow from Crypt mimic the taverns and build them in Crypt so that those living there can also enjoy the simple pleasures that a tavern can offer.

>Crypt
[C]
The victims are resurrected, when surgery is performed the doctors find that the plague has left their body, it would seem the plague either lies dormant or completely vanishes once the victim dies. However more zombies are added to the undead horde, so the venture was still useful.

When the prospect of sending infected win to the Askvar is pitched two of the members of the triumvirate of shadows vote against it, apprently their capital city dwarfed ours, and thats' not even mentioning their other cities. Plus they have better weapons and armor...However they don't seem to be very savvy with magic, the diplomat didn't see magic anywhere in the city. Still, the triumvirate, save for one, believe that the Shade Legion couldn't take the Askvar head-on. The disagreement has created some hostilities among the triumvirate and the Shade Legion in general.
>>
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 119 Drow
Food: More Than Enough (Stable)
_____________
Crypt (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 1 Death King, 264 Drow, 100 Skeletal Drow, 90 Zombified Drow, 30 Skeletal Grimlocks, 30 Zombified Grimlocks, 180 Small Skeletal Beasts, 80 Medium Skeletal Beasts, 10 Large Skeletal Beasts, 134 Krelk, 40 Undead Trees.
Food: Plentiful (Stable)

June 10th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: Taverns,
New Defenses: None.
New Stockpile: None.
>>
>>21020657
Axulfel
A - Try to expand the settlement into a larger area, perhaps try to get immigrants out from Askvar to come there.

Cyrpt.
B
See if we can get better armaments, OR trade some of our win for some new tech
>>
E. Build a trading post and gateway in Axulfel to better attract Askvari merchants.

C. They're pursuing conventional weaponry, and ours is far behind. Logically, even if we try and catch up as quickly as we can, they're already ahead of us in productive capability so doing so would be a waste of our time and would represent squandered opportunity to bolster our strength: necromancy.
>>
Great Drow names:
Alvakay
Aldvayas
Orvaen
Umrael
Orthoval
Kelvas
>>
>>21020820
This.

An arms race is a loosing proposition.

Can we try to combine our arbor-mancy with that magic moss that we transplanted from the mushroom men?

We need some SC style creep.
>>
>>21020657
If magic is our strong point, we should focus on it. So:
>C/C for both
>>
>>21020872
I like this idea. Fucking animated trees that kill on hit? Hell yes.
>>
>Axulfel
[A]
A trading post is built just outside the city walls, here the Askvar traders can negotiate trades peacefully and comfortably, goods can also be organized in this trading post.

>Crypt
[C]
The necromancers have learned almost all there is to learn, they now focus on furthering their individual mastery. They focus on expanding their dark powers, allowing them to summon more than just a few skeletons at a time. Soon each necromancer can control about fifty undead beings, with more practice their control will expand.

The Askvar report that the grimlocks are massing an army, they request that the Shade Legion sends an army to help in their defense.
>>
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 119 Drow
Food: More Than Enough (Stable)
_____________
Crypt (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 1 Death King, 264 Drow, 100 Skeletal Drow, 90 Zombified Drow, 30 Skeletal Grimlocks, 30 Zombified Grimlocks, 180 Small Skeletal Beasts, 80 Medium Skeletal Beasts, 10 Large Skeletal Beasts, 134 Krelk, 40 Undead Trees.
Food: Plentiful (Stable)

June 20th

New Technology: None.
New Armaments: None.
New Magic: Necromancy (Expanded control,)
New Architecture: Trading post.
New Defenses: None.
New Stockpile: None.
>>
>>21021300
E1 - Send a force of crossbowmen with necromancer and undead grimlock support, along with a few Dark Illusionists for battlefield control.

C/C - Try infusing the poisonous moss with necromantic energy and applying said to the undead trees, to create horrifying, necrotizing, spore-disseminating trees of walking doom.
>>
>>21021300
Send out a force, warriors, and most of our undead and necromancers, but make sure to stay under our own seperate command. Raise the Grimlocks that we slay in the upcoming battles.
>>
>>21021403
This, also attempt discreetly raise some of the Drow from Askvar that fall.

No sense in letting a good body go to waste. Plus we can get whatever shiny weapons they had at the time.
>>
>>21021403
I agree with Kiwi, send as much as possible and leave only some scouts and trees for defense.
Also, C/C for the cities. (possibly looking for lichdom)
>>
>>21021519
After looting the battlefield of bodies we should grow greatly.
>>
File: 1349582961573.png-(111 KB, 240x229, 79679.png)
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>Axulfel/Crypt
[C/C]
The necromancers find that if they try to infuse necromantic energy with poison moss the moss simply dies, and once dead it loses it's potency. When trying to mimic the affects of a death lord the necromancers end up summoning angry demons that terrorize the cities, though are eventually banished. It would seem they would need to perform a ritual of vast power before they could create something as powerful as a death lord (lich.)

The cities are ripe with magical energy, after so much experimentation and so much magic used the cities have almost become beacons, before long hordes of strange humanoids fly to the city. They look like humanoid crows with wings, they are just a bit larger than normal crows. They are dressed in black robes and wield white daggers, each city is being occupies by about a hundred of the crow-people, they stand on top of walls and houses, seemingly eating the magical aura that surrounds the city, whenever they feed their eyes glow blue and they make an odd squawking sound. When attempts of communication are made the crow-people simply look at the drow curiously and fly away, the drow haven't tried to kill them yet as they haven't done anything agressive.
________
The Magic Eaters
A1: Kill them.
B1: Offer them magical energy.
C1: Try to formulate a language.
D1: Your suggestion.
>>
>>21021931
C1 and then B1
Let us see if we can make a tool of them.
>>
>>21021931
E1
Ask the cities if they know anything about these crows, otherwise, C1

C
>>
>>21021931
B1/C1

Honestly, they're probably beneficial. They eat the excess necromantic energy that'd otherwise leak and may even be harmful, assuming it doesn't attract worse than mere crow-men.
>>
B1/C1 They've done nothing threatening, and would appear to have no reason to attack and kill off their food source.
>>
>>21021931
C1/B1 and find out if they can eat active spells as well as ambient energy
>>
Rolled 2

>>21021931
B1/C1

Try to offer a few of them a place in our cities if we can establish communion.
>>
[B1/C1]
The wizards offer the crow-people magical energy as a peace offering, they gladly accept and absorb it. Afterwards the two species try to communicate and formulate a language, the crow-people aren't easily able to mimic the drow language, but over time they seem to adapt, they can make out rough sentences and speak a strange and crude version of drow, but anything more will take many more weeks, perhaps even years. The crow-people are revealed to be the Gantu, a race of crow-like humanoids that consume magic. They warn the drow that there is three species in the underworlds that eat magic, the first being the Gantu, they are the quickest and generally the first to arrive to magical sources. The second is the Mergons, insectoids that harness magical energy and use it to fuel their psychic powers. The final and most deadly is the Blue Drake. A mighty creature similar to a dragon that feasts on magical energy. The drow know nothing of dragons and ask the Gantu to explain, they explain the five families of dragons...

The first and most powerful and intelligent are the dragons. They are hulking beasts of vast intelligence, power, and magic, the Gantu know little about them other than that they can crumble entire mountains and slay whole nations if they please, they have four legs and two wings, often times they can breathe fire or other elements depending on their color. Color often indicates their personality and power level, though the Gantu don't know the specifics.
>>
The second are the eragons, they are less intelligent than the dragons but they have more magical power, they have long serpentine bodies and lack wings, although somehow they can fly. Most eragons live in the high parts of the world, soaring across clouds and skies with ease.

The third are the wyverns, similar to dragons in that they are vastly intelligent and hold many magical powers, however they are generally smaller than dragons and lack front legs. They are much more bird-like and generally less powerful physically.

The fourth are drakes, they are wingless variants of dragons. They are much less intelligent than dragons, to the point where they are barely even sentient, most compare them to ogres in intelligence. They lack many forms of magic, often restricted to just a few powerful spells, however their physical power is quite astounding, they can often times go toe-to-toe with a dragon for as long as the dragon doesn't use magic.

The fifth and most weakest among the dragon families are the wyrms, they lack all appendages and are much more similar to giant snakes. They aren't sentient and live off of instinct, they have no magical powers but, again, their physical power is quite great, though not as much as a drakes.

The Gantu explain that it may already be too late, and more hostile magic eaters may be on the way.
>>
[E]

A force of 50 warriors, 20 necromancers, 100 skeletal drow, 90 zombified drow, 30 skeletal grimlocks, 30 zombified grimlocks, 180 small skeletal beasts, 80 medium skeletal beasts, and 10 large skeletal beasts head out to aid the Askvar. The mighty army is stationed inside Murrun, the Askvar soldiers have garrisoned inside the city aswell, at least four hundred soldiers are manning the walls.

_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 119 Drow
Food: More Than Enough (Stable)
_____________
Crypt (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 1 Death King, 264 Drow, 100 Skeletal Drow, 90 Zombified Drow, 30 Skeletal Grimlocks, 30 Zombified Grimlocks, 180 Small Skeletal Beasts, 80 Medium Skeletal Beasts, 10 Large Skeletal Beasts, 134 Krelk, 40 Undead Trees.
Food: Plentiful (Stable)

June 30th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: None.
New Defenses: None.
New Stockpile: None.
>>
>>21022497
A then. Fortify our settlements, send about a third of our undead creatures to the temple, and tell the city states about this, and ask for help in return for helping to defend them.
>>
A/A: Fortify both encampments heavily, preparing for possible drake attack. Shroud our lands in illusion, and set up traps and netting. I'd like to catch and tame it, if at all possible, but, failing that, a zombie is fine too.
>>
>>21022508
E. We should improve and fortify the settlements against future hostile magic eaters. I propose we follow the Gantu's advice and prepare in public, strengthening our defenses and observing how our magic/trees/undead function in their presence. At the same time we should see if its possible to infect any of them with the plague we saved without them knowing, to observe its effects on those who feed on magic.
If it does nothing we know and can prepare, and if it kills a few we can then assist them with our magic and make ourselves out to be the "good-guys". Win-win.
>>
>>21022508
C/C we need to find a way to contain our magical emissions, so that it will be harder for them to find us
>>
well this certainly explains why the other drow went industrial instead of magic.
>>
>>21022641
Sir, I like the way you think. I vote for this.
>>
Axulfel
A=2
B=
C=1
D=

Crypt
A=2
B=
C=1
D=

We should improve and fortify the settlements against future hostile magic eaters. I propose we follow the Gantu's advice and prepare in public, strengthening our defenses and observing how our magic/trees/undead function in their presence. At the same time we should see if its possible to infect any of them with the plague we saved without them knowing, to observe its effects on those who feed on magic.
If it does nothing we know and can prepare, and if it kills a few we can then assist them with our magic and make ourselves out to be the "good-guys". Win-win.=2
>>
>>21022879
Thank you. ^_^ Though I think all of our ideas for preparation are good.
>>
Rolled 3, 1, 3 = 7

If there's going to be no tie-breakers..
>>
Rolled 2, 3, 2 = 7

>Axulfel/Crypt
[E]
The walls are repaired in each city, extra poisonous moss is planted, Axulfel is now protected by the poisonous moss. It would seem the magic eaters don't directly sap magic energy from the drow constructs and undead, instead they eat the excess that is lost during the casting of spells and the general existence of the undead. They are attracted to Elomir because he gives off so much magical energy. The trees and the undead seem fine however. The prospect of testing the rot plague on the Gantu is alluring, but how? Sneaking it into their food source is all but impossible. They could cover the tops of their houses with the plague and let the gantu infect themselves (as they often sleep and wander on roofs.) But the prospect of unleashing the plague is frightening, the gantu will end up infecting the drow. However they know how to cleanse the plague, so perhaps it will be worth the risk? A jar of rot plague is used, it's spilts over the roofs of the drow's houses. It is practicly invisible, appearing a slightly greenish tint in the air. The gantu don't notice it at first, but soon a few dozen of them are infected and start dying a most painful death. The disease spreads quickly however and soon twenty drow are claimed. This isn't something one should experiment with so readily. The gantu die quickly at first, however soon they seem to harness the magical nature of the plague, and it makes them stronger. Their feathers fall off and their skin turns black, their eyes rot out leaving them blind, but their other senses are sharpened. They seem to be able to produce their own source of magic now, not just consume it. The drow pretend as if they have no idea what had happened, the necromancers rushing out to quell the plague, destroying it.
>>
However the necromancers reported that they sensed the plague dwelling within the few gantu that adapted, they could not control it. Thankfully those gantu who adapted to the plague don't carry it like any other victim, so they won't spread it to others. However the gantu are confused and paniced about what happened. The drow simply play dumb, the gantu that adapted tell that they feel dark energies eminating from their body. It would seem the plague is acting as a sort of parasite strangely enough, but the natural relationship is confusing, why would a plague that is magical in nature adapt to suit a magic eater like the gantu? The streets are cleaned and the gantu go on living, thankfully the gantu aren't suspicious.
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 133 Drow
Food: More Than Enough (Stable)
_____________
Crypt (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 1 Death King, 274 Drow, 120 Skeletal Drow, 90 Zombified Drow, 50 Skeletal Grimlocks, 50 Zombified Grimlocks, 200 Small Skeletal Beasts, 90 Medium Skeletal Beasts, 15 Large Skeletal Beasts, 160 Krelk, 40 Undead Trees.
Food: Plentiful (Stable)

July 10th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: None.
New Defenses: None.
New Stockpile: None.
>>
File: 1349590463292.jpg-(54 KB, 625x417, Perfect.jpg)
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>>21023441
And of course, we are only to happy to offer any aid to our new allies. After all, their health and safety is a top concern.
>>
>>21023478
Well one things for sure. Though the plague needs more research, it should not be used as a weapon against magic eaters. Thus I think we need to improve the armaments of both settlements.
>B/B
>>
>>21023478
B, we need to build ballistas to defend the city should it come under attack from the drake

E. we should send some of our blacksmiths to that other city to learn some of their metalworking techniques, in exchange for basic pyromancy training
>>
>>21023572
This also C for Crypt for pyromancy
>>
>>21023645
no, we know pyromancy, and we are trading it for advanced smithing which is E

we only need to send smiths too, since our smiths are all adept pyromancers
>>
>>21023696
This makes sense. Plus it moves some of our magic energy away from the main cities and towards our other "allies" who can deal more readily with it.
>>
>Axulfel
[B]
The drow start working on bigger and more deadly weapons, specifically something that might hurt a beast as fearsome as the gantu described. The drow experiment with many contraptions using thick woven strands of spirit-silt combined with thick logs of black wood. In the end they polish and finish a huge ballista, the ballista's are huge deadly weapons of mass destruction, their strings are as thick as a drows arm, their frame is made from entire trees and they fire huge bolts that could easily destroy an entire house. The construction of these monstrosities will take the effort of an entire city. (You may create one of these per turn as a vote. You currently have one.)

>Crypt
[B]
Mobile armor is what the fool smith told the triumvirate. "It's mobile armor! Why take a hit if you can just let this SHIELD take the hit FOR you!" The wise drow sighed and rubbed their head.
"You would have our warriors carry around hunks of iron? In the middle of COMBAT?" Ezerath replied.
"They're shields, not hunks of iron! I have crafted them into well rounded untensils for protection! They aren't that heavy, and I assure you it will better our warriors!"
"Fine then, we will test the shield in the field." Belekrag interuppted. "You versus...Hmm, that guard over there." Belekrag pointed to a standing guard. Surprisingly enough the crazy old smith agreed.
The two drow fought each other, the smith using his shield. In the end the smith was victorious, and despite the triumvirates doubts the shield was passed on to be used by the Shade Legion armies. The arbor shields were fine, but they weren't nearly as durable as the iron shields.
>>
[E]
Ten blacksmiths travel to Askvar to learn their metal working techniques, in return they offer to teach basic pyromancy, the askvar smiths refuse, stating that magic and the askvar don't mix well. They tell them that back in the dark days of old the gods forsake the askvar after they started worshipping the gods of metal. They tell the shade legion smiths that in the beginning there was silence and darkness, all across the surface world. Then came the wind, and a hole in the sky. Thunder and lightning keep crushing down, hit the surface and split the ground, fire burning high in the sky. From down below, fire melted the stone, the ground shook, and started to pound. After the askvar were forsaken they found how to forge 'heavy metal' which made their weapons and armor extremely heavy, but impossibly deadly, naturally they came to the conclusion that the gods made heavy metal, and they saw that it was good. They said to forge it in fires hotter than hell, they promised that they would. Ever since then the askvar have refused to use magic, to them it is tabboo.
>>
_____________
Axulfel (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 133 Drow
Food: More Than Enough (Stable)
_____________
Crypt (Shade Legion)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve magic. (Bonus)
D. Try to improve technology.
E. Your suggestion.

Population: 1 Death King, 274 Drow, 120 Skeletal Drow, 90 Zombified Drow, 50 Skeletal Grimlocks, 50 Zombified Grimlocks, 200 Small Skeletal Beasts, 90 Medium Skeletal Beasts, 15 Large Skeletal Beasts, 160 Krelk, 40 Undead Trees.
Food: Plentiful (Stable)

July 20th

New Technology: None.
New Armaments: Giant ballistas (1), iron shields,
New Magic: None.
New Architecture: None.
New Defenses: None.
New Stockpile: None.
>>
File: 1349595765603.jpg-(54 KB, 620x400, Gods of Metal 2012.jpg)
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>>21024296
>Gods of Metal you say...
>>
>>21024317
I again vote B and B. Our smiths and people in general are rising to the challenge of new weaponry well.
>>
>>21024430
>If you read the post carefully you'll find it's a slightly altered version of a very good Manowar song...
>>
File: 1349596453756.png-(14 KB, 566x564, Me Gusta.png)
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>>21024451

And this is why you're a great gm.

http://www.youtube.com/watch?v=5hemthqoonQ
>>
>>21024430
>>21024530
manowar sucks and always has, overrated for no good reason
>>
>>21024572
Yeah, well, that's just like your opinion man.
>>
>>21024572
>>21024585
Indeed. We all gotum, and your entitled, but I like them.
Mr angrydorf I think most everyone else has gone to bed. Do you want to call it till next time?
>>
File: 1349597576875.jpg-(115 KB, 720x542, 7656858.jpg)
115 KB
I'll wait a few more, generally they post one last time warning that they've gone to bed/left, I may be wrong however, so if they don't post the next thread will be thomorrow at 17:00 4chan standard time.
>Oh god two threads in one week? Damn straight.
>>
>>21024678
Thats about 13 hours right?
>>
>>21024718
Yes.

Final statistics and archive link will commence at 4:40
>>
Right then, next thread will be up thomorrow at 17:00, hopefully we'll get some more progress than we got today.

http://suptg.thisisnotatrueending.com/archive.html?tags=angrydorf

All of my threads, including the underworld dorw, i'd appreciate some upvotes.

Final statistics coming soon...
>>
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_____________
Axulfel (Shade Legion)

Population: 133 Drow.

Food: More Than Enough (Stable)

Architecture: Underground wooden houses, temple, stairs, road (Axulfel - Crypt), taverns, trading post,

Defenses: Stone cyclopean wall /w wooden supports, wooden gate, posessed undead wooden panels,
_____________
Crypt (Shade Legion)

Population: 1 Death King, 274 Drow, 120 Skeletal Drow, 90 Zombified Drow, 50 Skeletal Grimlocks, 50 Zombified Grimlocks, 200 Small Skeletal Beasts, 90 Medium Skeletal Beasts, 15 Large Skeletal Beasts, 160 Krelk, 40 Undead Trees.

Food: Plentiful (Stable)

Architecture: Wooden houses, mine, forge, communal center, hunting guild hall, wooden shrine, road (Axulfel - Crypt), sewers, taverns,

Defenses: Stone cyclopean wall /w wooden supports, wooden gate, watch tower, posessed undead wooden panels, posessed trees, poison moss field, undead tree towers,

Armaments: Krelk armor, undead arbor armor, undead arbor shields, iron shields, iron swords, iron spears, iron daggers, iron maces, iron greatswords, iron warhammers, spirit-silt stringed wooden bows, spirit-silt stringed crossbows, iron arrows /w krelk acid, giant ballistas (1),

Magic: Necromancy (Skeletal reanimation of humanoids, fortified skeletons, skeletal reanimation of large beasts, zombification, expanded control,) Arbor Necromancy (Animation, locomotion, vine growths, appendage growths, larger size, dark sentience,) Dark Illusion (Epic illusions,) Evocation (Medium souls,) Pyromancy (Advanced bending,)
>>
Technology: Unified military, hide clothes, spirit-silt clothes/cloth/rope/bags/brushes, krelk torches, iron tools, glowing ink, sinew, hang gliders, antibacterial medicine, fire, torches, wooden containers, copper containers, wine, copper metallurgy, iron metallurgy, smithing, casting, yinneth berry paint, parchment, dis'coe balls, cyclopean architecture, glow moss mortar,

Allies: None.
Enemies: None.

Armies: None.

Important People: Ezerath, Melekath, Belekrag [Triumvirate of Shadows, Partial Leaders of The Drow] Elomir [Partial King of The Drow and Undead, The Marked One] Yinneth [Master Artist]

Known Gods: Xalothas [God of Void] Uxukahn [God of Bones] Molath [God of Carnage] Rayon [God of Suffering] Hecoutal [God of The Hunt] Vennath [God of Battle]

Holidays: Augusto Selethen [August 10th, Day of Happiness] Hecoutal Linth [September 10th, Hecoutl's Celebration]

Stockpile: Tons of meat, tons of black berries, tons of hides, tons of spirit-silt, some copper, some iron, some yinneth berries, 9 jars of rot plague,

March 30th

Hater's gonna' keep haten'
Shade Legion gonna' keep soldieren'
>>
>>21024893
Thank you sir, and goodnight.


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