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/tg/ - Traditional Games


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Oh shit nigger what the fuck am I doing.

Dwarf: Forced to start in a mountainous region. Starts with iron tools tech, iron metallurgy tech, smithing tech, and brewing tech. Major penalty to magic, penalty to population, penalty to diplomacy.

Elves: Starts with mastery of one school of magic, starts with wooden bows, bonus to magic, bonus to diplomacy. Penalty to armaments, major penalty to population.

Lizardmen: Forced to start near watery region. Starts with wood working tech, starts with wooden spears, nonconventional breeding double current population each year, bonus to armaments. Cannot use magic, penalty to tech, penalty to diplomacy, carnivorous.

Humans: Bonus to diplomacy, bonus to population, penalty to tech.

Goblins: Major bonus to population, bonus to armaments, starts with wooden spears and wooden bows. Cannot research tech/gains tech by raiding other civilizations, cannot use magic, carnivorous, major penalty to populations.

Orcs: Bonus to population, major bonus to armaments. Penalty to tech, major penalty to magic, penalty to diplomacy, carnivorous.

Gnome: Why would you pick this? Major bonus to tech, bonus to magic. Penalty to population, major penalty to armaments, GM hates you.

Your Choice: Suggest an original race, the GM will state the penalties/bonuses for that race.

(Keep in mind you can change the affects of the races by adding a locational prefix, I.E Forest Goblins, Mountain Elves.)

Extra points if you guys choose something bat shit crazy.
>>
How about a race of Elementals?
>>
>>21940957
I've thought of that many times, question is, how the fuck do they build things/research new technology? I imagine elementals would end up focusing on magic and simply wandering around their domain all day..
>>
seconding elementals
>>
Dwarf for life.
>>
golems that were built by an extinct race, have to build their young.
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>>21941049
machinemen.jpg
>>
Gnomes!
Lets midget this shit!
>>
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>>21941116
>>
>>21941003
Major bonus to magic, can't research tech/ armaments. can only gain population but visiting certain areas (volcanoes for dire, oceans for water, et cetera et cetera)?
>>
Tieflings
>>
Lizard Men

>build civilization up a bit
>immediately start trading routes
>get our name out there, people know us, know we offer good trades before any one else has a chance to step up.
>>
>>21941158
HAHAHAHAHAHAHAHAHA....

Wait, you're serious?
Fuck.

>>21941150
Okay, that makes sense, I can roll with that.

>>21941170
Epic lizard trade federation? All of my yes.
>>
Vultæn

>relatively tall, lanky like
>very pale skin
>pointed ears, elongated canines that deliver a neurotoxin, capable of paralyzing but not killing most races
>long lived (average life span 300 years)
>nocturnal
>sun causes extensive and permanent damage to the skin very quickly. Blisters form within a matter of minutes.
>carnivorous
>consumption of blood from other races produces a high similar to methamphetamine, and is equally addictive.
>>
>>21941210
Goddamn right I'm serious.

Starts out with a planar portal, bonus to magic research. Bonus to combat. Penalty to agriculture. Penalty to diplomacy.

Probably have something like necromancy (relatively minor shit, call up grand pappy's ghost for aid) or demon binding (lil imps or summat at first) at start.
>>
Elementals seem interesting.
>>
>>21941322
>>21941116
I'll change my vote to elemental
>>
>>21941302
Well I'm in for tieflings.
>>
Elementals = 3
Dwarves = 1
Golems = 1
Gnomes = 1
Tieflings = 1
Lizardmen = 1
Vultæn = 1

Need two more votes for elementals.
>>
I'm in for tieflings if it means bullying imps and fishing horrible things out of our planar gate as a major civ mechanic.
>>
>>21941048
Changing my vote to elementals.
>>
>>21941426
can we have elementals based on Fire, Earth, Water, Metal, and Wood?
>>
>>21941426
Voting elementals, of course.
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>>21941459
>>21941426
I'm serious, I want an answer.
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>>21940907
Race of highly advanced, intellectual octopus men (We will call them Cephalomen).
They have designed themselves a special robotic suit to live on land. One arm of the suit is a regular human-robotic arm, the second one is an octopus tentacle. His head looks like the pic but instead of a brain, it's an octopus.
>>
>>21941459
Well, they would probably end up fighting each other.

inb4 >implying that's bad
>>
Okay, elementals it is, writing up your choices now. Mind helping me by suggesting subgroups for each main element?

(I.E Fire: Lava, ash, etc.)
>>
>>21941459
No, we need Earth, Water, Wind, Fire, and Heart.
>>
>>21941640
Combined...
>>
>>21941624
Earth: Stone, Mud. Ash. Slag.
Water: Ice, Sludge, Stagnant, Poisonus
Fire: Ember, Spark, Coal
Wood: Flowers, Thorns, fruits
Metal: Iron, Copper, Lead
>>
I AM CAPTAIN PLANET
>>
>>21941094
What happened to that thread btw? Really enjoyed it back then.

>>21941640
Captain Planet, pls go.

>>21941426
Vote for jewish Lizardmen.
>>
>>21941640
>Not wanting metal elementals to rip and tear
>Not wanting wood elementals to poison and yield fruitful bounty
pleb/10
>>
>>21941668
The only problem I have with this is wood not having wood and water having poisonous.

Other than that, this anon is where it's at.

Wood=different types of trees? Pine, Oak?
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Lizard men
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>>21941565
Forgot to mention starting location. They live on lakes mostly, the major cities for Cephalomen though reside on seas and oceans. They'd look like the one in the pic, but on a lake. The Cephalomen are still capable of swimming and living underwater.
>>
>>21941690
Aw. Too late.

>>21941624
How about different 'levels' of them? Like ember, fire, lava, supernova.

Otherwise: typical: ice, water, gas.
Iron, bronze, aluminum, steel, adamantium.
>>
>>21941727
We going elemental now.
>>
>>21941733
>>21941708
I'm fine with both of these. I was just throwing out examples. Feel free to edit/add to the list as you see fit. I'm sure we can come to some form of consensus.

Jolly Cooperation and all that.
>>
Elementals it is.

Elementals are creature bound together by magic, made from the substance they are created in. Elementals donot know sin, they are always friendly to elementals made from their own element, they usually form giant colonies near their element, drawing power and safety from the location itself. All elementals are ageless, conventional means of death don't apply to them. Elementals can only die via magic or being exposed to an opposite element for too long. All elemental societies have a prophesy, one day a leader shall appear from another dimension, a titan that contains all elements, this leader will rally all of the elementals and take them back to his home where all elements can live in harmony. The four main elements are the strongest, but subgroups do exist for them, these subgroup societies are more specialized than the four main types, but are often much smaller.

Fire Elementals (Pure fire)
Major bonus to fire magic, bonus to combat. Mainly lawful evil, cannot research tech, can only use fire magic, can only reproduce via summoning ritual, penalty to diplomacy.

(Subgroups)
Lava, ember, spark.


Earth Elementals (Pure stone)
Major bonus to earth magic, bonus to combat. Mainly true neutral, cannot research tech, can only use earth magic, can only reproduce via summoning ritual, penalty to diplomacy.

(Subgroups)
Vegetation (plants/trees), metal, sand, clay, mud, dirt.
>>
>>21941733
Oh, and maybe some elementals that can be considered cross-overs.
Like wood+water = vines
metal+water = quicksilver
earth+water = mud
>>
>>21941690

the lizardmen weren't jewish. Jews make their money based off of other peoples success, the lizardmen carved out their fourtine and prosperity through aggressive trade routes.

also elementals are stupid, every one who picked elementals are faggots.
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>>21941756
Lava men
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Water Elementals (Pure water)
Major bonus to water magic, bonus to combat. Mainly chaotic good, cannot research tech, can only use water magic, can only reproduce via summoning ritual, penalty to diplomacy.

(Subgroups)
Ice, steam, snow, rain (nomadic/changes from/water/ice/snow depending on weather.)


Air Elementals (Pure air)
Major bonus to air magic, bonus to combat. Mainly chaotic neutral, cannot research tech, can only use air magic, can only reproduce via summoning ritual, penalty to diplomacy.

(Subgroups)
Cloud, lightning.
>>
>>21941756
Metal is the only acceptable element. All other elements are small time.
>>
>>21941778
Heart? Angrydorf pls
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>>21941775
Fuck lava men. It's always fire with you people.

Metal. Metal Men.
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>>21941798
Flesh elementals?
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>>21941768
>>
>>21941768
But by our powers combined...
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>>21941756
Deadwood is pleased.
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>>21941798
THhe Flesh Race is here. Unclean Element is here. Remove the Heart from the Premises. The filthElement is here. Remove Heart from the premises. Heart must go.
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>>21941842
>>
>>21941854
Must be Captain Pollution at work again.
>>
So. Do we vote on which kind of class / specific elemental we are now, or do we get to control all?

If we have to vote, I say either metal (possibly quicksilver) or flesh elementals.
>>
>>21941690
kinderlach, its cold outside. put on your winterscales!
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>>21941778
This is why you don't let them create their own race we will never get this game started
>>
>>21941847
50% wood elementals 50% metal elementals?

Dead wood and iron elementals?
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>>21941880
I don't know why I'm laughing so hard right now.

>>21941888
I could agree to that.
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>>21941885
Because if I did they would create something ridiculous that would die five minutes after the game's started.
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>>21941888
Let it be done.
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>>21941894
>>21941888
Although now that I think about it, I really want those quicksilver elementals. Can we maybe get 10% of them?
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>>21941919
Also corgi men as race plz
>>
>>21941778
>>21941756
Guys, nothing we have can research technology.

Heart for technology?
>>
>>21941940
If we wanted technology we'd have a Bill Gates and Steve Jobs race
>>
>>21941894
>>21941888
>>21941924
Okay we'll start out on barren wasteland. Lots of rocks, trees (live and dead) and lots of metal underground.

We're Specialized Earth Elementals, adapted to live in a harsh environment in the hopes that our forms will please the Titan.
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Lava = 1
Metal = 3
Dead Wood/Iron Hybrid = 3

>>21941936
>>
>>21941952
No, they'd fall under the Metal Elementals. Computers are metal.

>>21941967
+1 Heart dammit.
>>
>>21941952
>implying steve jobs

>>21941940
How about an advancement to metal elementals: Gear elementals for that?

>>21941960
So, adding earth, or are you saying only earth?
>>
>>21941931
Fine I see no reason not to have quicksilver elementals. Can be an experiment in trying to mix elements to please the Titan.

anyone object to quicksilver elementals?
>>
>>21941980
>>21941756


Says here metal and vegetation fall unmder earth elements as a sub group. Just trying to follow Angrydorf's categorization.
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>>21941984
I don't. plus we are poisonous.
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Im bored come on ppl vote i really don't give a fuck who wins
Now
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>>21941984
Quicksilver wouldn't be stable in a desert climate, it's too hot for them.
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>>21941967
So we'd kinda be like Ents with iron bits? I can get behind that.
>>
>>21942001
Oh, sorry then.

>>21942015
Stop bringing logic into fantasy.

>>21942023
Are we gonna be hybrids or a coalition of metal / wood guys? I can actually agree to both.
>>
If we choose an element do we also get the subtypes?
>>
>>21942027
I agree with a coalition.
Let's make it creative, at night acidic rain storms happen, so our metal friend will have to search for shelter.
>>
Look I think we can all agree on deadwood+iron. We'd probably have iron skeletons with dead bark and wood on the outside.

I think we should have an ancient gnarled tree that's pulled a fuckton of iron ore into its body. It's still alive but only thanks to some potent elemental magic. It has a great big hollow and when we fill that hollow with iron it births a new elemental.
>>
water vote please
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I hate this thread
I want to play people
come on
>>
Right, decomposed wood / metal elementals. Give them a name and tell me where you want them to live (i'm guessing that barren wasteland place you guys were talking about?)
>>
>>21942074
>>21942043
Deadwood+metal is confirmed.
Let's have a vote for acidic rain storms and then we're off?
>>
Rolled 18, 57 = 75

1: Combination of deadwood and iron.

2: Coalition of deadwood and iron.
>>
>>21942096
Deadwood= Hallowers?
Metal= Metallions?
>>
Yo Angry, does this mean you're back in the Gming saddle?
>>
>>21942096
Barren wasteland, no accidic rain. Forest of dead and dying trees, cacti and underbrush. Large deposist of iron underground. Underground aquifer along with iron deposits.
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>>21942161
This
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>>21942161
Sulfur lakes possibly?
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>>21942161
This okay lets get started
>>
>>21942161
>>21942169
agreed.
>>
>>21942146
I'm going with elementals made from decomposed wood and metal just for convenience.

>>21942155
idk

>>21942161
Okay, writing now..
>>
>>21942169
Lets say that there are sulfur lakes and pure water lakes depending on whether or not the water bubbles up into a sulphur heavy area.
>>
Hallowers were their name, beings comprised of both decomposing wood and metallic substances. How they were created is a mystery, whether the origin was a crazed mage or pure chance, none can say for sure. The Hallowers live in the far south, far, far away from all of the other races. Their habitat is hostile and barren, a place where only the absolute hardiest creatures can survive. Something happened to this land, it was once a place of beauty, a land rich with vegetation and numerous species. That time has passed, large forests of dead and dying trees litter the flat barren soil, there is little water here save for a few small puddles. Underground the rock is rich with various metals, but there is noone here to mine them. The Hallowers simply wander this land, they cannot perform the summoning rituals because they lack the ability to mine into the ground, their bodies aren't exactly hardy enough to mine. Their bark ends up fracturing and chipping off, they need to find something to do the mining for them. Hallower societey is somewhat strange, they are shunned by all other elementals because of their strange origin, but because of their hybrid nature they feel closer to the titan, and as such they have religious tendancies. They are exceptionally loyal to each other, no other race of elemental is as unified as the Hallowers.

What will the Hallowers do?
_____________
The Flats (Hallowers)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve earth magic. (Major Bonus)
D. Your suggestion.

Population: 50 Hallowers.

Architecture: None.

Defenses: None.

Armaments: None.

Magic: None.

Technology: None.

Allies: None.
Enemies: None.

Armies: None.

Important People: None.

Known Gods: The Titan [God of Elementals]

Holidays: None.

Stockpile: None.

January 10th
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THAT FUCKING FEELING WHEN YOU DON'T NEED FOOD
>>
>>21942369
A
>>
>>21942369
>C. Try to improve earth magic.
>>
>>21942369

>C. Try to improve earth magic

Maybe we can use earth magic to shift aside large quantities of earth, or to draw out the ores from the ground instead of straight mining it.
>>
>>21942369
C. So that we can use the magic to get at the ores rather than trying to dig by hand.
>>
>>21942401
seconded
>>
>>21942369
D
Let us elect a leader so we can organize our settlement and accomplish more.
>>
C: Improve Earth Magic.

If we can't mine lets try making the earth do our bidding. At5 the very least lets try making golems or something.
>>
http://www.youtube.com/watch?v=iNJTRhtgIFA

Music for the game.
>>
>>21942401
Thirded
>>
C: Without the earth there is nothing. From this seed we will build greatness.
>>
>>21942369
D. Earth magic. I want hardening or condensing earth/metals.
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>>21942495
This way we can mine and make weapons at the same time.
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>>21942435
>dat music
I prefer it a little more traditional, without the modern beats, but nice nonetheless.
>>
>>21942369
Can our saying be 'We are the rust, we are the rot.'

?
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>>21942570
Papa will be pleased.
>>
>>21942570
I like it.
>>
[C]
The Hallowers meditate on the nature of earth, the shifting soils, the stout rock. To manipulate that which supports you, one must be as strong willed as the earth itself. The Hallowers spend days laying motionless in the dirt, becoming one with it. Those who have exceptional potential learn basic earth magic, they can manipulate the soil beneath they and chip away at the rock beneath, but it will be difficult to pierce the hard rock deep beneath. As a side result a large crater has been created in the ground, some of the Hallowers create small dwellings into the walls of the crater, they donot mind the beating sun, but some of them find it easier to rest when light is absence.

[D]
The Hallowers, as elementals, work together well, all elemental colonies work with a single goal, they donot know corruption or desire self gain. However if a leader is truly needed, then a few candidates are presented. Elementals aren't given names, so they are merely reffered to by their title. The first candidate is an intelligent Hallower, it is wise and cunning, however it doesn't have any empathy and treats the others simply as pawns in it's grand scheme. The second is an honorable individual with a devout loyalty to The Titan, however it isn't brilliant or strong minded. The third is an individual that is exceptionally strong in the ways of magic, but shows contempt for The Titan, however he loves his fellow Hallowers and will rally them well if a time of war comes.
>>
________
The Leader
A1: The first.
B1: The second.
C1: The third.
D1: We don't need a leader.
_____________
The Flats (Hallowers)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve earth magic. (Major Bonus)
D. Your suggestion.

Population: 50 Hallowers.

January 20th

New Technology: None.
New Armaments: None.
New Magic: Terramancy (Minor manipulation.)
New Architecture: Large crater, small dwellings carved into crater walls.
New Defenses: None.
New Stockpile: None.
>>
>>21942661
D
Leader 3
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>>21942661
Elect the Titan's-Disciple. All shall serve it and know the glory of their loyalty.
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>>21942686
d1 we are elementals what need have we for a human concept such as a leader

C
>>
>>21942686
D1, we have no need of a leader at this point in time.
C. We can't reproduce yet.
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>>21942686
C: continue to develop earth magic. We need that rock chippin potential.
>>
>>21942686
C1
Together we are strong, alone we are timber.
>>
>>21942661
We arent true titans. Having no fire or water exempts us from the 'True Form'. We should concentrate on magic, for it has already proven itself as useful. After all what have the Fire Forms or the Water Walkers done for the Hallowers? They are not included in our Form, I take this as omen.
>>
>>21942686
C1
C
>>
>>21942742
C1

D. We need to concentrate more on moving our lands.

Then D again, we must know the rock to live the rock.
>>
B1
A
>>
B1: We are Hallowers, we are united like the Titan.
C: Led by the third?
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>>21942768
Damn it I meant C. Geomancy. Concentrate on the stone as the stone concentrates on us.
>>
>>21942784

>D1. We don't need no stinkin' leader.
>A Improve settlement.

I think we should have some sort of base of operations, some place that we can dedicate to mining and advancing our earth magic.
>>
D1, we are basically a hivemind.
C, because lel bonuses
>>
A1=0
B1=3
C1=4
D1=4

If my counting is correct.
>>
>>21942931
Listen. We are gonna get double magic bonuses if we get the Hallower magic guy right? RIGHT?!
>>
>>21942931
I'll tip it over and say C1
>>
Eh I'll switch my vote from C1 to D1.
>>
>>21943013

Eh fine, me too.

I just want something to happen.
>>
>>21943013
>>21943044
Fuck it, just fuck it. I switch to Di.

The earth has no master and neither will we.
>>
>>21943071
D1.
>>
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So are we researching better earth manipulation or what?
>>
[C]
The Hallowers find that only when they remain calm and methodical can they effect the hard stone beneath them. In order to effectively mine the stone one of the more brilliant Hallowers develops the 'Sturdy Hands' technique, a technique which revolves around the user focusing magical energy to their hands, making thei hands extremely sturdy, allowing them to mine. The sturdy hands technique will make fighting much easier aswell. They are starting to find ore deposits, mainly iron and copper, the Hallowers will soon have a steady supply of ore. The Hallowers seem to be able to identify ores more easily since they are partially made from metal.

[C1]
The magically inclined Hallower is chosen, while he shows little respect for The Titan he loves his fellow Hallowers and will rally them well whenever needed. He is named Gold.
_____________
The Flats (Hallowers)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve earth magic. (Major Bonus)
D. Your suggestion.

Population: 50 Hallowers.

January 30th

New Technology: None.
New Armaments: None.
New Magic: Terramancy (Minor manipulation, sturdy hands technique.)
New Architecture: None.
New Defenses: None.
New Stockpile: Iron (Scarce), Copper (Scarce).

We are the rust, we are the rot.
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Fuck...Sorry about that, I missed the D1 votes.
>>
>>21943110
A
>>
>>21943110
A More housing and storerooms underground.
>>
>>21943110
D
Let's try to make homes from the trees in the nearby forest.
>>
>>21943110
A. Make a circle were all the Hallowers can concentrate their magic. Or whatever ritual site allows us to make more hallowers.
>>
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>>21943110
>We are the rust, we are the rot.

Muh niggua.
>>
>>21943110
What is the point of finding ore is we can't get tech to work it with? Can we integrate it into our bodies or something?

Guess I'm gonna go with A, just because it's handy
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Dig, but be careful. We may strike dwarves.

so yeah A: Dig a shaft into the ground, line it with rooms for storing ore or whatever the else fuck we could want. We're eleementals. We don't need to eat and we can sleep on top of a pile of copper ore pretty easily.]
>>
>>21943210
I think we use it to reproduce.
>>
>>21943222
We already have a crater and a few homes.>>21942661
>>
I'm going to throw my vote in for A again, for reasons outline in >>21942833
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>>21943246
A: D1 won that vote. Screw your rotten beliefs, I look forward to the day when we will transcend and become beings a pure metallic splendour that your filth may be wiped from the collective.

B; The crater is a hole in the ground. I want a shaft, heading straight down, lined with a spiralling ramp with rooms that can be used to store iron and copper. You know the stuff we need to make more hallowed?
>>
>>21943347
Oh look some one want to devolve a civ quest into Dwarf fortress. Where have I seen that hundreds of times before?

Nah. We build craters of different sizes with caves on the sides. The hallowed will make stairs with their earth magics.
>>
>>21943347
And why would we store ores when we could just mine what we need at the moment?

We are of the earth. We should not rape the earth. I picture the Hallowers as more monk like than industrious like the dwarfs.
>>
[A]
The summoning ritual is a long and difficult process, a summoning cricle is needed to perform the process. A large summoning circle is created at the bottom of the crater, it encompasses the entirety of the crater. Ten Hallowers must partake in the ritual, chanting for a long period of time (one turn) with the required materials (decomposing wood and metal) at the center of the circle. Magic is added into the circle from the partaking Hallowers and finally a new elemental is born. Elementals can only create an elemental that is identical to themselves. The Hallowers need to find some decomposing wood to create new Hallowers, however they donot see any near their colony.

One of the elementals reports seeing footprints on the outskirts of the colony, the prints show that the creature(s) have four small legs with three toes.
________
You guys are gonna' flip.
A1: Send scouts to find the creature(s), also look for a dying forest.
B1: Set up sentries to keep watch.
C1: Do nothing.
_____________
The Flats (Hallowers)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve earth magic. (Major Bonus)
D. Your suggestion.

Population: 50 Hallowers.

February 10th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: Summoning ritual circle,
New Defenses: None.
New Stockpile: Iron (Adequate), Copper (Adequate).

'We are the rust, we are the rot.
>>
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>>21943482
A1, B
>>
>>21943482
B1
We have no armaments yet, we are still weak and don't know what kind of threat these creatures pose to us.
B
We must conjure or make some kind of weapons in case we are attacked.
>>
>>21943507
seconding

Hopefully some ants we can use as pets. We are probably gonna end up like ants with underground fortresses and hivemind anyway.
>>
>>21943482
B1. We are still weak, dont send out any small groups.

B. Have the Hallowers practice throwing stones and see how big and how fast they can throw.
>>
>>21943482
A1: Send some scouts.

A: Dig a shaft with a spiraling ramp that has storage rooms branching off of it.

>>21943401
>>21943440
Did you PLAY the lizard civ game that Angry Dorf ran? The one where we got hit with a fucking army of goblins about a year or so in? We need fortifications to hide in incase things go to rot.

Rotting is bad by the way, it involves weakening and falling apart. Having a place to hole up and be safe when under attack is a good thing. You know what's hard to reach? An underground fortification.
>>
>>21943482
Have to go OP. This shit is cash, Someone better archive this bitch.
>>
>>21943564
1. This isnt that game.
2. Think out of the box. We dont have to be super fortified to turn away attacks. If we get our earth magic up to a high level we could just turn the earth the invaders are walking on into quick sand. OR any of the hundreds of options besides fortifying a mountain and then making steam catapults and picks axes.
>>
>>21943570
I will, I always archive my threads myself, makes sure the tags don't get raped.
>>
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>>
>>21943482

>A1: Send scouts to find the creatures, and look for a dying forest

I don't really like the idea of getting surprised by these things. And who knows, maybe they're not hostile; maybe they want to trade.

>A/B: Try to improve fortifications and give us some basic defenses.

Just in case, you know, they don't want to trade.

But really, we currently have nothing of any value to anyone. Nobody in their right minds would attack us for material gain.
>>
>>21943657
>Nobody in their right minds would attack us for material gain
How about enslaving us as everworking miners?
>>
>>21943657
We also don't hold very arable land, and we have barely done any mining so its not like the ore is readily accessible.
>>
>>21943668

Ssssssh.
>>
>>21943600
All I could see in that paragraph was "I don't want fortifications because I think magic autimatically makes us invulnerable and nothing bad will ever happen that will make living in bowls seem like a bad idea."

Either we build a shaft or a wall around our crater. I'll support the wall but I think just making our settlements underground where no one can see us makes more sense.
>>
>>21943695

This. This is a good plan. I support it. Especially the living underground part (not because dorf fortress but because logic).
>>
>>21943657
I agree that the critters probably aren't hostile. Yet anyway, its too early for patented AD "FUCK EVERYTHING" event.

I can see us getting enslaved for the simple fact that we're ageless, we can sniff out ore, and as earth elementals go probably aren't that imposing.
>>
>>21943725

Being mixed with rotting wood tends to do that.
>>
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[B]
Using earth magic the Hallowers find that they can mold raw iron into different shapes. They require higher magical power to make refined weapons, but these crude iron spears will do for now. Being a descendant of the earth elemental makes it easy to wear armor and hold weapons, other elementals wouldn't be able to do such a thing. The iron spears are large to accomodate the size of the Hallowers, one spear is about as thick as a human and about half as long as a typical pine tree, if they are to go into combat their opponents will find it difficult to parry or block the Hallower attacks.

[A1]
A large group of twenty Hallowers are sent out to scout the north, along their travels they find a few small toad-like creatures, they have dark wrinkled skin and large yellow eyes. The creature's feet match up with the foot prints, they see rather docile, they move slowly. They seem to grow yellow crystals on their backs, they glow with a strange energy. Some are taken back to camp to study and examine. A small rotting forest is found far to the north, it's about an eight-day march from the colony.
_____________
The Flats (Hallowers)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve earth magic. (Major Bonus)
D. Your suggestion.

Population: 50 Hallowers.

February 20th

New Technology: None.
New Armaments: Large crude iron spears.
New Magic: None.
New Architecture: None.
New Defenses: None.
New Stockpile: None.

We are the rust, we are the rot.
>>
>>21943757
D. Attempt to domesticate the toads.
>>
>>21943757
D
Let's move our colony into the forest, we will blend in more and have many more resources there
>>
>>21943725
FUCK EVERYTHING

© 2012 Angrydorf
>>
>>21943775
To do what? Eat flys for us?
>>
A: Improve settlement.

In the name of the Titan, burrow into the earth so we can hid our presence.

A shaft, deep a swe can go. Spiral ramp/staircase going downward. Storerooms branch off from the spiral ramp.
>>
>>21943811
Our leader is disobedient to the Titan
>>
>>21943775
Study the crystals on their backs.
>>
>>21943808
They have gloiwing rocks. They can probably serve as some manner of magical battery. If we're lucky they're elementals and we might be able to shape them.

>>21943788
I'll support this if we can try to stay underground as much as possible.

so D: Move settlement into dying forest. Leave our orse behind, we can always dig up more. Destroy the summoning circle and make it look like the crater is a natural event to less-than-discerning eyes.
>>
>>21943757
C
>>
>>21943757

Do we have a good enough sense of direction to tunnel under the ground to the forest?
Because I'd rather stay underground when going to collect the ingredients for our new brethren than spend 8 days above ground.

That said,

>C. Try to improve earth magic

I don't think we can go wrong with that. The toads also seem worth looking into, maybe if we get high enough levels of earth magic we can start messing with the crystals on the toads' backs.
>>
>>21943791
what's our size, biology, weakness, typical goals of elements, and source of enjoyment?

I'd like to know more of our race
>>
>>21943822
D1 won that event, not C1. AD jumped the gun. I've done it in my own quests.

We're a collective not some elemental magocracy.
>>
So, uh, is anything happening?
>>
>>21943965
AD is writing something and gleefully counting down to the moment where he enacts his "FUCK EVERYTHING" event. His quests always have those. Infact they usually have more than one.
>>
>>21943870
Biology: Hallowers have a metallic frame, over the metallic frame is rotting vegetation that acts as insolation and essentially 'stuffing' for the body. A thick layer of rotting bark keeps everything together.

Weakness: Extensive physical trauma, intense physical stress, water, fire, humid environments and natural forces. Even though the rotting bark and vegetation is kept relatively preserved by magic, it WILL eventually rot, so it must be replaced periodically with new dead wood/vegetation, living wood/vegetation won't work either.

Goals of elements: IDK WUT DAT IS LULZ

Source of Enjoyment: None, elementals are more bestial than you might think, they basically only have the equivalent of a brain stem and a neocortex.
>>
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derp
>>
>>21944064
So about 15 feet in height 750 pounds in weight (at least) with a primitive brain equivilent?
>>
>>21944052
aah thank you very much

by goal i meant basically what do they want out of life but with themental status update I'm guessing "lulz shiny"
>>
[C1]
The Hallowers' control over their element increases dramatically, new principles and teachings are carved into the minds of the elementals, they are now much more efficient in controlling the earth.

[D]
About thirty of the crystal toads are brought back, they seem to not mind the company of the Hallowers, they simply wander around the colony, remaining completely docile. When studied on it is found that the crystal toads become stressed when cut off from the sun's rays, their movement quickens as they try to find a way back into the sunlight. When it's night they seem to pass out, their crystals glowing brighter than in the day. Perhaps the crystals are similar to batteries, and sunlight charges them.

[D]
The Hallowers pack up, leaving the ores behind and destroying the ritual circle, making it appear as though the crater is natural. They start to move to the forest. The crystal toads don't follow them, so the Hallowers place the toads on their heads for safe keeping. Once they arrive at the forest they are greeted by a band of sixty black-skinned goblins, they must've seen the Hallowers in the horizon. They are dressed in crude suits of iron armor, they are wielding axes, swords, spears, shields and javelins. It would seem they cannot use bows since there is not strong living wood in this barren landscape. It is a wonder that they're even standing before the Hallowers, what could they be eating and drinking in this wasteland? They must be confident, standing before such intimidating creatures that are the Hallowers. One of the bigger goblins steps forward and snarls at the Hallowers, it speaks in goblinoid. "Den ak mech Gorok's dugkaran, kaagaan dahn mech ou!" The Hallowers have no idea what the goblin said, but they are hostile and won't let the Hallowers pass. What do they do?
______
Yes I Actually Put Thought Into That Sentence
A1: Fight them.
B1: Camp outside the forest.
C1: Your suggestion.
>>
>>21944204
D use your powers over earth and metal to crush them
>>
>>21944089
Something like that, yeah. Height and weight varries a little depending on the specimen. Basically smaller versions of ents.

>>21944189
What do they want out of life? To exist, that's pretty much what all elementals want unless persuaded to do something else. For instance fire elementals are evil so they generally want to perform evil deeds to those that come across them, but they won't go seeking out things to destroy. Earth elementals are true neutral so they are especially docile. Remember, they aren't stupid, but they aren't smart. So, like about as smart as a typical human, but more bestial in nature and hive mindish. They lack emotions and passion, they really only have instincts and problem solving abilities (Equivalence to brain stem and neocortex.)
>>
B1: camp outside the forest and make a cunning plan to defeat the goblins or Allie with them they could make great cannon fodder
>>
>>21944204
fight them sapping the toads to power our earth magic and bury them alive
>>
>>21944204
C1: Cultivate the forest.
>>
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>>21944285
Lets try this.
>>
>>21944259
aha, i get them better now.
it's good to understand thecharacter you're playing. helps to ease decisions more
>>
>>21944259
We're probably going to regret this but fuck it.

Kill the goblins.

Once that is done move into the forest and sink a shaft into the earth. Spiral ramp, rooms leading off from the ramp.


So A1 followed by A
>>
A1=1
B1=1
C1=1

Where'd everyone go?
>>
>>21944470
I ate them. Let's grow some trees.
>>
>>21944458
This
>>
>>21944470
A1, lets fuck up some goblins with earth magic and massive spears
>>
>>21944499
And then grow trees.
>>
>>21944470
there's 3 on a bro
>>
A1
>>
[A1]
The Hallowers use earth magic to suck up the dirt around them and condense it around their bodies, forming a sort of protective shell. The sixty goblins charge, our forces use earth magic to shift the ground under their feet, causing them to stumble and fall down, the goblins that aren't strong enough to overcome the shaky ground are enveloped and suffocated by the very dirt they walk on. Large balls of dirt are launched at the goblins, killing many of them. However once they get in close the goblins prove to be deadly, their small quick bodies easily dodge the physical attacks that the Hallowers use. The goblins manage to destroy one Hallower by damaging it's body beyond repair. Victory is ours, we've learned some valuable knowledge about warfare. Magic will be the best way to take down the swift goblins, if they get in close with large numbers they will overwhelm us. The Hallowers move deep into the forest and start creating another crater. They create a spiral mineshaft with various rooms for storage and resting.
_____________
The Dead Forest (Hallowers)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve earth magic. (Major Bonus)
D. Your suggestion.

Population: 49 Hallowers.

March 10th

New Technology: None.
New Armaments: None.
New Magic: Terramancy (Adequate manipulation.)
New Architecture: Large crater, spiral mineshaft with various storage/dwelling rooms.
New Defenses: None.
New Stockpile: Dead Wood (Plentiful).

We are the rust, we are the rot.
>>
>>21944665
A if possible make defenses
>>
>>21944665
C + D + A = Make a mixture of Earth Magic and Trees to make something of a camo'd entryway to our mineshaft/crater. Really, C + A, but D because write-in.
>>
A: we need to be able to defend are new home from goblins if they decide to attack
>>
http://www.infinitelooper.com/?v=EGQXylSZkN8

Dead forest theme.
>>
>>21944665
A: To hell with the forest for the moment.

Dig down and deep, open up a chamber somewhere underneath. Build a summoning chamber underground, yknow where someone can't get to it.

Post guards at the burrow entrance, oh, and do our best to disguise the crater/fortress.
>>
>>21944665
that was badass
voting a, possibly that camo
>>
>>21944665
Mine some ore, we must increase our numbers
>>
>>21944821
We do, but first we need to protect what we have.
>>
>>21944821
We have ore mined up. Its at our former base. We can always go grab some of that later.
>>
>>21944834
>>21944785
>>21944749
>>21944735
That's 3 plus me on camo possibility. Isn't that enough?

Also, side note, AD, I miss the Limpicks. You should have them in here. hehe (Yes, I'm The Chill.)
>>
>>21944665
One thing we will have to keep in mind is our frog batteries like the sun and need it to recharge.
>>
>>21944967
Try to create reflective surfaces using metal as well?
>>
>>21944665

>A
Let's raise up walls of stone. Really big thick walls that the Goblins could never get through. Imagine a horde of Goblins trying to climb over a wall made of stone while geomancers are perched at the top.
It would be a fucking meat grinder.
Also, no doors. We close and open doors of solid rock in both the wall and the settlement. Only a geomancer should be able to enter or exit the settlements walls or enter/pass through our mineshaft by making a hole to walk through. No gates for Goblins to break down.
>>
Okai i'm back nao, sorry about that I had to kill a kitten.
>>
>>21944999
The trips have spoken.

But we should camouflage them anyway.
>>
>>21944735

We don't need camo. The mineshaft doesn't need a doorway in, or out. If you want to go in you move the rock out of the way to make a door, and then move it back behind you so that only another geomancer might follow you.
WAY safer, and war more inconspicuous.
>>
>>21944999
fuck yeah man that sounds epic.

and AD wth? haha
>>
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>>21945015
Wait wait wait. Giant rock walls, jutting out of the ground, is inconspicuous?
>>
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Rolled 65

>>
>>21945047

The mineshaft would be basically unseeable, but the settlement would be obvious.
Of course, a very very strong defense like huge rock walls, which is also very easy and resource cheap for us, is much better than trying to hide with camouflage.
We're fucking 15 feet tall, for starters.
Secondly, this is Goblin turf. It doesn't matter how well disguised we make our settlement, they'd find it even if just by smelling us (Goblins can do that yaknow). They'd find us by the huge tracks I'm sure we leave. They'd find us simply because they know their way around the fucking forest.
Once they found us... no defense? We'd be trapped in tunnels being flooded by much smaller enemies, so we'd lose. That's a close combat situation. No.
Huge impregnable walls.
The mineshaft would be fucking invisible, and they can't smell through 9 feet of stone. So that's a last resort hiding spot.
>>
>>21945116
Even though if you'd have read what I said in the first place, I said we should combo our ideas.

And as for smelling us, we're earth elementals, pretty much. We smell like the ground they walk on anyway, if you wanna go into that.
>>
>>21945116
>>21944999
NMo. No walls, no epic fortress. Just a concealed settlement.

The gobbos probably don't live here since we chose a hellhole inimical to organic life as our starting point. We don't need walls, we need to not be fucking spotted by travelling mages and enslaved.

Carefully concealed entrances to the mineshaft and a big chamber for making more hallowed.
>>
>>21945136

We smell of iron, rotting bark, and magic I presume.
That's really up to dorf but historically I recount Goblins being very skillful trackers...
>>
Don't forget:
>Elementals can only create an elemental that is identical to themselves. The Hallowers need to find some decomposing wood to create new Hallowers, however they donot see any near their colony.

We ought to collect some.
D:
Focus on increasing earth magic (C), while collecting supplies such as decomposing wood and stockpiling it, creating a repair point (A).
>>
[A]
The Hallowers erect twenty foot stone walls that are five ten feet thick, the walls have no gate, only one of the Hallowers can exit/enter via terramancy. The Hallowers also try to camouflage the entrance to the crater, however the walls are too big and bulky to be hidden without extensive work being done. The Hallowers go to work on creating a chamber underground to hold a summoning circle. With all the work being done barely any resources are mined out.

During the night one of the Hallowers spotted a few goblin scouts examining the colony, this doesn't bode well.


FUCK EVERYTHING

© 2012 Angrydorf

_____________
Alright guys, gonna' end the thread here.

http://suptg.thisisnotatrueending.com/archive.html?searchall=Angrydorf

All of my threads are here, this one will be at the bottom, I appreciate upvotes as they make sure the threads aren't deleted.

https://twitter.com/Angrydorf

My twitter, i'll announce when i'll make the next thread there, as of now I really don't know when. On the account you'll find information on how to get to my website, why I hate rainbows etc. etc.

I hope that was enjoyable, cya dudes.
>>
>>21945200
Fuck.
>>
Full statistics are as follows.

_____________
The Dead Forest (Hallowers)

Population: 49 Hallowers.

Architecture: Large crater, spiral mineshaft with various storage/dwelling rooms.

Defenses: Fuck huge stone wall.

Armaments: Large crude iron spears.

Magic: Terramancy (Adequate manipulation, Sturdy Hands technique.)

Technology: None.

Allies: None.
Enemies: None.

Armies: None.

Important People: None.

Known Gods: The Titan [God of Elementals]

Holidays: None.

Stockpile: Dead Wood (Plentiful).

March 20th

We are the rust, we are the rot.
>>
>>21945165

?
>probably don't live here
They were well fed, and they were standng their ground telling us not to enter. If they were travelling or lived nearby, they wouldn't care. That was obvious territorial behavior.
>enslaved
Excuse me what? A mage would detect the magic through the camo anyhow, and we're definitely more powerful than your standard mage. We're 15 fucking feet tall. Why are we trying to hide? Do you think if a mage came upon 40 foot walls that are 10 feet thick of solid stone, with a cadre of Earth elementals towering at the top, he'd have ANY chance of infiltrating the fortress and if so he'd have any chance of defeating us, in the case he used flying or teleport? What sort of mage travels through this hellish wasteland, which is inhabited by Goblin hordes? Where do you even get the idea of enslaved? Are we really at risk to be enslaved? When did Angrydorf ever mention possibly being enslaved? You totally invented that risk.
>>
>>21945239
>>21945165
Congrats guys. We're probably going to fail by slavery now.
>>
>>21945239
I've run qyuests before. You know what I do? I lay down little details and I pay attention when my players theorize. If their theories are better than what I had planned I use them.

Go read some quest by AngryDorf. Or play Dwarf Fortress. They have much the same feel.

He lets us gain some ground. Then he drives us up a tree. Then he throws rocks of increasing size. Starting at a quarter of a pound and increasing the size until they weigh around 10 tons. Then he lays off if we somehow manage to survive.

You generally don't win any of these quests, you die gloriously or AD gets a case of Real Lifeitus and has to quit. Then he forgets about the old quest and starts a new one.

Throwing horrible, horrible situations at his players is his thing. It is what he does.

You know what kind of mage travels in horrible goblin infested wastelands?

The kind who enslaves Harrowed that's what kind of mage travels in horrible goblin infested wastelands.
>>
>>21943705
only if the underground fortress was instead a giant built up "ant" colony mound. We get major high ground bonuses. To do this, we need more MAGIC!
>>
>>21944999
not walls, you have to think outside of dorf fort

build a giant dome, we do not need tunnels, we just move about the dirt like earthworms using our magic. we need to create guardian caste golems like an "onyx" or something.
>>
>>21945375
>You generally don't win any of these quests, you die gloriously or AD gets a case of Real Lifeitus and has to quit. Then he forgets about the old quest and starts a new one.

I don't think there has been even one AD Civ where the civ got destroyed and we lost. AD always quits the Civ we're playing and starts a new one. At least the civs we had played live on in the setting so there is a Void that will destroy the world growing in Underdark somewhere in the world right now.
>>
>>21945215
>>21945200
Cant wait for the next on. I have weapon ideas!
>>
>>21947988
there should be another thread in 4 or 5 hours



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