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File: 1358139793849.png-(169 KB, 700x437, GREAT CAVE INTRO.png)
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DRAGONFALL CLAN SAGA
---
Though we now dwell in the great cave, our people's story is long and varied, stretching back into the past far beyond memory. The most distant legend is of our joining with the Gods. One was revered above others by our people, and we carry that reverence even today - our tribe's ancestral deity is Aasterinian, the dragon god of invention, from whom our ancestors drew cleverness.

Our ancestors' struggle to survive was not all we remember. In time, they prospered, and their legends grew many as hatchlings from a rich clutch. Our people's earliest legend was when Astilabor went to the hidden hoard and returned to us with a treasure.

Our ancestors prospered well with the gifts of the gods, and in the First Time they gained enough strength and percieved enough mysteries that others came to join their tribe. Our ancestors greeted those that joined their tribe as adopted clutch-mates.

The foes of our ancestors were many, and our people fought hard against them. Our greatest enemies are the aboleth-kings, cold in their hatred, many in their arms.

The First Time ended when the earth itself was sundered and broke apart, and the world was shadowed and strange. The sky was all around us, and the winds tore at us, and so we retreated beneath the world into what remained of the sheltering caves. The Gods were silent, and we knew the world to be in the Sundered Age.

When we re-established ourselves after the many black years of the sundering taught us new ways, we yearned to hear the voices of our gods. Our priests first renewed our bond with Aasterinian, the dragon god of invention.

Things changed greatly since the Sundered Age began, and the Retreat was not the weightiest difference. The Gods no longer walked among us, appearing only in dreams. The affairs of our people were much diminished, and we became fewer in number, though stronger in wit and cunning.
>>
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>>22574291

One day, we were approached by a dragon that sought to offer us and many other tribes its knowledge, patronage, and guardianship if we were to serve it and add to its hoard. It was not the first such offer, but it was the most important in our history. Though some chose to simply go with it, most opted for a tribal decision.

Our tribe showed the dragons outright hostility. Many were injured, and some died, but all heard of our battles against them.

Those of our tribe that went with the dragon disappeared from our lore for generations, as did many tribes given similar offers by other such beasts. In time, we heard that they established a number of villages, but when things became difficult for the dragons this did not end well. Today we still come across the occasional skull marked with their great claws in bonding ceremonies, but the dragons and their tribes are nowhere found except as old bones.

Over time, the old hunting grounds were not enough to hold us, and we could not find the food or the spears to keep the enemies at bay. We marched for many weeks until one day the tribal elders felt the call of the Gods, and that day we came to the Great Cave, where many things dwell. Its walls are high and its caverns many, and the central chambers are so large that no light has ever pierced them all, but there is water and food and much besides. We claimed these places for our people, and none could take them from us and no trouble has shadowed over us yet. Some came to us, and we gave them refuge and a place at our hearths; now we are of the Great Cave Tribes, and so face the future.

When we came to the Great Cave, we marked lots more territory than we would probably need as our own.

When we came to the cave, our leaders founded our village in a rocky niche, and named it Dragonfall - and so, we are the Dragonfall clan.
>>
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>>22574312

Our chief is Fírnen, named for a strong and ancient beast.

To the south of our settlement's walls is the Great Cave proper, and in its lower depths the floor of dirt, peat, loam, and clay gives way to sand and the largish lake formed by a bend of the underground river that flows from the southeast and out to the southwest.

To the west is a deposit of coal we've found, and to the southwest is a forest of mushroom-trees.

To the east is a trail used by the thri-kreen that dwell here to come and trade with us for food when they find that there are too few dark elves to kill and eat.

To the further west is a tribe of greenskins, and northwest of them, a tunnel upwards.

To the further east is a trading outpost of toth-kreen weapon-smiths, who sell their wares to the thri-kreen wanderers and ensure peace in the area.

To the south, across the lake and the river that feeds and drains it, are a colony of spiders. We find their silk from time to time. They menace the mantis-men, who menace them in turn.

The river is full of fish, though we fear that there may be aboleths in the lake deeps.
>>
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>>22574320

---
RECENT EVENTS
---
>>22557481
>>22557716
>>22557968
We have established a school to teach hunting and so forth to our children, and an outpost to meet travellers and traders, an 'embassy' in the archaic tongue. We have offered the services of our school to nearby kobold clans, and they will accept the offer provided we secure their routes to and from our school. We have also found copper ore. We sent explorers west, past the territory of the greenskins, and found a metal head there in an upper cave.

>>22557968
>>22558130
>>22558139
>>22558551
>>22558559
>>22558716
Not long after the explorers returned, kobolds with a lost explorer from our clan sought refuge at our gate when chased by a man-sized metal monster. We let them in and barred the gate, but the monster leapt it. Our chief and veteran troops fought it with magic and iron, and it died with its hands on the metal head we found. Many were wounded, but the tribe rejoiced at our victory.

>>22559128
>>22559259
>>22559445
>>22559521
>>22559680
>>22559764
>>22559829
The next week, one of the great mantis-men came, healed no few of the wounded, and told us that the monster was a warforged, and of their doings and their history, and of the myths of the world and its formation. It left us a scroll of healing lore and invited us to send students to learn 'runic magic,' saying we had impressed the Kreen weaponsmiths.
>>
File: 1358140235752.jpg-(45 KB, 260x328, Kobold scribe.jpg)
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>>22574344

---
RECORDS OF THE DRAGONFALL CLAN
---

SETTLEMENTS: Dragonfall, clan village.

POPULATION: Some hundreds to a thousand.

Significant persons:
Fírnen, leader of the Dragonfall clan. STUBBORN willpower.

Treasures:
Firey gem, human warrior's armor, Kreen healing scroll, lanceboard and tokens (chess set), Missal of the Red Knight, rules of Xorvintaal, warforged trophy, warforged commander's head

Values:
CLEVERNESS, INVENTION, TRIBES, artisanship, assault, concealment, critical thought, defense, entertainment, fate, fear, freedom, healing, history, hoards, humor, independence, justice, lawfulness, manipulation, mercy, mining, night, originality, psionics, raiding, paranoia, peace, property, protection, retribution, sanctity of death, sanctity of life, secrecy, security, sorcery, spycraft, stealth, storytelling, tolerance, trade, trapmaking, trickery, Xorvintaal

CULTURAL ANIMOSITIES & HATREDS:
Slavers, Dragons, Aboleths

REPUTATION:
FIERCE - you are seen capable of ferocity in battle.

Military:
[ELITES] - The Dragonfall tribe has some dozens of veterans armed with poor quality iron spears and poor quality leather armor.
[REGULARS] - The tribe has some hundreds of unarmored hunters armed with poor quality obsidian spears and organized in squads lead by veterans.
BONUSES:
[DRILLED] - Dragonfall's warriors are well trained and do not often make rookie mistakes. Reduction in critical failure effects, faster training.
>>
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>>22574404
---
FURTHER RECORDS
---

[This game will use adjective ladders to determine things like military strength or resource availability.

At this time, the following adjective ladders are available for your perusal:]

Buildings, improvements, and goods:
EXCELLENT:
SUPERIOR:
GOOD: Clan hall
SUFFICIENT: Dwellings, fish-farm, warrior-lodges, hall of shrines
POOR: Armory, embassy, coal-mine outpost, village defenses [palisade, spike pit, watchtower(single), wooden gate(broken)], school; arms and armor
INFERIOR:
WORTHLESS:

Resources & stockpiles:
ABUNDANT: mushroom tree wood, stone, water
PLENTIFUL: sand, earth
IN SURPLUS: FOOD (fish, mushrooms & fungi), GOODWILL, TERRITORY, coal, mushrooms (medicinal, useful for toxins or alchemy, etc)
SUFFICIENT: HEALTH, MILITARY STRENGTH, clay, fish
WANING: WEAPONS, TOOLS, WEALTH, copper ore
SCARCE: ARMOR, iron, psychedelic mushrooms (ritual use)
RARE: leather, parchment, spider silk
UNAVAILABLE:

Arts, crafts, and other learning:
SUPREME:
SUPERIOR: SCHOLARSHIP
GOOD: CRAFTSMANSHIP, hunting, mining
FAIR: Fishing, leathermaking, medicine, smelting, toolmaking
POOR: Personal defense, literacy
INFERIOR:
WORTHLESS: recordkeeping

RELATIONS:
EXEMPLARY: None
EXCELLENT: Smokescales, Blackrocks
GOOD: KOBOLDS, TOHR-KREEN
AVERAGE: MULS, THRI-KREEN, URDS
FAIR: None
POOR: DEEP DWARVES, GOBLINS, LIZARDMEN, SPIDER-MEN, SPIDERS, TROGLODYTES
COLD: BUGBEARS, DRAGONS (Hostile), DROW, WARFORGED
HATRED: ABOLETHS (Ancestral Enemy)

RUMORS:
-There are roving bands of warforged barbarians on the surface.

It is the ninth week in the Great Cave.

>Action?

[ACTIONS PER WEEK: 2]
>>
>>22574412
Almost forgot - you repaired the gate, so your defenses are back to SUFFICIENT quality, and mushroom-tree wood stockpiles are now down to PLENTIFUL availability.
>>
And for those that want to read from the beginning, thread one is here >>22556194

Or here: http://suptg.thisisnotatrueending.com/archive/22556194/

Or alternatively, here: http://archive.foolz.us/tg/thread/22556194/#22556194
>>
>>22574412
Learn the ways of the wheel, will be very useful
making some pottery out of clay might be a good idea
>>
>>22574794
OP, I think your thread's autosaging.
>>
>>22574898
Nah, board's just moving that fast.

Couple more minutes for ideas.
>>
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>>22574914
>>
>>22574914
Lets start researching smithing or building a furnace, what ever comes first.
>>
>>22574794
>>22575123

Your people know of wheels, though they have none built at the moment - they've settled down only a few months after a nomadic migration.

They're also aware of smithing, but have few trained workers and no dedicated workshops.

They can build an INFERIOR kiln for pottery-making and a POOR furnace (do you mean a smelter? a pit forge, perhaps?) if you want, though.
>>
>>22575182
Ah, very well then, how about we get a smelter up in here. Unless that is also going to be POOR quality. Then we should work on improving our craftsmanship and tools.
>>
>>22575182
Build/research hand carts then. faster goods transport could save us a lot of effort.
>>
>>22575182
Let's put some effort into developing a record system, since we seriously don't even know how many people even live in our village, besides that, I also support the smelter idea, should come in handy after discovering that vein of copper
>>
>>22575182
>>22575275
>Work on tools
>Build handcarts (which are a tool)
>Work on Craftsmanship (requires tools)
>Create smelter

The craftsmen go to work with what they have, and soon have managed to create a good few handcarts with wheels of mushroom tree wood. These are quite useful in creating a smelter for the copper ore you found earlier, which will soon yield more plentiful copper.

>Smelter [POOR] built; study metalworking to raise quality limit on smelter. Higher quality limit will allow forging of harder metals.

>TOOLS have been crafted and distributed, and are in SUFFICIENT quantity. This has used up wood.

>Mushroom tree wood is now available IN SURPLUS, where before it was PLENTIFUL.

---

The tenth week in the Great Cave begins.

The wounded have all been healed. One more explorer finds his way back from beyond the goblins, bearing scars and stories of hiding and running desperately from them in their territory. Your people welcome him.

Your scribes report they still cannot account for measurements precisely, including population, as many names are not properly recorded, many lineages have never been inquired after, and plenty of heads of families are not reporting to them. This, and better records of stocks, could improve matters plenty.

>Refine recordkeeping?

The Tohr-kreen invitation to send students to their outpost to learn 'runic magic' still stands unanswered.

>Send a party of scholars east?

With only one watchtower, you have some useful sentries, but things are routinely missed.

>Build more watchtowers?

Most of your clan is illiterate and many speak terrible draconic.

>Focus on literacy education?

The school is too small for the clan's own children, let alone those of other clans.

>Expand the school?

The scriptures of the Red Knight are still available for perusal in the treasure-house, and appear useful enough in guiding an individual spiritually - and strategically.

>Welcome the faith of the Master Strategist into your clan?
>>
>>22575468
So that's one vote for improving recoprdkeeping.

Any more?

>Actions?
>>
>>22575551
We should definitely get some people over to the Tohr-kreen as soon as possible
>>
Rolled 9, 419 = 428

>>22575722
>>22575468

Noted. Posting update.
>>
>>22575814

The elders of the clan bring together the best scribes and clerks and empower them to better their records, taking whatever resources are needed.

With the last of the parchment and leather, they craft tomes.

With a healthy portion of stored fungi and mushrooms, they decant inks. Well, not terribly good inks, but they'll do.

A week of questioning the populace yields results - you can keep far better records. The scribes have even developed a slightly clearer, more uniform draconic script.

>Recordkeeping knowledge has advanced! Recordkeeping is now POOR, and has been improved as far as possible without more advanced MATHEMATICS and LITERACY.

>Your population is now known!

-There are 648 adults in the clan.
-There are 363 children.
-Of the adults, 309 can be fielded as hunters in a raid or war.
-Of the adults, 73 are veterans.
-Your clan has 44 literate nobles, elders, craftsmen, scribes, and priests.

Total population numbers at: 1047
>>
>>22575925

You send a guarded party of learned mages to the tohr-kreen. The towering mantis-men take them in for study, and begin their tutelage.

When they return at week's end, they have with them blades carved with mystic runes, the draconic letters inscribed on them allowing the mages' enchantments to linger in the blade as opposed to dissipating the moment the mage stops concentrating.

>You have gained a treasure!

Treasure added: Blades of mystic sharpness.

>You have learned Runic Magic, and gained the lore of ARTIFICE. Your artifice is only POOR at the moment, but will improve in time.

[Runic magic is a means of using artifice to enchant objects.]

[In order to enchant something, use three words as follows: the central word is the main descriptor of a given effect, while the first and third word are adjectives. For example, inscribing the runes for 'loyal living protector' on a statue of stone might create a stone golem.']
>>
>>22576021
It is week eleven in the great cave.

Your elders think that with better organization, you might get more done per week.

>Attempt to become more efficient (increase actions per week)?

With only one watchtower, you have some useful sentries, but things are routinely missed.

>Build more watchtowers?

Most of your clan is illiterate and many speak terrible draconic.

>Focus on literacy education?

The school is too small for the clan's own children, let alone those of other clans.

>Expand the school?

The scriptures of the Red Knight are still available for perusal in the treasure-house, and appear useful enough in guiding an individual spiritually - and strategically.

>Welcome the faith of the Master Strategist into your clan?

Other ideas are of course able to be perused. You are bound only by your cleverness, like proper kobolds.

>Write-in?

Actions?
>>
>>22576047
Let's focus on efficiency, and literacy. We should focus on laying a groundwork for more research since we're specc'd out the ass for it
>>
>>22576176

The elders send the newly empowered scribes and clerks out once again, this time to teach the people letters.

Though it takes away from time foraging and hunting, many more among the tribe are now becoming lettered and can make their marks and draw the script of the dragons; some are even beginning to leave these as trail and way-signs.

>Literacy has improved to FAIR.
>Leather and parchment are currently UNAVAILABLE!
>Mushrooms and fungus are no longer In SURPLUS, though SUFFICIENT amounts are stockpiled.

In similar fashion, work rotas are considered, workers pulled together and set to lists of tasks, and records are made of what has been done, what needs doing, and in which order something ought to be taken up. Soon, there is far less wasted effort.

>Actions per week: 3
>>
It is week twelve.

Food-stocks have diminished, though they are still reckoned SUFFICIENT.

One of the mages has foolishly cut himself with an enchanted knife. The wound went right through to the bones of his upper arm, and then he dropped it into his foot. He's on a cot in the healer's hut and will be lucky not to have a limp when he's finished healing. Damn things are sharp!

---
With only one watchtower, you have some useful sentries, but things are routinely missed.

>Build more watchtowers?

The school is far too small to facilitate the burgeoning literacy and education effort.

>Expand the school?

The scriptures of the Red Knight are still available for perusal in the treasure-house, and appear useful enough in guiding an individual spiritually - and strategically.

>Welcome the faith of the Master Strategist into your clan?

Other ideas are of course able to be perused. You are bound only by your cleverness, like proper kobolds.

>Write-in?

[ACTIONS PER WEEK: 3]

Actions?
>>
>>22576320
Let's expand that school, and see if we can get a nice metallurgy industry up and running. Expanding the watchtowers would be a good thing.
>>
>>22576374

The school expands under the careful work of the clan craftsmen. Much effort and much of the wood stockpile goes into its expansion, but you can now accommodate all the tribe's children, have a separate wing for the adults working to improve their writing and reading, and have some room left over for the kobolds of other tribes!

>The school is now SUFFICIENT to the tribe's needs.
>Our stockpile of mushroom tree wood has dwindled, but is still SUFFICIENT for most any given purpose.

>Metallurgy industry

As we have no forge, our best masons apply themselves and a block of stone is chosen as an anvil. The creation of a dry-stone hut to house the forge commences, and is completed in a week.

Unfortunately we will have to use reed pipes in lieu of a bellows, which is the best we can do without proper leather.

>You have built a pit-forge! Its quality is POOR for now, but with various resources this will improve.

>Stone stockpiles are now described as PLENTIFUL instead of ABUNDANT.

>Expand watchtowers.

Towards the end of the week, a second watchtower is raised - built sturdier than the first, with better available resources.

>Mushroom-wood supplies are now WANING.

Something shifts in the darkness.
>>
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>>22576517

[EVENT]

The cave...the cave is changing.

Lights begin to be seen overhead, at first just a few pinpicks, but they become steady and bright - plainly visible outside the torchlight.

Your scouts report greater warmth in the cave when they're out far from the heat of the coal-fires in their hearths.

There is more water dripping from above, as well. A fog begins to drift off the river and lake...or does it blow in from above? Condense under the ceiling? No-one in the clan is sure.
>>
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>>22576562
The fish in the lake begin to glow as well, and the schools of them are at first easier to catch - though as the water warms and the last bits of frost melt away, the fish are less sluggish and overcome this.

Your fishermen report that this has also happened in the fish-farm, and to the water plants as well.
>>
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>>22576593
Overhead in the mist, the lights brighten - and the dew on the mushrooms begins to glow; soon enough it is the mushrooms themselves, all kinds and shapes and colors, and not a kobold among your neighboring clans seems surprrised.

Your clanfolk find this is no problem insofar as eating goes, though the ink derived from mushrooms and fungi is now prone to shining in many colors. Some of the clan records are a tad more colorful than before.
>>
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>>22576625
Your puzzled elders eventually shrug their collective shoulders and ask your neighboring clans about the nature of these changes - of the mists, and the lights, and the strange increase in warmth.

"The darkness is over!" say the Smokescales. "Dark Season has ended," the Blackrock clan confirms, "now it is time for the Season of Mists."

And so the plants glow in the fields and meadows, and the mossy fungus on the rock walls, and the mushroom-trees in the wood and all manner of distant things overhead, and the cave fills with warmth and fog and returning creatures, for this is the time of spawning and of finding mates.

[Roll 3d100 for population increase!]

The season has changed.

It is the first week of Misty Season.

Do you hold a feast?
>>
File: 1358149515339.png-(552 KB, 800x450, 800px-Pandora_bioluminescent.png)
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>>22576685
Oh, and you have your three normal actions. Assuming anyone's still awake. Come out, lurkers!
>>
>>22576833
Well, I guess everyone passed out again.

Shouldn't be a problem getting up and running quickly tomorrow though, now that I've fucked about with the system. Waiting fifteen more minutes for players, then posting updated stats and revisiting the thread in the morning.
>>
Rolled 86, 8, 52 = 146

>>22576973
I'd say
>expand the school
>domesticate some nearby animal for another food source
>hold a feast

Also, super stoked to use this magic system, feels more like what magic should be.
>>
>>22577036
Ah, didn't see the school was already expanded. Can we look into expanding the size or growth rate of our wood source? Fertilizer or more cleared space for the mushrooms?
>>
>>22576973
Also, yeah, its getting late. Damn fine job though.
>>
>>22577086
Well, seeing as the dwindling quantity of wood reflects what's actually in your stockpile, you could spend an action to collect wood if you want the quantity to increase.

If you want to set up an industry, that'll lower wood expenditures and grant you more of it every month - but subsequent actions to improve that industry may be necessary for significant gains.

If you want to set up a mushroom tree farm, that'll probably only show benefits in a few seasons and really start taking off with dedicated mages using druid-style plant magic, but certainly it can be done. Expect your people to become more crowded, however.
>>
>>22577141
And thanks. Going to update soon. Might want to suggest your last actions for the night, and I'll see if the thread's up in the morning.
>>
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---
RECORDS OF THE DRAGONFALL CLAN
---
FIRST WEEK OF THE SEASON OF MISTS
---

SETTLEMENTS: Dragonfall, clan village.

POPULATION: 1193
-We initiated 86 children as adults this season; there are now 734 adults in the clan.
-Our scribes record 52 new births and fosterings; there are now 415 children in the clan.
-Of the adults, 332 can be fielded as hunters in a raid or war, and 8 have been promoted into the veterans' ranks, bringing their numbers up to 81.
-Your clan has 44 nobles, elders, master craftsmen, scribes, shamans, mages, and priests, who are said to have DETERMINED minds.

Significant persons:
Fírnen, leader of the Dragonfall clan, who is said to have STUBBORN willpower.

Treasures:
Blades of Mystic Sharpness (6), Firey gem, human warrior's armor, Kreen healing scroll, lanceboard and tokens (chess set), Missal of the Red Knight, rules of Xorvintaal, warforged trophy, warforged commander's head

Values:
CLEVERNESS, INVENTION, TRIBES, artisanship, assault, concealment, critical thought, defense, entertainment, fate, fear, freedom, healing, history, hoards, humor, independence, justice, lawfulness, manipulation, mercy, mining, night, originality, psionics, raiding, paranoia, peace, property, protection, retribution, sanctity of death, sanctity of life, secrecy, security, sorcery, spycraft, stealth, storytelling, tolerance, trade, trapmaking, trickery, Xorvintaal

CULTURAL ANIMOSITIES & HATREDS:
Slavers, Dragons, Aboleths

REPUTATION:
FIERCE - you are seen capable of ferocity in battle.

Military:
[ELITES] - The Dragonfall tribe has some dozens of veterans armed with poor quality iron spears and poor quality leather armor.
[REGULARS] - The tribe has some hundreds of unarmored hunters armed with poor quality obsidian spears and organized in squads lead by veterans.
BONUSES:
[DRILLED] - Dragonfall's warriors are well trained and do not often make rookie mistakes. Reduction in critical failure effects, faster training.
>>
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---
FURTHER RECORDS
---

[This game will use adjective ladders to determine things like military strength or resource availability.

At this time, the following adjective ladders are available for your perusal:]

Buildings, improvements, and goods:
EXCELLENT:
SUPERIOR:
GOOD: Clan hall
SUFFICIENT: Dwellings, fish-farm, school, village defenses [palisade, spike pit, watchtower(two), wooden gate(single)], warrior-lodges, hall of shrines
POOR: Armory, embassy, coal-mine outpost, pit-forge, smelter; arms and armor
INFERIOR:
WORTHLESS:

Resources & stockpiles:
ABUNDANT: water
PLENTIFUL: GOODWILL, sand, earth
IN SURPLUS: TERRITORY, coal
SUFFICIENT: FOOD (fish, mushrooms & fungi), HEALTH, MILITARY STRENGTH, TOOLS, clay, fish, fungus, mushrooms (medicinal, useful for toxins or alchemy, etc)
WANING: WEAPONS, WEALTH, copper ore, mushroom tree wood
SCARCE: ARMOR, iron, psychedelic mushrooms (ritual use)
RARE: spider silk
UNAVAILABLE: leather, parchment

Arts, crafts, and other learning:
SUPREME:
SUPERIOR: SCHOLARSHIP
GOOD: CRAFTSMANSHIP, hunting, mining
FAIR: Fishing, leathermaking, literacy, medicine, smelting, toolmaking
POOR: ARTIFICE, personal defense, recordkeeping
INFERIOR:
WORTHLESS:

Relations, trade, & diplomacy:
EXEMPLARY: None
EXCELLENT: Smokescales, Blackrocks
GOOD: KOBOLDS, TOHR-KREEN
AVERAGE: MULS, THRI-KREEN, URDS
FAIR: None
POOR: DEEP DWARVES, GOBLINS, LIZARDMEN, SPIDER-MEN, SPIDERS, TROGLODYTES
COLD: BUGBEARS, DRAGONS (Hostile), DROW, WARFORGED
HATRED: ABOLETHS (Ancestral Enemy)

RUMORS:
-There are roving bands of warforged barbarians on the surface.

[ACTIONS PER WEEK: 3]
>>
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>>22577036
You decide to HOLD A FEAST.

>The clan mood improves
GOODWILL is PLENTIFUL in our village.
FOOD is no longer IN SURPLUS, but is SUFFICIENT.

>Your neighbors visit the feast
Your neighbors have DYED CLOTH, which they wear and make into tents. Attempt trade?

>Your neighbors seek advantageous marriages at the feast
You have an opportunity to alter relations with the Smokescale clan.
You have an opportunity to alter relations with the Blackrock clan.

>You have two remaining actions.

-Attempt to domesticate local fauna?
-Harvest wood? (increases abundance of stockpiled resource)
-Create a forester's lodge? (creates an industry that increases stockpile of a given resource every month; months are four weeks long)
-Create a tree farm? (decreases available clan TERRITORY, but increases yield of resource gathering after a season; synergizes well with dedicated mages)
-Other?
>>
Rolled 18

Can we go hunting for more leather?
>>
>>22577520
You can hunt, but leather yield will be very low without a dedicated industry. You could use both your actions to both hunt and set up a tanning and skinning industry.
>>
Hurr, leatherMAKING should really be leatherworking in the arts & crafts section.
>>
I don't think we need leather that bad, at the moment.

I think we should set up a foresters lodge and try and improve relations/trade for leather with one of the clans.
>>
>>22577609
The other tribes have some supplies of leather, and will offer you enough to make leather a RARE commodity for you.

In return, they're interested in FOOD, TOOLS, iron WEAPONS, coal, and copper ore, though they'll also accept a portion of your WEALTH. Any good traded for leather will be categorically less available (ie, WEALTH going from WANING to SCARCE).

Trading will be a free action.

Attempts to improve relations will be free actions, and you will have to roll d100s.
>>
>>22577741
Right, everyone passed out. See you lot in a while.
>>
I just think you left it too late, OP
>>
bamp
>>
Attempt to domesticate nearby animals

Harvest wood (we should build an industry soon, though)

start leatherworking industry

trade coal for cloth
>>
Rolled 45, 17 = 62

>>22580902
also, do attempt diplomatic marriages
>>
Rolled 7

>>22580938
Sure, I guess I'm kinda here at the moment. Rolling for the effects of your diplomacy.

You only have two actions, so what's it gonna be out of these three:

-Harvesting wood
-Establishing a leather industry
-Domesticating nearby animals
>>
>>22581016
>>22580938

Your elders manage to arrange good enough marriages to renew ties with the Blackrock clan.

>Blackrock relations are now [Favorable]; given no problems between now and the end of season they may improve.

Marriage arrangements with the Smokescale clan verge on disastrous, but Fírnen manages to walk back an ill-thought offer to marry one of their nobles to an illiterate laborer with little to his name.

>Smokescale relations remain unchanged.

You gain bolts of cloth, and lose coal.

>Cloth is now SCARCE
>Coal is now SUFFICIENT

[TWO ACTIONS REMAINING]
Domesticating animals will need another 1d100 roll.
>>
>>22581070
Can't tell if the board's just moving fast and people missed the update or if mah players fell asleep.
>>
Rolled 100

>>22581070
Domesticate those animals
Harvest dat wood

>>22581490
I definitely missed it, and then i remembered the catalog
>>
>>22582645
>dat roll

Nicely done!

I'm going to get something to ear that I'm free and then we can get this going.



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