So, I've seen several civ threads going on recently but a lot of them end very quickly or the OP stops showing up. I can start a consistent civ game if anyone's interested.
>>26037712First to three votes decides race.
Maybe tell us something about our options that isn't one more bog-standard OP image, anon. Certainly you seem able to string a sentence together.
>>26037712Gnome because I want to try an adv. tech society. Unless OP is going to give us more options.
>>26037772Sounds good. I was about to try one myselfDark Elf, willing to change to get this going
>>26037788Well, my setting is pretty neat. It's 6 individual planets and a bunch of planes, all with unique environments and connected by portals created long ago by an ancient civilization. Depending on what race you choose, you will be designated to a certain planet/plane and you'll have a handful of options as to where you are. On the planet covered in 80% water you can choose to be in a jungle on an island, or in underwater caves. It's just a really big setting I use for fantasy campaigns that will mesh with all the options here.
>>26037915That sounds pretty rad. Let's get this going.
>>26037892Changing my vote to gnome
>>26038090thirding gnome to get the game going
>>26038120>>26038119Guess I'm fourthing. Let's get this going OP.
>>26038090>>26038119>>26038120>>26038218>mfw rape victimsWell, at least we can tech in this game.
>>26038287Gnomes have it.
Alright, we have gnomes. Gnomes are indigenous to Avarrak, which is really a death world, basically. Long ago the gnome mechanists and Dwarven spell-miners conspired deep in the mountains of this forested world, forsaking the gods in favor or science and magic. In particular they mocked Horux, the god of nature, predators, and the savage wild. The claimed superiority over his children the beasts. Outraged, he cursed their world. The forest was struck with eternal Autumn and for hundreds of years it has not been green. Much of the forest decayed into bogs, and swamps, and other parts are orange and yellow. Horux awoke long dead children - prehistoric reptiles, and created new monsters to plague his self-proclaimed foes. He birthed the goblins and bugbears who overtook the dead forests as the lords of beasts. The dwarves shut themselves in to the deepest depths of their old temples; the mountains now serving as their tomb. The gnomes however, were flushed out and barely survive in their underground warrens and burrows at the feet of the mountains. In a world with no plant life at all, every creature is a carnivore and cannibalism is often necessary to survive. You begin with 30 male gnomes, and 20 female gnomes. Your location is an underground warren that houses you all comfortably and is decently hidden from the predators of the outside. To the south are the ever-amber woods, and to the north the ruins of an ancient Dwarven fane yet to be explored by any of your tribe. What are your people called, and who is your leader? (I'll pick the best of the first three options)
>>26037712dwarves or minotaurs because i'm not a faggot
>>26038363I'm shit at names, but our leader should be some kind of shaman, dealing with death and spirits in particular. Binding spirits to his will and that shit.
>>26038363Zapson Hextech is our leader and our people are The Dreman
>>260384802cd, lets get rolling
>>26038363our king is Hannibal, the cleverest and craftiest gnome! He has a saber taken from a goblin chief he killed to protect the tribe (goblins and gnomes are about the same size)
>>26038480Individuals of The Dreman are the Dremanites. If you all would like to go with that.
>>260384803rded is that even a thing?
>>26038480>>26038555Seconding this if it matters
>>26038602No, just made it up.
>>26038480Zapson Hextech it is, of the Dreman clan. Each turn is 10 days. >Population: 30m/20f >Tech: burrow architecture, >Weapons: Sharp sticks, stone slings>Magic: None>Heroes: Zapson Hextech>Food: Running low (2 turns worth) What will you do?>Hunt>Tech>Weapons>Magic>Upgrade settlement >Explore>[other]
Is anyone else ready to tinker some shit?
>>26038632how many actions do we have? Assuming 1, Tech weapons.
>>26038632Hunt, Tech Agriculture, we dont want to have to worry about food for long.
>>26038632>Hunt>Tech - AgricultureIf we already know how to cultivate, then>Upgrade settlement - Farm
>>26038723>>26038691If we live underground, let's farm giant mushrooms and shit
>>26038778Thats what I was thinking, they dont take too long to grow.
>>26038778He said no plant live, everything is a carnivore
>>26038795Then get livestock.
>>26038795Mushrooms are fungi, technically NOT plants
>>26038824Closer to plant kingdom than animal but ok.Livestock is the answer i think
>>26038795I was hoping we could farm. Gnomes are generally great farmers because they can make fertilizer.
>>26038841Mushrooms weren't the only thing mentioned, just happened to be what I quoted
>>26038867It's neither. It's in the Eukaryota kingdom.
>>26038925I mean, Fungi. Shit. It's the Eukaryota domain.
>>26038925Check the geneology and when the last common ancestor was. Plants/Fungi are more closely related than Plants/Animals or Fungi/Animals
>>26038971Yet they are neither.
>>26038993Where did I claim they were?
>>26039011>>26038993>>26038971Oh my God who fucking cares now, just let OP make a ruling or something. Goddamn you're clogging the thread with all this autism
>>26038632For the record, with a population this size you can only take one action at a time. Once your population reaches one hundred you can take three. No plants can grow on this world, but insects and fungi may be cultivated. That said most people chose to hunt. Hunting went much better than usual, things are looking up for the Dreman clan it seems! Only four gnomes were killed, and three turns of food was brought home! Population: 26m/20f Food: Safe supply (4 turns worth)What will you do? >Hunt>Tech>Weapons>MagicUpgrade Settlement>Explore
>>26039028I'm just pointing out we can't farm. Everyone wants to get butthurt because I said plants while quotes mushrooms
>>26039044Oh man, if four gnomes is an 'only' lets get crackin on that shroom farming.>Tech: Mushroom Farming Or if we already have the ability>Upgrade Settlement: Muchroom Farm
>>26039044Do we have to have procreation as a separate action?>Tech - Fungi cultivation
>>26039102*Mushroom FarmThough more room wouldnt be too bad.
>>26039112>>26039102Thirding this. Let's farm some shrooms.
>>26039044Shroom farms of the non psychedelic variety
>>26039102i agree>>26039189what fun would that be, can we at least have like a small patch for like party's
>>26039269If we grow trippy shrooms we need them clearly marked so they don't get mixed in the food
>>26039269Or, we farm them and feed them to warriors to enrage them in battle or to our wise gnomes so that they go into a trance and think up new inventions or something
>>26039044Gnome pregnancy lasts two months, you'll have new gnomes in about 5 more turns. Alright, the gnomes are very clever and fearing any more excursions into the wild they get to work cultivating the mushrooms common in parts of their tunnels. The methods required are deduced easily by the gnomes, and in no time three large pits are dug branching off the sides of the main atrium and mushrooms begin to grow quickly and bountifully. The fungus grows off of dead tissue and meat - even from beetles, snakes, and common insects. Using some of the meat they hunted for and as many dead insects as they can find, the gnomes soon have a surplus of edible mushrooms that are easily eaten raw and very tasty when cooked over a fire. (Gnomes now have a steady supply of food)Soon after the farms are completed a dwarf stumbles and falls clumsily through the hidden exit hatch and into the atrium. He is wearing strange runic armor and holding an axe, and can barely breathe. >Dorf, wat do? >Kill/loot/eat>Question him>Throw him out, who knows what's following him>[other]andPopulation: 26m/20f Food: Steady supplyWhat will you do? >Hunt>Tech>Weapons>Magic>Upgrade Settlement>Explore
>>26039349>Question him.>Tech/Magic - Figure out what the runes mean and what we can use them for.
>>26039349Other: Feed him and try to treat his wounds, ask him about the wild world. >Also magical research, that I'll help to compensate for our small stature.
>>26039349Sweet.>Dorf, wat do?>Question: Who are you? Why are you here? Etc.>Tech: Magic Research
>>26039349question him but get ready for a fight. train nonlethal traps so that we can catch intruders, build second trap that activates if you escape first trap wrong that kills you.
>>26039349>Dorf, wat do?>Magic
>>26039349Question the DwarfStudy magic
>>26039349The dwarf is fed and rested, and after a few days he is responsive enough to speak. He introduces himself as Ardghal, and tells of how he came to be in the Dreman burrow. "Ye see here wee men, there be a Goblin nest not too far to the East, the skull-biters. I was headed to the ruins up North to find some old Dwarven artifacts from before the fall. The stinky green bastards could smell me though, an they chased me hard until I fell in here. I don't think they can smell me under all this dirt though." Zapson knew of the Skull-Biter goblins, they had been abducted the Dreman women for some time to breed and use as slaves. Their chief was a terrible bugbear that amused himself in torturing intrepid adventurers or unlucky gnomes in the area. When asked about his armor, he quickly quipped, "Do ye know nuthin of Dwarven rune magic?? It's very particular you see, the other races can't master or hardly use it. By infusing magic with sigils, the Dwarven spell-miners of old developed their own science and could enchant things with much greater ease and much more power. The old secrets are mostly lost, but the artifacts aren't. While I'm in this armor, no arrow can strike me, or throwing weapon either. Not a projectile can land on me. Very useful for making a run out I reckon." Meanwhile, the gnomes who would normally have to hunt for the clan had much more free time, which they spent exploring their magical tendencies and urges. One in particular, a younger gnome named Grantham, was able to develop a way to use magic to diminish sound. He couldn't quite create silence, but he could make things much quieter. Population: 26m/20f Food: Steady supplyWhat will you do? >Hunt>Tech>Weapons>Magic>Upgrade Settlement>Explore>[other]
>>26039801Propose the idea of forming some sort of alliance to defend against the Skull-Biters to Ardghal
>>26039801>Ask about an alliance >Weapons or tech, if the alliance is good, upgrade the settlement or explore if it's not.
>>26039801>>26039871This, as well as ask if we could study the runes in detail, we might be able to develop the technology to create them eventually. The actual project might take a long time, but determining feasibility should take forever.Also:>WeaponsWe need to get something prepared in case he was followed.
>>26039801>Tech - Weapons>>26039871This.
>>26039946*shouldnt take foreverHerp
BTW some of you anonymous folks should give yourselves names just so that OP has an easier time tallying votes and knowing who is who
>>26039979That sounds like a pleasant idea.
>>26039801Tech and weaponsI don't care in which order
>>26039801I think traps are in order
>>26039801It is asked if Ardghal would ally himself with the Dreman Gnomes against the Goblin horde. "For helpin' me out an keepin' me safe n sound, I'll certainly stand with ye - but in twenty days I'll be leaving again to make the trek up the mountain for those ruins. That there is Ush Tor Vek, a long forgotten lab to the old Dwarves. A testing grounds. You're welcome to accompany me when I take my leave, and take your share of whatever it is we find. Excited by this idea, the Gnomes begin designing better tools to defend themselves. Thinking cleverly yet again they design sharp sticks with the teeth of the creatures they hunted tied into the side with sinew. These would be good for stabbing, as well as swinging like a mace. Enough teeth are collected from outside to make plenty. When thrown like spears these would also catch in a larger creature's muscles and movement would cause the serrated teeth to tear at the wound and create much bleeding. A gruesome tool indeed.
>>26040186Population: 26m/20f Magic: Minor quietingWeapons: Sharp sticks, stone slings, toothed spearsHeroes: Zapson Hextech, ArdghalFood: Steady supplyWhat will you do? >Hunt>Tech>Weapons>Magic>Upgrade Settlement>Explore>[other]
>>26040232We should send a party of five with him, making enough weapons for them all, of course. Also, we should learn to make armour.>Tech - Armour
>>26040186>>26040232Study tech. We see that Ardghal has armor, and perhaps wonder how to make our own protection using what we have.
>>26040186So 6 turns roughly till he heads out?
>>26040280Agreed. This would probably also serve to strengthen our alliance with the Dwarves, and any spoils we find wouldn't hurt, either.
>>26040348No, at the end of this turn he'll be leaving and you can decide what to do about it.
>>26040232>Armor upgrade >Venture with the dwarf
>>26040380Oh 20 days, for some reason I thought it was 2 months. My bad
>>26040232Ardghal is leaving in two days, and you can choose what to send with him. >Gnomes? How many? >Zapson?>Food?The gnomes now focus on armor for their warriors, and are able to develop a patchwork design of whatever they've recovered and can find. Leather and scaled reptile skin is flexible and durable for the arms and legs, while pieces of chitin from swamp crabs and giant stag beetles make excellent shields. Bones, especially skulls from larger creatures are easily reworked into sturdy breastplates and helmets. Zapson has a special set of armor designed using the scales of a rotting crocodile torso found in the nearby river. This is surely the most intelligent, and efficient design using the leftovers of kills nearby the burrow. >that tech bonus thoPopulation: 26m/20f Magic: Minor quietingWeapons: Sharp sticks, stone slings, toothed spearsHeroes: Zapson Hextech, ArdghalFood: Steady supplyWhat will you do? >Hunt>Tech>Weapons>Magic>Upgrade Settlement>Explore>[other]
>>26040558I say send Zapson and 4 of our most skilled Gnomes, all with our best equipment. In the meantime, >WeaponsFocusing on arming and training every gnome who can hold a spear, we dont want to be devastated while our hero is away and while we have such a low population.
>>26040558Does Zapson give a special bonus? if he doesn't give a combat bonus, don't risk it.I propose we send five gnomes fully armoured and armed to the teeth.Could we put minor quieting on them as well?As for food, maybe send 3 or 4 turns worth? So long as we can spare it.>Tech - Ways to keep time to make us more efficient. If OP allows it, maybe we could gain another action?
>>26040662Seconding this.>Captcha: itsbst appearsThat's a bit foreboding
>>26040716we gain actions with population size, according to OP
>>26040779I know. I was just thinking that maybe we could do that for an added bonus. If not, oh well. Just an idea.
>>26040662i like this idea
>>26040662Right, I forgot food, but like 4-5 turns worth shouldnt put too much strain on our system.
>>26040662also send the one who can muffle sound, it could become useful and have him teach the other gnomes that are going with him
>>26040558Population is set to increase in a couple of turns when the women give birth, and gnomes grow to adulthood in about two months, out of necessity on their hell-world. Saving the Gnomes kept hostage by the Skull-Biters is also a way to increase your population, or saving Gnome captives anywhere (these days, most Gnomes are kept as slaves/whores by Goblins and Bugbears). Ardghal heads up to the ruins with Zapson and four very heavily armed and armored Gnomes. (once there you will be controlling their adventure along with the Dreman clan as time goes on, though hopefully they aren't gone for more than ten days).Meanwhile the Gnomes work on their math skills to develop a calendar and time system. Is there nothing their brains can't manage? Gnomes now get two actions due to increased productivity and understanding of the abstract concept of time. Population: 26m/20f Magic: Minor quietingWeapons: Sharp sticks, stone slings, toothed spearsHeroes: Zapson Hextech, ArdghalFood: Steady supplyWhat will you do? >Hunt>Tech>Weapons>Magic>Upgrade Settlement>Explore>[other]
>>26041027WeaponsMagicif we're going to be fighting goblins anytime soon i want to be prepared
>>26040992>>26041014All Gnomes can muffle their sound significantly using magic now. I will amend the action so that they take a barrel of mushrooms with them, which is carried on one of the Gnome's backs. It will feed them all for three days.
>>26041027Study magicUpgrade settlement: Let's fortify the entrances and exits to our warrens some more.
>>26041140with traps like a net covered by leaves over a spike hole
>>26041027>Weapons - Ranged>Upgrade Settlement - Entry fortification
>>26041027upgrade settlement: have a area specifically for cultivating mushrooms, make the entrance as hidden as possible, emergency exits, and start digging crude mining shafts.tech: specifically tools, hammers, axes, pickaxes and such
>>26041176I vote in support of this.
>>26041027The Gnomes at home get down to business fortifying the warrens. They hatch the entrance so the people can't stumble in accidentally, anymore. Along with this, some spike traps are placed near the entrance. Many Gnomes also begin designing new weapons, specifically the axe. Using stones from the warren, and strong petrified wood and bones, they are able to craft axes good for fighting and cutting. Population: 26m/20f Magic: Minor quietingWeapons: Sharp sticks, stone slings, toothed spearsHeroes: Zapson Hextech, ArdghalFood: Steady supplyWhat will you do? >Hunt>Tech>Weapons>Magic>Upgrade Settlement>Explore>[other]>elsewhereThe party arrives at the enormous stone gates of Ush Tor Vek, locked and sealed for centuries. It takes some effort, but they are pushed open, giving way to an enormous corridor that leads to the main atriium. It goes down 6 stories with stairways across the walls and doors leading to large rooms that circle around each level. Ardghal agrees to follow Zapson's lead. Which floor should be investigated first? >1 (the nearest, closest) >2>3>4>5>6 (being at the bottom) After this you will have several turns as the adventuring party, because each action won't take a full ten days.
>>26041467Study magic;Research tools;1
>>26041467>Weapons - Ranged>Magic - Runes - Electricity>1
>>26041467>First floor >Tech, we're super smart gnomes>Can we get a think tank of our brightest gnomes to focus on inventing
>>26041467Other???/Upgrade???/Explore??? (not sure which category this falls under): Burrow deeper into the mountain, in anticipation of needing to make more space for the new brood of baby gnomesResearch: ToolsExplore Floor 1
>>26041467find poisonmake blow-dartsfloor one(nothing that can explode yet i can't live up to my name)
Hey, OPFrom the filenames, it seems you have your shit together, how long did it take you to get this whole multi-world setting ready for this thread
>>26041467Tech. Upgrade settlement with a tech lab and testing area1
>>26041467The Dreman Gnomes begin experimenting with technology and magic. They soon master the mystic art of silence, which will soon be invaluable with all the crying babies about to be crowding the place. In the way of technology, the axes are studied more and variations are made. Pickaxes are created, which will also make fine weapons. Throwing axes and tomahawks are also designed, using heavier stone to make sure they lodge in their victims. These will be more deadly than the Gnome's stone slings. Population: 26m/20f Magic: SilenceWeapons: Sharp sticks, stone slings, toothed spears, tomahawks, war picks, axes, Patchwork armorTech: Tunnel architecture, mushroom cultivation, pickaxes, axesHeroes: Zapson Hextech, ArdghalFood: Steady supply>Ursh Tor VekThe party wanders the first floor, quickly deducing the nearer structures to be guard posts and offices, and guard barracks. Farther back are the barren remains of what once must have been a market. As they enter the market however, the Gnomes are beset by two large white monitor lizards with no eyes. Ardghal warns that these lizards, blindmaws, are common in the dark of the ruins but are sensitive to heat. Using a torch he keeps them at bay, and though they are nearly three times the size of a gnome they are quickly dispatched in their fear. In the market there is little of value aside from all of the metal trinkets. One stall has many rusted metal swords of peculiar and ancient design. Another has many tattered fabric robes and tunics which had long lost their luster and value. >Search the market more>Search the guardhouses>Go to another floor
>>26041944Search the market some more
>>26041979do this we might find a map or something
>>26041733I've had this setting for almost a year. It's really great for fantasy campaigns. It allows me to have tons of characters, conflicts, and a lot of travel. I also love getting to explore different terrains. A deathworld, a planet of mostly desert ruled over by genies and rakshasa that live in giant ziggurats, a world that is 80% water and locked in a colonization race between sea elves and humans trying to grab the last few unexplored islands... it's definitely a keeper. I'm interested to see where the Gnomes of this game end up.
>>26041944guardhouse, there may me more weapons/armor and stuff
>>26041944Gotta go guard house
>>26042017I would love to see this, links at all or something?
>>26042051No links, but if you have an email address I can send you my notes and written out lore. It has its own list of deities, some major cities, and a ton of characters. I've also got copious notes on the different worlds and their various regions.
it seems that the dwarf knows a bit about this place, perhaps we could ask him about areas of interest.
>>26041944The group heads back to the guard house. The few weapons and pieces of armor here are of little use in their disrepair. A keyring is found on a desk, next to a stone tablet map. The keys are designated, one for each floor for each guard station and a few other things. This keyring only has the keys for the first three floors. The floors are all divided into two sections. The tablet also mentions another section of the ruins accessed through the guard's section of the 4th floor.>1st: market/guardhouses >2nd: training grounds and arena/guardhouses>3rd: soldier barracks/armory>4th: residential area/guardhouses>4th second section: main guard barracks/prison and mines>5th: noble residential area/temple>6th: Dwarven courtroom/treasury>What will they do now?>Search the market again>Go to another floor
>>26042246Lets go to the 6th floor and get to the treasury
>>26042246To the armory!
>>26042246Check 5th floor for more runic enchanted gear
2: perhaps we can learn a bit about how to train our own forces.
>>26042246Search market then head to the second floor.
>>26042246Barracks, then training grounds, we need to become a proud gnome militia
>>26042246>3rd: ArmouryOnce we get finished here, could we take it over and fortify it? Maybe live side by side with the dwarves?
how many days left of rations do we have? we may need to have a second trip
>>26042246I also say 3rd.
>>26042338We haven't even gone through a day's rations yet. Meat was also taken from the blindmaws, and stuffed in with the dried mushrooms. >>26042343This would be a livable space, with only the occasional blind lizard which is afraid of heat above what it detects as edible. There are no dwarves here, however. Ardghal is an adventurer, and the technology and artifacts recovered in these old ruins pays well. Only a few Dwarven cities remain operational as most were overrun, evacuated, sealed, and forgotten. The Gnomes used to live in the forests but had to retreat underground, and even then most of them were killed, eaten, or enslaved. Such is life on Avarrak.
>>26042426perhaps we could use this place as a home. and use the other place as a backup in case we have to evacuate, perhaps leaving a handful of gnomes for upkeep
>>26042343I like the sound of this. We'd have to eradicate the blindmaws, though, or perhaps keep a series of torches constantly burning to keep them from attacking us or venturing into our living space.However, I'm wondering what the dwarves will think if we decide to just shack up in what is basically their ancestral territory.
>>26042426I think the Gnomes could learn much from the ancient Dwarven technology and artifacts. It would be a nice starting point for our rising civilisation. But, of course, one step at a time.
>>26042498Maybe we could domesticate the blindmaws. We could ride them into battle! Hazah!!! Haha. Except their heat vision wouldn't work well outside during the day. Maybe night raids?
>>26042498>>26042549only if they have eyes, if they don't then we could put armor on them and they will have less weak spots>>26042261if we are going to take this place over then i say skip to the good stuff
>>26042549I'm not as worried about the blindmaw infestation as I am worried about the Dwarves' reaction. We're trying to ally with them and get their support against the Goblin tribes. How would it look if we decided to annex an abandoned, albeit culturally and historically Dwarven city and turn it into our fortress? Who's to say that Ardghal is the only Dwarven adventurer that comes through here looking to scavenge goods?
>>26042599I don't think we have the gnome power to effectively live and fortify this structure. Add to that the site being of some importance to the dwarves, and this wont end well
>>26042426The real problem probably isnt blindmaws. What actually drove out the dwarves?
>>26042622This is exactly what I'm trying to say. It sounds like a good idea, but perhaps we should have this conversation with Ardghal another time, when we are closer friends and have proven our alliance with the Dwarves through battle against the goblins.>>26042664I didn't even consider that. There's got to be something much worse than blind lizards lurking within this tower.
>>26042664I figured we would probably have to deal with that at level 6.>>26042690Like I said before, if we do take it over, we could share it with the Dwarves.
>>26042246The party makes its way to the armory directly, hoping to secure some decent weaponry. It takes a few hours, and a break to munch on some shrooms and rest, but eventually they arrive at the armory. Their third floor key opens the way, and within they find quite a lot. Many suits of rusted and ruined Dwarven armor, but a handful of things remained in good repair. A couple of warhammers too heavy for a Gnome to use, but in particular a stone box in the back containing what Ardghal called a 'gun'. These weapons were once commonplace to the Gnomes and Dwarves who invented them. The technology was all but lost during the fall, but sometimes one of the weapons is recovered in working condition. Also in the box were 9 iron balls half the size of Zapson's hand. The gun was usable to him though, if a bit heavy. There are a few tablets detailing orders to defend the residential areas during attack and send platoons up the stairs and to help on the 4th floor. The orders give instructions to ignore the 5th and 6th floors, because they were perfectly safe, apparently. A key in the desk of the registrar's room to the front is designated to the courtroom. >What will they do now?>Go to another floor>Search the barracks>leave
>>26042777Search the barracks. Perhaps it'll have some nice loot
>>26042777Search barracks some more
>>26042599search the barracks, we need gnome sized guns
>>26042777>Go to 1st floor
>>26042777>Search the barrack
>>26042777The barracks are completely empty of life, several chests and footlockers are searched to find rusted equipment, but also a decent amount of gold. This is split with half going to Zapson and half to Ardghal, who mutters gleefully about whores and ale. Each of them receive 43 gold pieces. Zapson has never even seen gold, but recognizes its value in how Ardghal treats it. A tablet on the desk of a captain detail an apology from the arbiter for scalding him during an altercation, and promises a dispatch of herbs to help heal the burns to his face and arms. What do now?>Go to another floor>Leave
>>26042777Take the gun with us, if possible and if Ardghal hasn't already claimed it. If it was once commonplace to us, perhaps we can relearn how to create one.Let's search the barracks, too.
>>260429836th floor treasury
>>26042983See if we could find these herbs, they may be useful to us.If they're dried out, knowing where the dwarves got them would be helpful too.
>>26042983go to floor 4perhaps lern about the herb
>>26042983Go to another floor. Let's check out the noble area on the fifth floor, since that's apparently "safe" and is the only floor that sounds as though it may have valuables besides the treasury.
For the record, the Dwarves are no longer a unified people. After the fall, many left Avarrak to become wanderers, adventurers, and hermits. Those that stayed were either slaughtered by bugbears, goblins, bullywugs, dinosaurs, or other creatures OR they locked themselves away at the bottoms of mountains. This one in particular truly has been forsaken, and if you endeavor to inhabit Ursh Tor Vek you don't have to be afraid of retaliation from other Dwarves. It will be remarkable if you even make contact with an actual Dwarven city that is still in use by Dwarves instead of Goblins.
>>26042983>4th - Second Section: Main Guard Barracks
>>26043043Safe sounds like filled with traps
>>26042983From this point onwards our lives have only one purpose, that pupose is guntech.Go to floor four... where a lot of things went down.
>>26043062Sounds like we might be able to migrate here. How does this sound: Let's explore the building more thoroughly and come back here later with a war party to at least clear out the lower levels before moving the females and children in.
>>26042085I'd like to see your written out lore too. This seems like an awesome fantasy setting. Emails in the field if you don't mind.
>>26042085its in the field
>>26043043it's settled then we inhabit Ursh Tor Vek.it is safe and large with plenty of tech to learn from.
>>26042983lets do a quick search of all the floors we can enter then do >>26043116
>>26043168We don't quite know if it's "safe" yet. We haven't checked every floor, and some pretty bad shit apparently went down here if it's abandoned and if the guardsmen were requesting help. Let's explore some more before we commit to moving here.
Also, I propose we rename Ursh Tor Vek to something more... Gnomish when we end up moving there.
>>26042983The party heads down a flight of stairs to the fourth floor. Zapson keeps his pistol ready as they step ever scores of Dwarven skeletons. There are also remains of Hobgoblins and Goblins strewn about in great numbers. Searching this area for some time it is revealed that the Goblins tunneled in through the prison mines and overran the main guard post before the soldiers had even armed themselves, and stormed south to take the temple or treasury, as there were no bodies in the upper floors. Presumably the survivors fled or were enslaved, or much more likely eaten. The residential area is mostly half destroyed homes, with pieces of Dwarf remains in piles within some of them. One careless Gnome straggles behind the group and a Blindmaw sprints in with lightning speed and eats him. The others light their torches and stay closer together from here on out. What do now?>Go to another floor>Leave
>>26043239Let's decide this when and if we move there so as to not halt the thread too much.So far I'm leaning toward "New (Name of Ancient Powerful Gnome Civilization or Capital)" as that seems like a neutral choice and could probably comfortably fit into OP's lore, if he chooses to include any of this stuff.>>26043247Scavenge any valuables we may be able to find from the corpses, then proceed to the top floor.
>>26043247I can't see why not?>5th: Noble Residential Area
>>26043247Lets go to the treasury floor?
What floors have been searched so far? Meanwhile at home:>magic
Lets get to the 6th floor and search the treasury
>>26043355It's only been a few days at most. Each turn is 10 days. He is letting us "micro-manage" this since it won't take ten days to get to another floor.
>>26043318If we actually fire a gun in here we should call it the Halls of Thunder.
>>26043430Oh, this is a lovely idea.
>>26043216gnomans landpronounced no mans land
>>26043247The 5th floor it is. Heading down, the Gnomes meet little resistance and find that the noble quarter is locked and they lack a key, but the temple is open. Ardghal recognizes it as a temple to Krissus, the God of justice, law, order, and boring things like math. The Dwarves worshipped him before hubris overtook them. They were once a people of order, and with the Gnome's as their scientific brothers they flourished. We know of course, how that ended. The temple is largely empty except for a sword on the dais. It is labeled, in Dwarven, 'Anticipation of Justice'. The magic within it is foreign to even the well travelled Ardghal, but it fits comfortably in Gnomish hands. There is much silver and gold recovered, with Ardghal keeping all of the silver in return for letting Zapson take the sword, and both of them receiving 61 gold pieces, totally 104 each. What do now? >Go to another floor>Leave
>>26043545Look for more signs of dwarf-gnome fellowship, perhaps using this to convince any other dwarfs we should ally together.
>>26043545Good thing Gnomes and Dwarves are almost the same size.
>>26043545Gotta get the to 6th
>>26043404Okay, roger that. I agree we search for more Gnome-Dwarf Fellowship
>>26043545The sixth floor.... as long as one of us survives our community stands to profit.
>>26043597>>26043640How about asking Ardghal to escort a Gnomish emissary to Dwarven lands to return the sword to a Dwarven leader as a token of friendship and to cement the alliance.>>26043545>>26043545Let's proceed to the sixth floor.
>>26043545>6th: Dwarven Courtroom
>>26043697I could be wrong, but I think he's a loner. Besides, we kind of paid for the sword with silver.
>>26043697Would our Gnomes be well equipped enough for that kind of hump?>fuck it sixth floor
>>26043735Oops, missed that part. Alright, if we find anything else, we'll return it to Dwarven lands, if there are any.
>>26043545On the sixth and bottom floor there is only one tremendous door, leading to the courtroom. Zapson cautiously unlocks the great stone doors and they recede into the walls, and a roar louder than all the thunder of the sky is let out. Before them, in a courtroom of many broken and swept aside pews is a great brass dragon made of pipes and steam gauges and cogs and gears. "I am Aranax! Arbiter of Ursh Tor Vek, emissary of Justice, ordained champion of Krissus, dragon of science! Who dares disturb the tomb of order?! Who dares disturb the courtroom of Aranax, judge of the underkeep?!?!" >Who dares disturb Aranax?
>>26043545Also I say the dwarves got it wrong. We are clearly in a temple to a Gnomish diety of order (through rigourous methodical application of science) and maths.
>>26043832>Zapson Hextech reveals Anticipation of Justice"Zapson Hextech of the Dremanites."
>>26037712Just...just going to point out that Vampire is LITTLE broken.
>>26043832Zapson Hextech of the Dremanitesperhaps give the dragon the sword as a token of good will
>>26043832Those for whom the light of knowledge is the only light! A seeker of truth stands before you with Anticipation of Justice!
>>26043990I like this.
>>26043832"Zapson Hextech of the Dremanites, searcher of knowledge, leader of his people, friend to dwarfs, killer of goblin. we didn't know that this city was still claimed we are searching for knowledge of the past so that we can be greater in the future. here is a sword we found if you want it you can have it all we ask is the ability to settle in the higher floors."
>>26044040so much thiscaptcha: movedica science
>>26043921agreedthough he might get pissed at us for stealing an artifact...Ardghal better speak some proper dwarvish to this behemoth...
>>26043832Zapson Hextech, seeker of knowledge, keeper of wisdom and friend of dwarves, my lord
>>26043832"Zapson Hextech, leader of the Dermanites! I brandish the Anticipation of Justice! We mean you no dishonor!" Zapson replies. Aranax cocks his mighty head to the side. "A Gnome? I thought they ceased to be. I was built by the Gnomes long ago, as a gift to the Dwarven people. I served as protector, and eventually as arbiter of this place. But when the Gods struck down upon the haughty Dwarves, and they fled from their old homes... I was left here. I was left to languish in the courtroom I once oversaw. Whatever your business, you will be tested. Krissus is fond of puzzles, and I am fond of words. You have one try at this or I will take one of your number. Then you will be tested again until you succeed. I carry the weight of sinners,I catch them as they fall.Yet never are they thankful,When their descent is stalled.What am I?">What is he? (Please don't cheat, if none of the first three responses get it you fail the first riddle, I'm giving you 4 minutes. Please don't cheat)
>>26044134A hangmans noose
>>26044134http://www.youtube.com/watch?v=SVW6SH2bjYQ A helicopter?(Not an actual answer but it seems appropriate)
>>26044134We should ask it a riddle now. Bilbo style.
>>26044178>>26044169Thirding, if that matters.
>>26044169Got itWriting update now.
>>26044217sadly i'm starting to pass out so if this is still here in the morning i will continue (if i sleep as late as yesterday i will play for an hour before class)
>>26044134The great dragon chuckles a deep guttural laugh and much steam escapes from his various pipes. "A sharp mind you have, Hextech." He thunders, "It will serve you well. You are a child of this mountain, and I sense in you a great will to do the right thing in this world. You are a leader, a keeper of justice yourself. You may keep the sword, in you hands it may do good once more. You are free to search the treasury behind me, many of the items within were taken when the cowardly Dwarves fled, but some of the relics of your ancestors remain there, resting. I will take this opportunity to escape this tomb, and take flight once more! I will return each night, at dusk, and leave at dawn to travel this world by the winds. Thank you for freeing me, Zapson Hextech. I name you honorary judiciar of Krissus, and the new arbiter of this court!" >What do now?>Leave>Check for loot in the treasury (I'll roll to decide how many things you find) >Ask Aranax something before he goes
>>26044442Ask Aranax if he might scout the surrounding area and make it available to you upon his nightly returns. It would serve you will in bringing order to the realm, after all. The vicious goblins and bugbears are chaotic in nature and are a blight upon the land.
>>26044442I think we can safely assume we have Aranax's permission to live here.Let's check the treasury, load up on whatever we find, give Ardghal our farewell, and then head back to the warrens.
>>26044442Ask aranax about the history of our people, what happened to them, the knowledge he holds. Loot treasure after.
>>26044442Ask Aranax if he knows about the ancient art of Magic Scribing (ya know, that lost dwarvish science?)He might remember much of it or know where some archives on it are held.
>>26044566and loot the treasure. All of it.
>>26044566I'll change my vote to this, actually.After this, we can do the stuff I previously described.
>>26044566Oooh. Yes. I have a good idea for runes. Might the dragon be will to educate us in the ancient Gnomish and Dwarven ways?
>>26044442Before he takes wing, Zapson asks a few things of Aranax. He first asks if the dragon could report the local surroundings upon his return, if Zapson is here to listen. Aranax agrees. Next he asks about the history and end of the Gnomish society. Aranax knows little of this from his courtroom, but knows that the Gnomes once lived in metal cities in the forest, and assumes these would all have been overrun and destroyed by the Goblins, Raptors, Bullywugs, and other nasty creatures unleashed by Horux. Lastly when asked about the magic of runes, Aranax explains that the science of runes belongs to only the dwarves. A text remains in the treasury, but it is very very long and written in Dwarven. It may take many months before anything of it is learned at all. Rune magic however, was particularly focused on physics. It had an affect on vectors, newtons, and gravity. He agrees to teach Dwarven to a Gnome or all of the Gnomes if they wish, but that alone will take at least two weeks of study. Afterwards the group loots the armory, recovering a staff, a box covered in runes, the book for Aranax, a peculiar pickaxe, and an old Dwarven sword that Ardghal claims as his own.
>>26044714I will start a new thread after this. What do?>Return home with loot>Send one scout back homeAlso, 13 Gnomish babies were born. They will reach maturity in about a month and a half. Population: 32m/26fMagic: SilenceWeapons: Sharp sticks, stone slings, toothed spearsHeroes: Zapson Hextech, ArdghalFood: Steady supplyWhat will you do? >Hunt>Tech>Weapons>Magic>Upgrade Settlement>Explore>[other]
>>26044766Lets bring our group back to the burrow to study the loot
>>26044714Pepare to move our people to thier new home
>>26044714I think our chief inventor gnomes should know it for sure. Send 2 scouts back, dont want one getting nomed by the blind hunters.I still like the recerching tech option, you never know what might come up. Focus should be on military, such as unit tactics, ambushes and traps.
>>26044766Let's see if Aranax would be willing to get us back to our den. Maybe even ferry out people to this stronghold.Either way we need to start getting our people here. It's safer to a degree (once the lizards are dealt with)Lets see id Ardghal would be will to stay with us in return for access to the book on runes and sanctuary.
>>26044714teach all the gnomes, if only one knows, it onlu takes one death for the knowledge to be lost forever.
>>26044714>Return with loot. Offer a permanent place for Ardghal in Gnomish society.This >>26044825
>>26044825Aslo seconding Faust here
>>26044766Return with lootExplore
>>26044766Also, out of curiosity, is there a specific set of rules for civ quest?
>>26044825Agreeing with this
>>26044766New thread here >>26045111
>>26044967No, everyone has their own way of running it
Can someone archive this?