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The Races of Admor:

Admor is currently populated by “Tier 1” races. That is, nothing “extraplanar”, inherently magical, demonic, angelic, summoned, created, etc. Just the basic races. If the one you want isn't on the list, ask, it may be allowed.

Aerfolk: Age 75 SA: Flight, arcane magic affinity. Short Fragile. Popgrow 3%

Dwarves: Age 150 SA:Craftsmen. Cooperative. Quarrelsome. Short. Popgrow 2%

Elves:Age 150 SA nature affinity. Diminished stature. PopGrow 2%

Faery: Age 1000 SA: Fey Magic Affinity. Small to tiny. Popgrow:*

Gnomes: Age 100 SA: Illusion Magic Affinity. Short: Popgrow 3%

Gnolls:Age 35 SA Enhanced movement speed, tracking scent. Quarrelsome. Popgrow 8%

Goblins: Age 30* SA: Industrious, cooperative, quarrelsome. Ravenous appetite. High metabolism. Limited darkvision. Sunlight allergy. Nightvision. Diminished height. Physically weak. Crafty. Low Morale in absence of Alpha. Popgrow 12% *an alpha's age is extended if he overeats.

Halflings:Age 85 SA:Optimistic, Cooperative. Stealthy. Popgrow 3%

Humans: Age 50 Special Ability: adopt technology Popgrow 6% annually.

Kobold: Age 60 SA:variable metabolism, can hibernate. Natural armor, scales. Affinity fire magic. Popgrow 3% (eggs)

Lizardfolk: Age 100 SA: Slow Metabolism (reptile) Hardy. Popgrow 3% (eggs)

Merfolk: Age 200 SA: Breathe water. Affinity Water Magic. Popgrow 1% (rare eggs)

Ogre: Age 100 SA: Strong. Hardy. Dumb. Efficient metablolism. Popgrow 2%

Ork: Age 35 SA: Hardy. Industrious. Quarrelsome. Sunlight Allergy. minor darkvision. Night Vision. Popgrow 7%

Serpentfolk: Age 250 SA: Slow Metabolism Affinity Charm Magic Darkvision 15' Venemous bite. Solitary. Territorial. Popgrow 1% (rare eggs)

Each player will begin the game with pop 100. You'll “spawn” in a hex very hospitable to your species. You'll be able to survive there even if you do not build shelter. You're either tolerant to the elements, or there are natural features in the hex for living in.

Fog of war is in effect, if you haven't been there. You don't know it exists. A magical fog covers the face of the planet, and when it recedes, everyone is present and all ecosystems are running and we find ourselves at turn 0.25. We're going to go in seasons for now.

When your people spawn, they have all the knowledge to survive in their home hex, in the stone age. Although they don't know how to build shelters, there are members of each group that “know how to do things”. Bob knows how to start fires, Linda can find edible mushrooms, Frank can tap out a funky beat on a log, Wilma knows how to smack rocks together and make ax heads, etc.

Chat: https://discord.gg/Ytqbf
>>
>>1175905 (You)
Guess I'll just post this hear then.
>jumped it to here:

Turn 7 Year 1.75
Fruit-time 2
Belegorn Tribe
Elves
Pop: 100+2%
Passive Development: T1-Ceramics(194/500), T1-Bows(307/500), T1-Treehousing(52/500)

>Train elves and animal friends to work together for mutual benefit.(24)

with a 24 roll you aren't having wholesale success, but you are making headway. The emerald crows have still allowed you only to be observed. When you start trying to invert the relationship, the birds always fly off. You've still not found a roosting site or any evidence that they “exist” in the wild, other than you see them watching your people, and you see them fly off when you get boring, or too inquisitive.

>Learn the language of the animals(81)

Regular animals, as such, don't have language as we understand it. Crows, as it turns out have names, within their families each bird has a distinctive call I believe I read somewhere.... You have commenced Animal Lore T1 162/500. Your people have identified warning and territorial calls for all animals, and food beckoning calls for most. At full mastery, your people will be budding rangers.

>Passives: Spend all 100 on Ceramics

Passive Development: T1-Ceramics(294/500), T1-Bows(307/500), T1-Treehousing(52/500)
>>
>>1184094
"no evidence of them in the wild"

I take that back, you do find poo....
>>
>>1179175
Turn 7 Year 1.75 (Winter)
Elves: Aritu Clan
Pop: 102 (two infants) +2%
>Progress:
Woodworking T1: 233/500
Stealth T2 - 83/1000
Herbalism T1 - 2/500

>I think I'm a turn behind?
you weren't but i'll roll it forward
Herbalism(27)

Herbalism(64)

Passive Herbalism(48)

Progress:
Woodworking T1: 390/500 (233+88+19+50=390 check my math)
Nature Magic T1 – 83/1000
Herbalism T1 - 2/500 (2+54+128+48+50(half ur passives u forgot)279/500

Your people are discovering a variety of plants that are useful in some way, taste funny and cause you to suspect they have properties. Time will work out the bugs.
>>
crap ^^^^^^^ 1.75 and FALL y'all
>>
Rolled 61, 21, 26, 51 = 159 (4d100)

>>1184098
Fey:Lead by oberon
Pop:100 with one infant
Fey magic T1 moving to T2
I missed some turns
>Turn 6
All into fey magic
>Turn 7
All into fey magic

Magic for days.
>>
Rolled 71, 71 = 142 (2d100)

1st Limestone (Turn 1.75, Fall)
The Dwarves of Kinmelbil
Settlements: Uthargeshud (First Fortress)
Leader: Urist the First
Population: 100 +2 infants +2%
Specialties: Craftsmen
Buildings: Stacked stone living quarters
Technology: Masterwork stone tools, pottery, brewing, kegs
In progress:
T1 written language (182/500)
T1 Cordage (crude) (234/500)
The Wheel (236/500)
Farming (294/500)
Trap Making T1 (16/500)

"Farming is important, we need ta keep workin' on our methods while the sun is still warm. Just harvest what ye have for now and we'll make do."

>Action: Actively research farming (Progress: 294/500)

"No, no, no, those wheels are far too square! Let's try to chisel 'em a bit better so they're up ta Dwarven standards."

>Action: Actively research the wheel (Progress: 236/500)

>Passive action (take 50): T1 Cordage (crude) (Progress: 234/500)
>Passive action (take 50): T1 Written Language (Progress: 182/500)
>>
>>1179019

oops, this should be year 1.5
>>
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Rolled 29, 94 = 123 (2d100)

Year 1.75
Goblins
Pop:106

>Gretix Mentorix proves to his fellow Gobbs the power of his ideals with a display of will and power.
Gretix has noticed that those who follow him still keep to their old lifestyle, but just eat much less. This is not at all what he was trying to teach them, he only wished for less aggressive eating all the time and wanted for his fellows to use meditation as a way to control their hunger, not use it to defend against aggressive mates. His uncharacteristic yelling has brought a crowd, coming to see what the fuss is. Still mad, but knowing that if they are to learn anything then they need a demonstration. He points out one of the larger and more feral Gobbs, one who fathered 2 of the 10 children from unwilling mates. Gretix says he will show them what his control of his pain has given him, and tells the large Gobb, Katenixis Hrexx to fight him, Katentix agrees, for he is all too eager to show that he is better than a puny bone skin.
-My roll will determine whether or not Gretix wins the fight against Katentix, theres also the idea of a idealogical win? Where katentix easily overpowers Gretix, but is incapable of making him admit defeat, showing that Gretix is the one in true control.

>Frax Mechanicus finds a use for the strange material found in the mushroom forest. Begin working on Trap-making?
Frax was messing about with some stones, when she noticed a couple of gobbs lazing in a small alcove. Gobbs lazing about was nothing new, but they were lazing ABOVE the ground, suspended on a strange white material. Frax did the polite thing by asking about it first before clonking the owner over the head with a rock and running of with the strange material. Apparently it was from the strange place they had found outside, filled with wrigglers and huge flyers that tried to catch you for supper. Frax saw one of the gobbs she had run from rushing towards her, and threw the material at him. He got tangled and tripped, entangling himself even more and getting stuck. After smacking this one over the head, Frax took him and the material to her own little alcove that branched of the Rune Tunnel. She had a nice little idea, and she would need someone to help her with it.

Passive Actions:
>Taking 50 on T1 Tool Development 247/500
>Taking 50 on T1 Written Language 263/500

Still waiting on my turn year 1.5
>>
>>1184523
Turn 7 Year 1.75
Fey: Lead by oberon

Pop:100 (you have no infants, it came out cute as a bug, and not much bigger, but that didn't last long. It was flying and talking within weeks!

Fey magic T1 moving to T2
I missed some turns
>Turn 6
All into fey magic
>Turn 7
All into fey magic

Had to dig back and calculate in passives...

You have mastered Fey MagicT1. All fae folk are actively in on this and happy with their tiny magical powers. I'll have to put some thought into what exactly your abilities are at T1. I'll make a list for you.

You are currently 896/1000 for Fey Magic T2.
>>
>>1184659
1st Limestone (Turn 1.75, Fall)
The Dwarves of Kinmelbil
Population: 100 +2 infants +2%

"Farming is important, we need ta keep workin' on our methods while the sun is still warm. Just harvest what ye have for now and we'll make do."

>Action: Actively research farming (Progress: 294/500) rolled 71
"No, no, no, those wheels are far too square! Let's try to chisel 'em a bit better so they're up ta Dwarven standards."

Your fields are shaping up nicely. Next year you'll produce twice the grain you require. Other fruits and vegetables are included in Agriculture T1

>Action: Actively research the wheel (Progress: 236/500) rolled 71

Your weels are nice and round, you have carts n all, but until you hit 500, you have reliability issues, etc.

>Passive action (take 50): T1 Cordage (crude) (Progress: 234/500) 284
>Passive action (take 50): T1 Written Language (Progress: 182/500) 232
Agriculture (Dwarven) T1 (433/500).
Wheel (378/500)
T1 Cordage (crude) (Progress: 284/500)
T1 Written Language (Progress: 232/500)
>>
Turn 7 Year 1.75
Yuan-Ti

Active Actions:
>Study Jungle Plants
Anything from poisons to psychedelics to medication. Time to get the jungle herbalism going.

1. >Double Down on Studying Jungle Plants
Herbalism T1 232/500

Passive Actions:
>+29 to Improve Stone Tools 471/500 --- 500/500
>+9 to Meditate in Cave to Unlock Psionic Potential 491/500 --- 500/500
>+62 to T1 Inland/Coastal Water Craft 34/500: Dugout Canoes --- 100/500

Let me know if I've done the passives wrong somehow, if so go with a +50 to the first two.
>looks good to me. I see passives as what percentage of the population worked on those things, doesn't have to be two fifties.

Stone Tools T1 Complete. Your stone tools are complete. When we start thinking about metalworking, lets bear in mind that humans existed on Earth for about 385,000 years before they got around to it....

Psionics T1 Initiates. Your people are beginning to have psionic moments. We'll have to check out a table of powers to see what you can do with this.

Inland/Coastal Watercraft 100/500 Your dugouts are sublime, although I wonder if you paddle them or just hang a tail over and undulate... or swim and push/pull them with supplies in them... all of the above probably. You can leave it at 100 and have dugouts or head for 500 and develop other types as well.
>>
>>1179019 from old thread
Goblins
Pop: 106
Turn 7, year 1.75

>Language and alphabet grows due to name-calling and nicknames.
Some gobbs are throwing words around, trying to find a sound they really like, and find that -xis and -tix sounds fun. Nearly every gobb joins in with renaming themselves, leading to a week of much confusion and laughter at some of the ridiculous names.
-Gress the Bony was renamed by some children as Gretix Mentorix
-Frack renamed herself as Frax Machanicus

I'm going to take this as taking50 action for Written Language which =100 passive points.

>Gretix Mentorix continues his journey, preaching ideals of moderation and control of self.
Gretix decides to try and lead by example, but an extreme example. He eats very little when he goes fishing, giving the majority of what he doesn't eat to the 10 new arrivals. He meditates, controlling himself and empowering his mind.

Rolled a 4: Gretix wild ideas about goblin dietary requirements have led to some issues. As powerfully as wants it to be different, goblins are a hungry lot. Willpower alone, while admirable, lands Gretix on a hallucinatory experience. His darkvision has been suffering for some time, but here lately, he's taken to seeing and hearing things that others do not. Faces in the darkness. Whispering from the shadows. He is confident that he can push through it though and continues with his meditations and preachings. One the night in question, he opened his eyes, and seated across from him, with a staff across his knees, is another goblin. Well fed, but not fat. Large from food, but not soft from weak living of bullying lesser goblins to serve, hard from exercise, lean from hard work and determination.

Not sure if he's hallucinating, he asks Fax if she sees him. And she says yes. And both of you wonder who this 107th goblin is, and from where did he come. (what will you say)

Passive Actions:
Tool Development: 271/500
Written Language: 363/500
>>
Yes, I realize I just posted all turn 7's as turn 5... i'm an idiot


Turn 8 Below. Razzy, your turn 8 is above, you got ahead of us a litte bit. Your Turn 1.5 is here:
>>1179088

you put your 1.75 on the old thread. I've moved replied here:
>>1185427 is actually turn 8 year 2.0 for you
>>
>>1186763
Turn 8 Year 2.0
Branch-time 2
Belegorn Tribe
Pop: (Elves) 100+2% annually
Specialties: Nature Affinity
Skills/Knowledge: Animal Friends, T1-Herbalism
Tools/Tech: T1-Hide Canoes, Crude Pottery, Small Game Bows, Treehouses
Passive Development: T1-Ceramics(294/500), T1-Bows(307/500), T1-Treehousing(52/500)

>Improve Ceramics
It seems a little chilly this time and the branches of many trees are bare, giving the forest an austere, yet serene quality. However without anything but animal hides for covering, the tribe decides that now would be a good time to work on pottery and hang around the kilns.

>Improve Bows
Some are more restless however and find that they can knock the chill off with vigorous exercise. They begin using baskets for target practice with their bows. They also take the time around the fire to make small tweaks to improve their power and accuracy.
I know elves have hot and cold resistance, this is just fluff.

>Passives: All 100 on Treehousing/Woodwork

Meanwhile more paintings were made and the herb lore was documented on clay tiles.
>>
Rolled 91, 26 = 117 (2d100)

>>1189491
forgot to roll
>>
Rolled 76, 74 = 150 (2d100)

1st Moonstone (Turn 2, Fall)
The Dwarves of Kinmelbil
Settlements: Uthargeshud (First Fortress)
Leader: Urist the First
Population: 100 +2 infants +2%
Specialties: Craftsmen
Buildings: Stacked stone living quarters
Technology: Masterwork stone tools, pottery, brewing, kegs
In progress:
T1 written language (232/500)
T1 Cordage (crude) (284/500)
The Wheel (378/500)
Farming (433/500)
Trap Making T1 (16/500)

Urist looks upon the progress made by the wheel researchers. "Aye, yer gettin' better! Keep makin' that wheel rounder and try makin' it with different stuff too. Maybe wood, stone, whatever works!"

>Action: Continue researching the wheel

One night, Urist is visited by a strange dream. In it, the dwarves were locked in battle with massive beasts - gargantuan grey behemoths with big ears and long white tusks. The dwarves were suffering massive casualties until the dwarves' secret weapon was pulled out - a giant tube jutting from the mouth of a great stone head above the entrance to a fortress. A loud bang could be heard from the tube, and then everything was fire and red-hot stone. Urist knew that he had to get to work on this invention so that his kind may be saved from the grey menace. But first, the dwarves would need to control the forces of fire.

>Action: Research fire magic so that we can get a head start on building the magma cannon

>Passive action: Take 67 to complete the wheel
>Passive action: Spend the other 33 on cordage
>>
>>1189582

Should be Turn 2.0 Winter to clear things up
>>
Rolled 5, 89 = 94 (2d100)

>>1186587
https://docs.google.com/document/d/103xoBg81-X1ZsM9Y713jtLTqKMoEt2iX4X_6eI6e1wI/edit

Active Actions:
>Go to the caves to keep warm in the winter, refine the Psychic Empathy we have felt sparks of.
>Without ego, the mind soars free. Devolop Sense Life.
For those who have read Eragon, similar to when he was learning to open his mind.

Passive Actions:
+100 to Herbalism T0 232/500
>>
>>1189582

Shit and I meant farming for my first passive action
>>
>>1185427
Year 2.0 Turn 8
Goblins
Pop:106

-My roll will determine whether or not Gretix wins the fight against Katentix, theres also the idea of a idealogical win? Where katentix easily overpowers Gretix, but is incapable of making him admit defeat, showing that Gretix is the one in true control.

Your opponent bests you in physical combat (rolled 46 for his roll) But the fight is unspectacular, his “win” wasn't as obvious as the size difference would have indicated. You were not easily overpowered. Your message has resonated with most of your populace though. Rolled (97+76=173) for their reaction. Many goblins seem to be excited to find out that size isn't everything in a fight.

>Frax Mechanicus finds a use for the strange material found in the mushroom forest. Begin working on Trap-making?

Trap-making T1 188/500

Passive Actions:
>Taking 50 on T1 Tool Development 247/500 +50 = 297/500
>Taking 50 on T1 Written Language 263/500 +60 = 313/500
>>
>>1189491
Rolled 91, 26 = 117 (2d100)
>Improve Ceramics
It seems a little chilly this time and the branches of many trees are bare, giving the forest an austere, yet serene quality. However without anything but animal hides for covering, the tribe decides that now would be a good time to work on pottery and hang around the kilns.

>Pottery T1 294+182 = 476/500
>Improve Bows
Some are more restless however and find that they can knock the chill off with vigorous exercise. They begin using baskets for target practice with their bows. They also take the time around the fire to make small tweaks to improve their power and accuracy.
I know elves have hot and cold resistance, this is just fluff.

>Bow T1 359/500

>Passives: All 100 on Treehousing/Woodworking T1 advances to 152/500

Meanwhile more paintings were made and the herb lore was documented on clay tiles.
>>
>>1189582
(Turn 8, Year 2.0, Winter)
The Dwarves of Kinmelbil
Population: 100 +2 infants

T1 written language (232/500)
T1 Cordage (crude) (284/500)
The Wheel (378/500)
Farming (433/500)
Trap Making T1 (16/500)

Urist looks upon the progress made by the wheel researchers. "Aye, yer gettin' better! Keep makin' that wheel rounder and try makin' it with different stuff too. Maybe wood, stone, whatever works!"

Rolled 76, 74 = 150 (2d100)

>Action: Continue researching the wheel Wheel +152

One night, Urist is visited by a strange dream. In it, the dwarves were locked in battle with massive beasts - gargantuan grey behemoths with big ears and long white tusks. The dwarves were suffering massive casualties until the dwarves' secret weapon was pulled out - a giant tube jutting from the mouth of a great stone head above the entrance to a fortress. A loud bang could be heard from the tube, and then everything was fire and red-hot stone. Urist knew that he had to get to work on this invention so that his kind may be saved from the grey menace. But first, the dwarves would need to control the forces of fire.

>Action: Research fire magic so that we can get a head start on building the magma cannon

as dwarves lack magical affinity, this is a no go at this stage in your culture, Dwarves need to discover magic in order to focus on fire magic. Or alchemy even! Not trying to be obstructionist to your action, just making it make “sense”. The weapon you described actually wouldn't require magic, although it might seem magical to someone in the stone age... dream could have been flaming oil, the bang coulda been someone igniting the oil ;) Alchemy T1 148/500. We're going to need another angle to make magic users of the dwarves. It's going to take a more scholarly path whereas those with an “affinity” can “grok” their way into it.

>Passive action: Take 67 to complete T1 Agriculture. Done

>Passive action: Spend the other 33 on cordage T1 317/500 You have well-functioning ropes now, at 500 they'll be perfected enough to trust with your life climbing.
>>
>>1189663
Rolled 5, 89 = 94 (2d100)

>>1186587 (You)
https://docs.google.com/document/d/103xoBg81-X1ZsM9Y713jtLTqKMoEt2iX4X_6eI6e1wI/edit

Active Actions:
>Go to the caves to keep warm in the winter, refine the Psychic Empathy we have felt sparks of.

Your climate is tropical... your “winter” is rather agreeable for reptiles.

>Without ego, the mind soars free. Devolop Sense Life. Sense Life is T1 ability 178/500.

For those who have read Eragon, similar to when he was learning to open his mind.

Passive Actions:
+100 to Herbalism T0 232/500
>>
1st Granite (Year 2.25, Turn 9, Spring)
The Dwarves of Kinmelbil
Settlements: Uthargeshud (First Fortress)
Leader: Urist the First
Population: 100 +2 infants +2%
Specialties: Craftsmen
Buildings: Stacked stone living quarters
Technology: Masterwork stone tools, pottery, brewing, kegs, T1 agriculture, the wheel
In progress:
T1 written language (232/500)
T1 Cordage (crude) (317/500)
Trap Making T1 (16/500)
T1 Alchemy (148/500)

Urist kept having the same dream, with him facing down a great grey beast in a field of flames. Many of the dwarves don't believe him, saying the Dwarves' secret weapon of prophecy - Zirilsakrith - was just "lamp oil" or "fire". While he laughed off these accusations he knew deep inside that what he saw was prophecy. Torval, the genius craftsman, Helgi, the master brewer and Aelfric the great explorer joined him in his secret project and together they worked to unlock the secret behind defeating the grey demons. They worked hard in their labs on alchemic designs and sought a deeper connection to the Earth and Flame.

>Action: Actively research T1 Alchemy

To defeat the grey demons (or any other threat), Urist knew that they must call upon the powers of earth and fire to defeat their foes. Using the knowledge of pottery the dwarves began to construct a forge made of clay bricks to melt and make use of the metals they have found so far.

>Action: Build a forge

>Passive action: Take 50 on T1 Cordage
>Passive action: Take 50 on T1 Written Language
>>
Rolled 79, 18 = 97 (2d100)

Almost a day later and I realize I forgot my rolls
>>
>>1193047
no one else has posted so no worries
>>
Rolled 40, 18, 41, 41 = 140 (4d100)

>>1184096
Turn 8 Year 2 (Spring)
Elves: Aritu Clan
Pop: 104 (two infants) +2%
>Progress:
Woodworking T1: 390/500
Nature Magic - 83/1000
Herbalism T1 - 279/500

Herbalism

Woodworking

Passive: Woodworking
Passive: Herbalism
>>
Rolled 52, 62 = 114 (2d100)

>>1193334
>Turn 8
Look for a queen to rule beside me.

And study more fey magic.

I'll also put all 99 of my passive points into it


Currently at 896/1000 needed for fey magic T2
>>
Rolled 5, 67 = 72 (2d100)

>>1193334
Turn 9 Year 2.25
Bloom-time 3
Belegorn Tribe
Pop: (Elves) 100+2% annually
Specialties: Nature Affinity
Skills/Knowledge: Animal Friends, T1-Herbalism
Tools/Tech: T1-Hide Canoes, Pottery, Small Game Bows, Treehouses
Passive Development: T1-Ceramics(476/500), T1-Bows(359/500), T1-Treehousing(152/500), T1-Animal Lore (162/500)

>Work on Animal Training again. (got 24 last time)
Teach the wolves and hunters to synchronize their hunting tactics, while rope harnesses are made to assist in riding the deer/elk. Also, the birds continue to help the foragers find food and keep lookout. And the snapdragons keep watch around camp, eat bugs and manage the fires. Meanwhile, with the return of the otters, the fishermen and otters learn to work towards a common goal. The more fish they gather together, the quicker they can take the rest of the day off and play in the water.

>Investigate the green crows
After spending a few months pondering the elusive emerald birds and wondering how they can learn more about them, the elves realize the obvious. Simply examining the birds’ droppings would give them valuable insight into what they eat, and therefore, where they come from and how they live. Perhaps this technique could also be applied to other creatures.

>Passives: 24 to finish T1-Ceramics and 76 on Animal Lore

Since our young aren't old enough to count into the working population, I'm keeping track of them separately.
>>
>>1191735
Turn 9 Year 2.25 Spring

The Dwarves of Kinmelbil
Population: 104 +2 infants and +2 toddlers
In progress:
T1 written language (232/500)
T1 Cordage (crude) (317/500)
Trap Making T1 (16/500)
T1 Alchemy (148/500)

Rolled 79, 18 = 97 (2d100)

A good leader with a prophetic vision would laugh off being laughed off.... after all, the proof will arrive eventually, and then they will owe you ale for doubting you.

>Action: Actively research T1 Alchemy:

your research is fruitful. You've invented spirits. There will be moonshine this winter... and maybe next week... wringing of dwarvish hands and intense beady eyes watching the cooker by the flickering flames beneath the earthenware kettle... But as we know, alcohol is essential for extracting many elements... your people also notice that water and oils are useful in processing things in other ways. And there simply must be a reason why stones come in many colors. Surely any stone that's orange, or green or red for example must have something interesting within!

To defeat the grey demons (or any other threat), Urist knew that they must call upon the powers of earth and fire to defeat their foes. Using the knowledge of pottery the dwarves began to construct a forge made of clay bricks to melt and make use of the metals they have found so far.

>Action: Build a forge

>Passive action: Take 50 on T1 Cordage
>Passive action: Take 50 on T1 Written Language

^^^ I'm going to let you guys do the math on this stuff ^^^

can take 50 on most any action. You can buy a roll with 50pts. Any active points or rolls are doubled when applied to leveling a passive skill or knowledge or project, etc.

All rolls are open ended. That is, if roll a 01-05 roll again and subtract to see just HOW horrible this critical failure is. If a roll of 96-100 is made roll again and add the results.

It is possible to have multiple open ended rolls, in both directions, more than once! 01,96,98,01,96,94=-2 which isn't all that bad at all, but wow, what an emotional rollercoaster!
>>
>>1193367
Turn 8 Year 2 (Spring)
Elves: Aritu Clan
Pop: 104 (two infants) +2%
>Progress:
Woodworking T1: 390/500
Nature Magic - 83/1000
Herbalism T1 - 279/500

Herbalism
>your herbalism is coming along nicely. You've found herbs to both cause and cure stomach ache, fever, ones that help wounds heal, etc. You've also identified several useful food plants, and in the course of all of this attained an intimate knowledge with your home hex, and the ones around you. I will send you a .png in the discord room if you could join us there?

https://discordapp.com/channels/280551200003194881/280551200003194881

Woodworking:
>your homes are very sturdy and you have simple, yet elegant furnishings, stairways, etc. Your people carve exquisite handles for their tools and wooden beads are all the rave for hair. You don't have to finish it out to utilize what you already have, but when a storm comes through, for example, your save for natural disaster damage is improved if T1 is complete.

Passive: Woodworking
Passive: Herbalism
>>
>>1194105
ooops, didn't cut all to paste:

do your own math! :)

+80 active to herbalism
+41 passive to herbalism
_____
+121

and

+36 active to woodworking
+41 passive to woodworking
____
+77 to woodworking

the dice were unkind to you my friend!
>>
>>1193379
Rolled 52, 62 = 114 (2d100)

>>1193334 (You)
>Turn 9 Year 2.25 Spring
Action 1:Look for a queen to rule beside me.
Nothing decisive as of yet, the courtships are still running. So many qualified and willing candidates, there are like 49 applicants, literally!

And study more fey magic. I'll also put all 99 of my passive points into it add those to Light.


Currently at 896/1000 needed for fey magic T2

I'm going to start letting you all do your own math..

for your magic research you only need 104 to complete T2. You rolled a 62 which, doubled, IS 124.. T2 is complete with 20 left over which in this instance i'll certainly allow to overflow into Light, which was previously at 1/500. so... 120/500. You've got that first one mastered, and when you are willing to dedicate an action to it, your could teach it to others who've been trained up to the prerequisites.
>>
>>1193430
>>1193334 (You)
Turn 9 Year 2.25
Bloom-time 3
Belegorn Tribe
Pop: (Elves) 100+2% annually
Specialties: Nature Affinity
Skills/Knowledge: Animal Friends, T1-Herbalism
Tools/Tech: T1-Hide Canoes, Pottery, Small Game Bows, Treehouses
Passive Development: T1-Ceramics(476/500), T1-Bows(359/500), T1-Treehousing(152/500), T1-Animal Lore (162/500)

>Work on Animal Training again. (got 24 last time) Rolled 5,(I rolled a 100,27= -123

The otters spend several weeks with you this year, as they are following a run of salmon up your river.
All of your action one tasks go well. Thuogh little progress is made in the way of increasing your knowledge and skills in the matter, your relationships with the animals have flourished, and they now consider your people just another animal.

Except hunting with the wolves.

see part two
>>
Rolled 2 (1d2)

Just rolling for a thing.
>>
>>1193430
While hunting in the southeastern area of our range, your people strayed into the portion of the forest which lies on the foothills between your forest and the mountains beyond. The trees here are twisted, and many are dead and the whole of he forest is distasteful to your people, it lacks life. All living things there seem dour and unwholesome. You find large spiders, and very large spiders of several species. The squirrel here seem to be contemplating whether or not you contain a large quantity of acorns, and eerily follow your party, chattering to one another. Your people distinctively feel stalked by them, but that's not the worst of it. Apparently at least of the dead trees here, is alive. While the elves and wolves are generally light footed and nimble, when they tried to flee, it was as if the very forest around them was unwilling to allow them to pass. Roots moved, branches fell, squirrels attacked! Fighting off the squirrels and fleeing for your lives. You took casualties. You've lost one elf and several wolves.

You've walked away distinctively aware that there is a magical essence to nature, and some animals can use it, and perhaps not always for good. You have QM license to begin Nature Magic research, because the elves who returned with their lives felt it, intimately, moving through them, after being manipulated by something evil the dread that filled them drove them to flee haphazardly and make mistakes. It was no natural fear. It was forced into them by malevolent will.

>Investigate the green crows

The berries the green crows were eating grow along the edge of the Ghostwood Downs, in the half thriving half twisted margin region between the two distinct forests.

>Passives: 24 to finish T1-Ceramics and 76 on Animal Lore

Since our young aren't old enough to count into the working population, I'm keeping track of them separately.

Your 1yr olds are walking and talking in short sentences. Much like wolf pups or fawns, they could be left with a sub-adult and using their neutral odor and camoflage, remain hidden while the family was foraging. Of course, we started well past this stage of evolution here on Admor, your people will likely not be reduced to family units surviving nomadically in the forest. You have two more babies.

At the Age of four they will be rather insistent to travel with on foraging forays for berries and non-dangerous game.... I suppose, realistically, they could count as half an adult by age ten, and if you were mathematically adventurous you could even prorate the increase to 1.0 on an annual basis....

If you don't care, handle the addition for me!
>>
Rolled 92, 7 = 99 (2d100)

https://docs.google.com/document/d/103xoBg81-X1ZsM9Y713jtLTqKMoEt2iX4X_6eI6e1wI/edit

>>1191181
>Go panning for metals in the sediments of the river.
>Devolop Psionics: T1 Initiates (500/500)
>>
Rolled 81, 73 = 154 (2d100)

Year 2.25
Goblins
Pop:106(105?)(10 children)

https://docs.google.com/document/d/16A01oYly_IQzF7FTLI3foPiUlQY2NgcwzUiIwaPzDCM/edit

>Frax keeps working on her traps
Frax's find of the strange material was a boon, it has given her many ideas, but she needs more of the stuff so she sends her recently acquired lackey, Pentorix Kruxxis, to go find her more of the silk for her experiments.

>The children and their carers play with words.
Goblin children, oddly enough, mature incredibly fast, and need something to distract them so they don't go on rampages through the tunnels. Their carers, their mothers, some fathers and a large group of curious males and females watch over them, teach them what little of their language they have. The children are fascinated and keep making new words, or changing how old ones worked.

Passive:
>I'm assuming i take 50 for all three passive tech, as well as +roll to written language?
>>
>>1194880
Rolled 92, 7 = 99 (2d100)


>>1191181 (You)
>Go panning for metals in the sediments of the river.

You are in a lowlands delta. Your river system is mostly pristine marsh/swamp with a river cutting through it, there are hammocks, or small isolated sand islands with palm trees on them. Mostly it's sawgrass. A reed like plant that grows in muddy soil, or shallow water, and has such a coarse edge to it that humans, elves and whatnot wouldnt' want to walk through it unclothed.

You will find strange metal rocks (iron nodules) where orange and red mud bubbles... you're not entirely sure what to do with them though. I'm going to be Qmasshole about moving out of the stone age for non dwarves. That's their realm of specialty, they don't even get to try for magic or psi yet. There are no other metals here. Nor much stone for that matter. Just a few spots here and there, and your sacred cave contains the only tool-worthy stone.

I won't allow a dwarf to check for psi until they're attacked by it, and they get one roll, then.

>Devolop Psionics: T1 Initiates (500/500)

move on to T2 now.
>>
>>1194891
ear 2.25
Goblins
Pop:106(105?)(10 children)

Rolled 81, 73 = 154 (2d100)
>Frax keeps working on her traps
Frax's find of the strange material was a boon, it has given her many ideas, but she needs more of the stuff so she sends her recently acquired lackey, Pentorix Kruxxis, to go find her more of the silk for her experiments.

>The children and their carers play with words.
Goblin children, oddly enough, mature incredibly fast, and need something to distract them so they don't go on rampages through the tunnels. Their carers, their mothers, some fathers and a large group of curious males and females watch over them, teach them what little of their language they have. The children are fascinated and keep making new words, or changing how old ones worked.

Passive:
>I'm assuming i take 50 for all three passive tech, as well as +roll to written language?

+162 to traps from action 1
+146 to Writing action two

only two “passive actions” possible, although you may divvy up your 100pts of passive however you choose, if you choose to make two rolls, they cost you 50pts each, or one roll and one take50... or one roll, and +7 to skill a to complete, and +31 to another and the remaining points somewhere else, or several places...
>>
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7 KB JPG
Rolled 98, 63 = 161 (2d100)

Year 2.50
Goblins
Pop: 106(10 Children)

https://docs.google.com/document/d/16A01oYly_IQzF7FTLI3foPiUlQY2NgcwzUiIwaPzDCM/edit

Active Actions:

>Frax shows the silly children the proper way to use runes, her way.
While swimming after some trap experimentation, Frax noticed that the children were messing around with runes, which was unacceptable because they belonged to Frax. She went over to them and began to angrily shout at them, the other adult goblins knew about Frax's temper, and decided to weather it out for now. The children would have none of it, and they began to tease Frax, which pissed her off. She sat down, literally shaking with anger, and pulled the kids close to her, and then, taking out a sharp piece of flint, she began to write out runes on the cavern floor, showing them how they really looked and how you sere supposed to use them, Frax's Way.

>Gretix has returned, looking badass and much tougher than before he left. He proceeds to ignore everyone and practice the skills he learnt from the so called "God" of his people(Monk Magic).
Gretix suddenly reappeared one day, looking totally rad and buff, surprising many goblins who had thought he had run away after he had lost the fight. Ignoring all questions about where he had went, especially any questions from Frax, he began to train himself in the skills he had learnt during his time with the so called "God" of goblins. Many goblins would gather and watch him while he trained, amazed by his grace and prowess.

Passive Actions:

>T1 Tool Development, take 50

So i lose 1 passive action(50) because Gretix is taking an action? Or do i take two normal active actions and only have 50 for passive stuff, while the other 50 goes to Gretix?
>>
Rolled 91 (1d100)

>>1196892
Rolling again because i rolled a 98 for written language
>>
Rolled 89, 58 = 147 (2d100)

>>1194957

Active:
I do not know what I need to get for T2 so I'm writing down ???
>Devolop Psionics: T1 Initiates (507/???)
>Use sawgrass to start weaving, for nets and clothing.

Passive: (Note I only get 70 because 30 of my people are dedicated to psionics.)
>Herbalism T0 232/500 >> +70 >> 302/500
>>
>>1196892
one passive POINT so u have 99, you just can't buy two rolls anymore really
>>
Rolled 50, 53 = 103 (2d100)

1st Granite (Year 2.25, Turn 9, Spring)
The Dwarves of Kinmelbil
Settlements: Uthargeshud (First Fortress)
Leader: Urist the First
Population: 100 +2 infants +2%
Specialties: Craftsmen
Buildings: Stacked stone living quarters
Technology: Masterwork stone tools, pottery, brewing, kegs, T1 agriculture, the wheel
In progress:
T1 written language (282/500)
T1 Cordage (crude) (367/500)
Trap Making T1 (16/500)
T1 Alchemy (306/500)
Forge (36/500)

Urist looks upon the mineral stockpile gathered. "This is all fine and dandy fer playin' dressup but we're gonna need ta explore further in the cavern if we want ta find material strong enough ta build some better tools and weapons. Go a bit further in and see what's down there, but make sure ye come back if it gets dangerous...we don't know what might be down there and we don't have any real weapons either."

>Action: Investigate the cave, looking for sturdy minerals (even tin would be nice so we can use it alongside our copper to smelt some bronze)

"The rest of you lot, get ta buildin' the forge so we can make use of whatever we find! Come on now, up and at 'em!"

>Action: Keep working on the forge

Meanwhile, Project E continues in secret behind closed doors as the same dream revisits Urist...his final stand against the Grey Demons, amidst a sea of flames. They must be stopped at all costs, lest they lay waste to not only the Dwarves but to the entire world..

>Passive actions: Take 50 on cordage and 50 on alchemy
>>
>>1197288

Should read 1st Hematite (Year 2.5, Turn 10, Summer)
>>
Rolled 4, 22, 15, 25 = 66 (4d100)

>>1197228
Here's turns 9 and 10 for me

>Turn 9
Begin working on smol tools for us smol people.

Set up an informal school for teaching magic. and of course I'm the teacher.

>Turn 10
Study the college of light.

Study General fey magic theory..
>>
>>1196892
Year 2.50 Turn 10

Rolled 98, 63 = 161 (2d100)

Year 2.50
Goblins
Pop: 106(10 Children)

https://docs.google.com/document/d/16A01oYly_IQzF7FTLI3foPiUlQY2NgcwzUiIwaPzDCM/edit

Active Actions:

>Frax shows the silly children the proper way to use runes, her way.
Her lesson must be like these, very memorable.

https://www.youtube.com/watch?v=ODGA7ssL-6g

Written Language: +189x2 or +378. Her lesson is a masterpiece. 1000Yrs from now there'll likely be

>Gretix has returned, looking badass and much tougher than before he left. He proceeds to ignore everyone and practice the skills he learnt from the so called "God" of his people(Monk Magic).
Gretix suddenly reappeared one day, looking totally rad and buff, surprising many goblins who had thought he had run away after he had lost the fight. Ignoring all questions about where he had went, especially any questions from Frax, he began to train himself in the skills he had learnt during his time with the so called "God" of goblins. Many goblins would gather and watch him while he trained, amazed by his grace and prowess.

… oh no, u didn't.. He didn't say that out loud did he?

Passive Actions:

>T1 Tool Development, take 50

So i lose 1 passive action(50) because Gretix is taking an action? Or do i take two normal active actions and only have 50 for passive stuff, while the other 50 goes to Gretix?

I think we cleared that up?

I”m gonna let you do the additon, gratz on the +378... lol
>>
>>1197058
Yuan-Ti: Turn 10, Year 2.5 (
Rolled 89, 58 = 147 (2d100)

>>1194957 (You)

Active:
I do not know what I need to get for T2 so I'm writing down ???
>Devolop Psionics: T1 Initiates (507/???)
507/500 you can carry over T2 is starting from 7/1000
+187 from your active roll #1 at 2x for being active points applied to passive action. 194/1000

>Use sawgrass to start weaving, for nets and clothing.

Weaving T1 116/500.... your people can make floor mats from them, hats and wall panels for simple outdoor huts, or for dividing caves into rooms, etc. shoes lmao


Passive: (Note I only get 70 because 30 of my people are dedicated to psionics.)
>Herbalism T0 232/500 >> +70 >> 302/500
>>
>>1197288
Rolled 50, 53 = 103 (2d100)

1st Granite (Year 2.25, Turn 9, Spring)
The
Population: 100 +2 infants +2%
In progress:
T1 written language (282/500)
T1 Cordage (crude) (367/500)
Trap Making T1 (16/500)
T1 Alchemy (306/500)
Forge (36/500)

Urist looks upon the mineral stockpile gathered. "This is all fine and dandy fer playin' dressup but we're gonna need ta explore further in the cavern if we want ta find material strong enough ta build some better tools and weapons. Go a bit further in and see what's down there, but make sure ye come back if it gets dangerous...we don't know what might be down there and we don't have any real weapons either."

>You have the finest weapons on the planet!

You find many odd rocks and begin grinding, and heating them and soaking them in water, and vinegar and all manner of things as you advance your alchemy and forge.

>Action 1: Investigate the cave, looking for sturdy minerals (even tin would be nice so we can use it alongside our copper to smelt some bronze) (50)

Your people begin delving into the next level of caverns below the map already sent and the deposits seem to follow the same veins found from above, but become richer as they descend. It's warmer down here, and your dwarves claim to feel like they're being watched.

Action 2: Keep working on the forge (+106)

Meanwhile, Project E continues in secret behind closed doors as the same dream revisits Urist...his final stand against the Grey Demons, amidst a sea of flames. They must be stopped at all costs, lest they lay waste to not only the Dwarves but to the entire world..

>Passive actions: Take 50 on cordage and 50 on alchemy

you do the math ok!
>>
>>1197568
Rolled 4, 22, 15, 25 = 66 (4d100)

>>1197228 (You)
Here's turns 9 and 10 for me

>Turn 9
Begin working on smol tools for us smol people.

Rolled 4 so, no progress here. Apparently someone has injured themselves and no one is willing to do the work. (funny as hell how the dice are making us have normal fey, thick in magic and short on tech)
thing is, all your people either eat nectar and fruits and seeds and such, maybe the occasional june beetle grub roasted with garlic... yum. There's practically no need for tools, so it makes sense that they dice are betraying us, but they cannot hold you back forever, progress was made.... T1 Stone Tool 8/500. You haven't really managed to strap anything to a stick yet, but sharp flakes are useful for opening fruits...

Set up an informal school for teaching magic. and of course I'm the teacher. T1 Magic Academy: Fey Theory 101 44/500. Your plan is sound, your people again, are fickle. They're excited if they can light their hand one time in twenty, or make it a new color. Once some begin to master and do on command, perhaps your people will focus on the task at hand closer with mastery an attainable goal, and the novelty of having a hand for a flashlight having worn off.

Oh the fickle Fey.

>Turn 10
Study the college of light.

Magic Academy: Light T1 30/500

Study General fey magic theory..
+50 to T1 Magic Academy: Fey taking you to 94/500


You've left off your passives. Titania has joined you in full time self improvement. Just keep her progress 4 turns behind yours and that's your queen's ability. She'll catch up in time.

Assign 98 pts passive, twice for these two turns.

And don't forget to handle Oberon's levelling...
>>
Rolled 49, 77 = 126 (2d100)

Year 2.75
Goblins
Pop:106

Active Actions:

>Frax makes some more rad tools.
Frax wants to make traps and carve runes, but needs better tools to do so more efficiently. So, Frax needs better tools.

>Some Goblins try surviving outside the mountain caverns, in the nearby mushroom forest(Wilderness Survival).
Some gobbs get a little tired of fish and the constant echoing, and decide to check if what those scouts said was true, if there actually were giant mushrooms outside the mountain. After finding a convenient tunnel they head out to try and live in the wild.

Passive Actions:

>T2 Written Language 337/1000
take 49

>T1 Gob-Fu 25/500
take 50

Character Actions:

>Gretix keeps trying to emulate the Goblin Monk he was trained by. +100 character points

how does lvling work for Gretix?
>>
>>1197840
>Devolop Psionics T2 194/1000
>Further develop herbalism.

Passive:
30 Yuan-Ti's developing psionics.
+30 to Herbalism T1 302/500
+40 to Weaving T1 116/500
>>
Rolled 45, 80 = 125 (2d100)

>>1198744
Forgot link and rolls:
https://docs.google.com/document/d/103xoBg81-X1ZsM9Y713jtLTqKMoEt2iX4X_6eI6e1wI/edit
>>
Rolled 7, 82 = 89 (2d100)

1st Limestone (Year 2.75, Turn 11, Fall)
The Dwarves of Kinmelbil
Settlements: Uthargeshud (First Fortress)
Leader: Urist the First
Population: 104 (100 adults, 2 toddlers, 2 infants) (Population growth: +2%)
Specialties: Craftsmen
Buildings: Stacked stone living quarters
Technology: Masterwork stone tools, pottery, brewing, kegs, T1 agriculture, the wheel
In progress:
T1 written language (282/500)
T1 Cordage (crude) (417/500)
Trap Making T1 (16/500)
T1 Alchemy (356/500)
Forge (142/500)

Urist looks a bit dismayed at the rumors of "being watched" in the cavern. Perhaps there was more than just elephants to be afraid of. Either way there had to be some people who could keep the peace. "Alright lads, listen up. If we wanna survive we're gonna have ta learn ta defend ourselves. We still don't have any decent weapons but yer stone axes an' hammers will do. Go practice on some o' the spare muskmelons we have lyin' around, just remember that the goal is ta bash some heads, not wood an' stone."

>Action: Recruit and train a militia

The work on the forge continues at a slow and steady pace, while Project E also presses onward.

>Action: Keep working on the forge

>Passive actions: Spend 83 passive points to finish cordage, put the remaining 17 into alchemy
>>
>>1198745
>>1198744
This is actually turn 2.75
>>
>>1198735

>how does lvling work for Gretix?

for now only his spells are important... idk. do you mean like what level monk he is as a playable character?... Or just what Tier level troop he would be considered?
>>
Rolled 67, 98 = 165 (2d100)

>>1194637
Turn 10 Year 2.5
Leaf-time 3
Belegorn Tribe
Pop: (Elves) 99+2% annually
Specialties: Nature Affinity
Skills/Knowledge: Animal Friends, T1-Herbalism
Tools/Tech: T1-Hide Canoes, T1-Ceramics, Small Game Bows, Treehouses
Passive Development: T1-Bows(359/500), T1-Treehousing(252/500), T1-Animal Lore (238/500)

The time of vibrant green leaves and vigorous natural growth has been harshly punctuated by the tribe’s first death. I suppose we all suspected it would happen eventually. After all, we have witnessed the deaths of many other creatures and understand the circle of life. But nothing as violent and bizarre as this has ever occurred before. They say that the trees themselves took Gurion and giant spiders preyed upon our wolven brethren. All while ca-carnivorozz..skw-skwyrrels ferociously ripped at their flesh. Even the air of the forest quivered in uncomfortable tension.

What did we do to deserve this? The forest has only ever protected and provided for us. The animals have given us food and companionship. And we have only ever loved and cherished them in return. Is the forest angry with us? Did it see us as a threat? Was it perhaps injured or confused? We must work now to uncover the truth and reasoning behind this incident.

>Construct a clay statuette and a wolf totem and hold a memorial service to honor the fallen
To help the tribe cope with the grief of their lost brother, a clay figure is made in Gurion’s likeness and placed in the meeting cave. We know it’s not really him or anything, but it takes the edge off a little to have something as a visible reminder to pretend he’s still with us. Since the wolves can’t actually reach the cave, a large wooden carving is made and placed outside where they can visit it. They would rather be out there anyway than in this stuffy cave.

>Commune with the Spirits for guidance and protection in our future endeavors.

>Passives: 100 to Treehouses/Woodwork (already added)
>>
>>1201045
On the way home, one of the survivors mused over the strange sensation that they felt there. It reminded him of his examinations of the local herbs. Back then, he thought that he felt some unseen presence, some…thing that enveloped him and made him loose track of both time and space. As if he was removed from the world, but instead of being lonely, his heart felt completely full, like he was instead united with everything, even things that he could not see or understand. That experience made him feel peace and oneness with nature. But this time, that forest, those trees and animals, it felt similar, but very different. It felt wrong, discordant. Like an aura of nauseous frustration and pain.

After he returned home, his thoughts often went back there and to his friends who were lost. Then he remembered the herbal mixture. If it truly allowed him to be united with everything, then maybe it would let him be reunited with his friends. So he went to a secluded spot away from the mourners, under a beautiful tree by the river. Here he partook of the herbs and began to relax. If the dead were really united with the forest, then I need to greet them with a smile rather than tears.

As his ego began to fade and the sounds, sights and feelings of nature began to flood his senses, he thought he noticed something else, very faint. A new sound perhaps? He closed your eyes, listening. A tune, windy and woody, hollow and full. Something in perfect accord with the rustling of leaves, the breeze between the trees, the tiniest steps, flaps, and squeaks of the things that live. A quiet harmony, which his breath and heartbeat joined. He start humming with it. Slowly, letting his voice entwine with the tune. The serene melody grew with him, and the forest began to sway with his song.

He slowly opened his eyes. There’s something, a quiet, whispy something that moves sedately about the himself and everything around him. A tie, a mark, a ripple on the surface of water. Something not physical.

This was like his first experience, but this time the feeling was greater, stronger and almost tangible. He could feel his consciousness entwined with everything around him. The trees, the birds, the fish, the wind, water, the moss beneath him, the rays of the sun, even the decomposing leaves and empty snail shells.
2/3
>>
>>1201062
Then he carefully and gently directed his thoughts toward his friends, trying to keep the positive energy flowing. There’s a spreading undercurrent. Ghostly, pale green, faded but strong. Ripples in elsewhere, like a beating heart. As he continued he felt the rhythm shift ever so slightly, and a whispered harmony forming, almost like a low howling and maybe too another familiar tone, similar to his own.

He started to choke up and the song began to fade before he quickly regained his composure. “Hey guys, is that you? I hope you’re doing well. We all miss you here, but I guess that’s silly if it really is you I’m talking too. Are you with all the other spirits of Nature that I can feel? I’m sorry this happened and that I wasn’t able do anything. But if there is anything we can do for you or the forest or anything we can do to fix whatever was wrong with that place could you let us know? Anyway, if that’s really you, I hope that you’ll continue to watch out over us so that together we can all carry on and help that forest to sing in harmony with this one.” A flash like a smile shot across his vision, followed by several fast, off-tempo waves that bounded through the mist and faded from sight.

As the song gradually slowed and the waves of color dissipated, he breathed deep and wiped the tears from his face with a gentle smile, the painful feeling in his chest softening slightly.

When he returned to the camp, he passed by the totem and doll that the tribe had gathered together for the service in his absence. When he met their eyes he felt a tingle in his spine and he quickly turned away and covered his mouth, trying to stifle a grin.
3/3
>>
>>1198744
Rolled 45, 80 = 125 (2d100)
Year 2.75 (Fall) Turn 11 - Yuan-Ti

>Devolop Psionics T2 194/1000

+180 to T2 Psi

>Further develop herbalism.

+160 to herbalism.

Passive:
30 Yuan-Ti's developing psionics.

So you have 30 Yuanti Initiates T0 (as a unit) They all just got +100 to their T1 Psi. Effectively, in five turns, they will have it. They're still able to participate in hunting and gathering and perhaps labor even though they spend most of the rest of their waking time on this project.

+30 to Herbalism T1 302/500
+40 to Weaving T1 116/500

Leaving math up to you
>>
>>1200038
Rolled 7, 82 = 89 (2d100)

(Year 2.75, Turn 11, Fall)
The Dwarves of Kinmelbil
T1 written language (282/500)
T1 Cordage (crude) (417/500)
Trap Making T1 (16/500)
T1 Alchemy (356/500)
Forge (142/500)


>QM would like to point out that Urist actually thinks he has the finest weapons dwarves can produce and anything below had quake with fear... but he would want some differently made stone axes and hammers, not weighted for working, but for fighting. Now, as soon as we discover a piece of metal big enough to make into a tool, and that we can melt rocks... I will sanction this bashing of your masterwork stone tools! You have the finest shit on Admor dammit!

>Action: Recruit and train a militia

You have no problem with this. Both the men and women love the sparring. Few fail to answer the call, those who do not, are simply dedicated to the cause, because the other 89% are training, someone must cook and brew and watch the little ones. … not to mention figure out how to make something drinkable with all those smashed mushmelons...

The work on the forge continues at a slow and steady pace, while Project E also presses onward.

>Action: Keep working on the forge

>Passive actions: Spend 83 passive points to finish cordage, put the remaining 17 into alchemy
>>
>>1201045
Turn 10 Year 2.5
Leaf-time 3
Belegorn Tribe
Pop: (Elves) 99+2% annually
Specialties: Nature Affinity
Skills/Knowledge: Animal Friends, T1-Herbalism
Tools/Tech: T1-Hide Canoes, T1-Ceramics, Small Game Bows, Treehouses
Passive Development: T1-Bows(359/500), T1-Treehousing(252/500), T1-Animal Lore (238/500)

>Construct a clay statuette and a wolf totem and hold a memorial service.

The likenesses are astonishing. And it does help with the grieving process.

>Commune with the Spirits for guidance and protection in our future endeavors.

Your communion didn't go as planned, as they seldom do. While you sought specific spirits, what you believe you've found is that everything is interwoven and nothing ever ends or begins, or was it the other way around? Dammit, it's so hard to recall what you thought up while you were on a vision quest! But what you did find is that the forest, The Forest, is alive, and that the two of you seem to be more interwoven as a result of your journey into your vision quest and your return to the now.

“he” will now require a name, and he's going to reduce your passive point total to 99, because he's convinced there are forces ebbing and flowing through the very air itself, and that an elf who understands it, can move with it. These unseen forces can even carry you magically from stone to stone, with all the grace of a deer.... you're 352/500 Nature Magic T1.

>Passives: 100 to Treehouses/Woodwork (already added)

you're behind a turn somehow.
Do your 2.75
>>
OK, this was all really

Turn 11 (fall) for everyone but the elves, who are apparently in time warp from all the herbs they've been trying

It's Turn 12 (winter) Year 3.0 for everyone but Belegorn. He's now on 2.75 and the other elves haven't posted 2.5 yet, we may have another dropout.
>>
Rolled 83, 5 = 88 (2d100)

>>1198011
>Turn 11

Work on more stone tools

And talk to the trees about the forest.
Ask them about how old it is. And why we are here.
>>
>>1201494
Oh and relevent info
Fey folk
Leader:Oberon
Tech:Stone age
Stone tools-8/500
Fey magic academy T1-94/500
Magic academy:Light T1 30/500


Oberon's knowledge
T2 Fey magic
120/500 for the college of light

I'll put all my points into getting titania to my level of magic knowledge.
>>
Rolled 84, 73 = 157 (2d100)

https://docs.google.com/document/d/103xoBg81-X1ZsM9Y713jtLTqKMoEt2iX4X_6eI6e1wI/
>>1201124
Active:
30 Initiates (100/500 until T1)
T1 Initiates (374/1000)
>Do Psion things

Herbalism T1 496/500
>Further develop herbalism

Passive:
Weaving T1 156/500 >> +70 >> 226
>>
>>1201494
Turn 12 (Winter) Year 3.0
Fey folk
Leader:Oberon
Tech:Stone age
Stone tools-8/500
Fey magic academy T1-94/500
Magic academy:Light T1 30/500

Rolled 83, 5 = 88 (2d100)

>>1198011 (You)

Work on more stone tools
>your stone toolery goes well all things considered. Yourself, and Titania being the largest of your kind and somewhat occupied with the occult and talking to trees. +166

And talk to the trees about the forest.
Ask them about how old it is. And why we are here.

>After much energy is put into it, the best you can figure is that either A, the sentient trees are deciduous and in hibernation, or there are none in the forest. Thus far, your people haven't encountered any living trees, nor talking ones that were stationary. So far, your only dryad, is a dark one, and as Lord of the Fey, you sense she's no longer in your forest. (stuff removed and sent via discord message: for your eyes only)

Oberon's knowledge

T2 Fey magic
120/500 for the college of light

I'll put all my points into getting titania to my level of magic knowledge

Next round will catch her up to you, and the following round, 14, you will begin to advance again.

I'm also going to count each point you've spent sharing your knowledge with her as an advancement in the the relationship the two of you share. You two are at T2 In Love Like in Storybooks and like 750/2000 headed for T3. Stuff of legends! All hail Oberon!

Also: There are actual snows this winter, and beneath the Willow there is a tiny little bloom on midwinter's eve... you have a baby boy! And I do mean it that way. This one isn't sylph, or pixie, it's Tuatha, and it's a weeping infant, and Titatnia is lactating.... and umhh...uuh... the hooters just kinda arrived overnight, she was all lithe and whispy yesterday, and today, she's got a full rack!

All hail the Prince!
>>
this is how Academies wil work
Function 1. +10pts passive to each student per Tier level of the Academy

Function 2: Active or Passive point pool conversion to student develpment points:
if you have 30% population enrolled, and 70pts passive remaining for cultureal development. You can halt all cultural development, and funnel even the remaining 70points into the student body. The efficiency of this process is determined by Acadmemy level; A Tier 1 Academy will convert passive cultural points into student development points at a 1/5th ratio. or 5 to 1. Example You have 70 points left over as 30% of your population is learning psionics. You can totally focus your civilization on the students welfare. 1/5th of the 70 points would be granted to each student. Or, 14pts each. Doesn't sound like much, but you just turned 70points into 420, at the character level. Active points, after being doubled and converted into Passive points, may also be done this way.
>>
>>1202111
this is how Academies wil work
Function 1. |
+10pts passive to each student per Tier level of the Academy
Function 2: Active or Passive point pool conversion to student develpment points:
if you have 30% population enrolled, and 70pts passive remaining for cultureal development. You can halt all cultural development, and funnel even the remaining 70points into the student body. The efficiency of this process is determined by Acadmemy level; A Tier 1 Academy will convert passive cultural points into student development points at a 1/5th ratio. or 5 to 1. Example You have 70 points left over as 30% of your population is learning psionics. You can totally focus your civilization on the students welfare. 1/5th of the 70 points would be granted to each student. Or, 14pts each. Doesn't sound like much, but you just turned 70points into 420, at the character level. Active points, after being doubled and converted into Passive points, may also be done this way.
>>
Rolled 60, 39 = 99 (2d100)

>>1201457
Turn 11 Year 2.75
Fruit-time 3
Belegorn Tribe
Pop: (Elves) 99+2% annually
First Shaman: Thaichon
Specialties: Nature Affinity
Skills/Knowledge: Animal Friends, T1-Herbalism, T0-Nature Magic (352/500)
Tools/Tech: T1-Hide Canoes, T1-Ceramics, Small Game Bows, Treehouses
Passive Development: T1-Bows(359/500), T1-Treehousing(252/500), T1-Animal Lore (337/500), T1-Nature Magic (352/500)

>Explore the concept of Rock-running
When Thaichon returned and explained what he had experienced to the rest of the tribe, they were overjoyed to know that their friends were not gone forever, but merely re-absorbed into the collective spirit of Nature. The fellow survivors then described what they felt as they were escaping the forest to him. Almost like something was supporting them from below, or perhaps suspending them from above. Together they theorized that this was the good spirit(s) helping them to flee the danger caused by the angry spirit(s). Thaichon then taught the others to meditate and commune with Nature. As they ran, their footsteps matched with the rhythm that flowed through both the landscape and their bodies. They saw a whispy wave of spectral colors vaguely tracing the path and flowing in the breeze. Then as they approached a shear wall, a stiff breeze caused the waves to rise up, forming tendrils like invisible vines. Upon reaching out to grasp them, the elves felt as if they were being carried along like swinging on a real vine as they ran across the cliff face.

>Commune with the Emerald Crows

1/2
>>
>>1203598
The crows are always watching. It seems now more than ever. They seem to have a strange aura about them too, vibrant and strong yet somehow subdued and distant. After the accident, Thaichon was convinced that he was able to make out the spirits of his friends through the veil, even if they were just barely recognizable. Along with the trees, animals, rocks and water that he felt in the trance, he figured that he should be able to reach out to other spirits as well. Not as separate entities, but as veiled aspects of Nature, shrouded in its collective conscience, but still recognizable enough to provide a focus point for communion. He trekked out to the Crows home and prepared himself under their penetrating gaze. He focused on the tune of the land and joined in as he had done before. Then he heard the difference, a strange dissonance that whispered through the music. He looked up at the Verdant Birds, who had not moved an inch since he started. He saw the ebb of life fibers flowing through the air and weaving around the tree they perched in. As it reached the crows themselves, he noticed something pulling at the wisps of smoky energy and twisting it through the space. Thaichon then subtly adjusted his humming, reaching out, coaxing the rhythm of the crows from the overwhelming heartbeat of the entire forest. “Please Great Spirit, these birds that are but a small part of your whole being. Please allow me to understand this tiny portion of yourself. May you make clear the truth and reason of these mysterious creatures. Who are they really, and what purpose do they serve?”

>Passives: Spent 99 on Animal Lore
Meanwhile the rest of the tribe was motivated to strengthen their understanding and relationships with the animals. Learning their languages and how to better work together for common goals. We can’t allow ourselves to be caught off-guard like that again. We must work together so that we may thrive together.

2/2
>>
>>1203598
Rolled 60, 39 = 99 (2d100)

>>1201457 (You)
Turn 11 Year 2.75
Belegorn Tribe
Pop: (Elves) 99+2% annually

+2 Elflings

First Shaman: Thaichon
Skills/Knowledge: Animal Friends, T1-Herbalism, T0-Nature Magic (352/500)
Tools/Tech: T1-Hide Canoes, T1-Ceramics, Small Game Bows, Treehouses
Passive Development: T1-Bows(359/500), T1-Treehousing(252/500), T1-Animal Lore (337/500), T1-Nature Magic (352/500)

>Explore the concept of Rock-running

+120 to Nature Magic: Almost there. 472/500

>Commune with the Emerald Crows:

Thaichon takes himself to the hinterlands between his forest and Ghostwood. The scraggly bushes there still had some berries on them. He seated himself upon a boulder and began to commune with nature on the sunbject of the enigmatic Emerald Crows. No elf knew what their call sounded like. No elf knew how they nested, or how many young they typically had. All Thiachon's people know was, they watched elves as an occupation, they ate berries, and made poo.

He carefully scanned the treelines. Searching for at least one of them. Determined to see the crows he attempted to will himself invisible to them! To blend into his surroundings and become so a part of the scenery, they would not notice him. He vowed to remain motionless, moving only as the breeze rocked him. Hunger began to plague him on the second morning. He'd long past given up on whether or not cramps were comfortable or uncomfortable. All that mattered was motionlessness. To become one with the boulder upon which he sat was all there was.

And then, an emerald crow suddenly faded into view, from being invisible, at the moment before it lit upon a branch of a nearby scrub oak. Another landed upon a boulder nearby, “Cawwwww!” It called loudly, and hundreds replied, and as the echo of their caws faded, the full host became visible, some in flight, others landing nearby. All of them converging upon Thiachon... There were several dozen of them. One of them alights directly in front of Thiachon and places a large emerald upon the stone, in front of him. (catch me on the discord chat)

>Passives: Spent 99 on Animal Lore
Meanwhile the rest of the tribe was motivated to strengthen their understanding and relationships with the animals. Learning their languages and how to better work together for common goals. We can’t allow ourselves to be caught off-guard like that again. We must work together so that we may thrive together.

I take it from your 99 that you are leveling Thaichon. He gets 100 Pts per turn, can buy rolls with 50.

Nature Magic T1 Is the first thing he must personally master, though his culture knows it as a Knowlege next turn, until he hits 500/500 T1 Nature Magic he won't have access to the actual learning of nature magic spells. Rock-running is level 1 Nature's Movement school of spells. Once he hit 101/500 T1 Nature's Move, he will master Rock-running. At 201/500 he'll master the second spell in T1... etc.
>>
File: stonefall.png (46 KB, 1426x1000)
46 KB
46 KB PNG
Rolled 4, 21 = 25 (2d100)

1st Moonstone (Year 3, Turn 12, Winter)
The Dwarves of Kinmelbil
Settlements: Uthargeshud (First Fortress)
Leader: Urist the First
Population: 104 (100 adults, 2 toddlers, 2 infants) (Population growth: +2%)
Specialties: Craftsmen
Buildings: Stacked stone living quarters
Technology: Masterwork stone tools, pottery, brewing, kegs, T1 agriculture, the wheel, T1 cordage
In progress:
T1 written language (282/500)
Trap Making T1 (16/500)
T1 Alchemy (373/500)
Forge (306/500)

"Alright, yer all warmed up an' ready ta go, so let's go deeper in the caves...we'll be ready for the beasties. Just make sure ya come back alive, I ain't diggin' no graves today." Urist gives them a wave goodbye and hopes none of them get hurt. But the cave needed to be explored further and the dwarves needed to know about whatever's down there before it found them.

>Action: Explore further down the cave

On that note, Urist was beginning to consider Uthargeshud's defenses. Instead of sending his men to their deaths, Urist decided to lay traps further down the cave. With cordage he could now make use of the tripwire - a rope that, when unintentionally pulled or broken by someone tripping over it, triggers traps such as one idea that Urist has - the basic stonefall trap.

>Actions: Actively research trapmaking

The lights in the Project E workshop stay lit throughout the night and work on the forge continues at a slow and steady pace.

>Passives: 50 pts into alchemy, 50 pts into the forge
>>
Rolled 51, 25 = 76 (2d100)

>>1204454
Turn 12 Year 3.0
Branch-time 3
Belegorn Tribe
Pop: (Elves) 99+2% annually
First Shaman: Thaichon
Specialties: Nature Affinity
Skills/Knowledge: Animal Friends, T1-Herbalism, T0-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, Small Game Bows, Treehouses
Passive Development: T1-Bows(359/500), T1-Treehousing(351/500), T1-Animal Lore (337/500), T1-Nature Magic (472/500)

>Construct a Raven Totem and Continue Nature Magic Study
When Thaichon returned to camp, he informed the people that he made peaceful contact with the Emerald Ravens and that they seem to be quite clever and show promise to be good allies. To celebrate they carve a raven totem. Looking at the Wolf Totem and thinking about the memorial service, Thaichon believes that he can see and hear the Spirit world slightly clearer around the totem and the clay doll. But he is certain that he can sense it better around the tree where he had his first vision quest. During this time, he tries meditating at all of these places and more to determine the best route for connecting with Nature. Under the tree, he notices the branches seeming to gently sway without wind. Beside the Wolf Totem, he feels a sense of unity and resolve. Near Gurion’s doll he feels protected and watched-over. And around the new Raven totem, he almost thinks he has a sixth sense, allowing him to vaguely grasp at what is currently happening back at camp or elsewhere up the river.

>Improve Bows/Archery
Meanwhile others believe that if we are to avenge our friends and restore the forest, then we need to improve our fighting skills and equipment. They proceed to make more adjustments to their bows and begin practicing in earnest.

>Passives: Spent 99 on Treehousing/Woodwork
>>
File: Raven Totem.jpg (12 KB, 179x282)
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12 KB JPG
>>1207157
bah, ran off and forgot my pic.
>>
>>1206416
(Year 3, Turn 12, Winter)
The Dwarves of Kinmelbil
Population: 104 (100 adults, 2 toddlers, 2 infants) (Population growth: +2%)

T1 written language (282/500)
Trap Making T1 (16/500)
T1 Alchemy (373/500)
Forge (306/500)

>Action: Explore further down the cave Rolled 4.

See below:

On that note, Urist was beginning to consider Uthargeshud's defenses. Instead of sending his men to their deaths, Urist decided to lay traps further down the cave. With cordage he could now make use of the tripwire - a rope that, when unintentionally pulled or broken by someone tripping over it, triggers traps such as one idea that Urist has - the basic stonefall trap.

>Actions: Actively research trapmaking Rolled 21

Urist is being cautious in the design process, as he doesnt' want to crush anyone. +42 trapmaking. Someone suggests prototyping in miniature next time to speed things up.

The lights in the Project E workshop stay lit throughout the night and work on the forge continues at a slow and steady pace.

Passives: 50 pts into alchemy, 50 pts into the forge
>I'm going to let you keep track of the addition.
>>
>>1206416
pt two

The lower caverns only have one access point easily passable by anything walking on two feet. Urist and his crew are working on the deadfall trap. They've just set it up. “Alright ya' shaggy lot, stand clear. Let's test it one more time. There. I think that modification to the mechanism will make it easier to trip.”

He turned and strode over to their safe distance observation spot. In the silence that preceeded his yanking on the trip rope, he could make out the muffled sound of a group of dwarves, moving at speed, and at great volume, towards his party.

His explorers appeared at the top of the incline, and wasted no time saying hello as they stormed past. “Run!” they hollered, as they ran past “It ate, Sven!” And as the last dwarf passed, you could see the serpent's great red eyes coming up the ramp, Sven, whose demise apparently was not yet sealed, was ony HALF eaten. One of his legs in the back corner of it's mouth, and Sven, holding tightly to one horn with one hand, and his stone hammer steady trying to mine the brains from the beasts skull. Urist's chest swole with pride as he stood in stunned reverence, for he'd never heard such an eloquent, and well constructed stream of swear words come from a dwarve's mouth. Sven was truly a master. “... I'll reach up yer arse and pull me leg out of yer gullet and beat your grandspawn to omlettes!.... I'll ...”

The vile worm seemed covered with caustic slime, the dwarves who'd run past were burned from there it touched them. It burned like fire, but made no flame! Urist, lacking only in on thing, fear, watched the great worm descend upon him. It had singled him out because he alone hadn't run. After all, he held the rope to the stone trap. He just had to wait one moment longer so Sven wouldn't be crushed, and they could save the beast's horns! His trip pole shot effortlessly out from under the giant slab, which promptly flattened the back half of the giant worm.

Sven went flying into the cave wall, with only minor mangling and a few broken bones. He's certain all he needs is some ale, and perhaps to be put on sedentary duties until his broken ribs and arm heal. Most of the dwarves who went below have caustic burns, and are left with some beauties for scars. Your dreaming brewmistress saves the day. She claims to have had another dream, wherein she said some words over her finest spirits and they would heal the wounds of the explorers... and indeed, it works! Her concoction is Dwarven High Brandy. Heal's 1hp per wound per day when poured directly upon the wound. If the imbiber can remain drunk, healing rates are doubled and bones mend straight with minimal assistance. (yay alchemy/cleric cantrips) High Brandy doesn't store for long, it's qualities fade quickly, and it's just extra strong brandy after that. It would seem, alcohol isn't an intoxicant to dwarves, as they have no overdose level, it just makes them sleep longer than normal.
>>
>>1207157
>>1204454 (You)
Turn 12 Year 3.0
Belegorn Tribe

>Pop: (Elves) 99+2% annually (you should be at +6 total it's year 3) Did we forget to add babies one winter?

First Shaman: Thaichon

Construct a Raven Totem and Continue Nature Magic Study Rolled 51

>+102 to Nature Magic (only needed) 28. +74 to Moving Ways: T1 You can perform rockrunning at 74% proficiency. You believe the principles may be applied to tree limbs!

(nice fluff)

Improve Bows/Archery Rolled 25 Meanwhile others believe that if we are to avenge our friends and restore the forest, then we need to improve our fighting skills and equipment. They proceed to make more adjustments to their bows and begin practicing in earnest.

>the dice indicate that perhaps revenge isn't as motivating as they thought it would be at the onset! +50 to bows
>Passives: Spent 99 on Treehousing/Woodwork
>>
>>1198735
Year 2.75
Goblins
Pop:106

Active Action 1: Frax makes some more rad tools. Rolled 49 Frax wants to make traps and carve runes, but needs better tools to do so more efficiently. So, Frax needs better tools.+98 to tools

Active Action 2: Some Goblins try surviving outside the mountain caverns, in the nearby mushroom forest(Wilderness Survival). Rolled 77 Some gobbs get a little tired of fish and the constant echoing, and decide to check if what those scouts said was true, if there actually were giant mushrooms outside the mountain. After finding a convenient tunnel they head out to try and live in the wild.

>There is food in abundance, the mushroom trees are edible from cap to soil, and make nice shelters during the day. The bats you must watch out for, if you are alone, or outnumbered they may swoop in.. Wilderness Survival +144

Passive Actions:

T2 Written Language 337/1000 take 49

T1 Gob-Fu 25/500 take 50

>you don't have to call it gob-fu, that was just me short for time and imagination, and i'm gonna let u do math

Character Actions:

Gretix keeps trying to emulate the Goblin Monk he was trained by. +100 character points
how does lvling work for Gretix?
>Gretix's level will be equal to his highest known skill. I'm going to work up a system that will give us attack/defense resistance/health points for our units. For now we just need to know what skills he knows. They'll tell me what his attack/defense resistance/health are later when I devise that system.

I will presume that Gretix is accompanying the outdoors party, as he's the keeper of the lore for
Wilderness Survival. Also, each of these goblins are eager to emulate your style, every time you practice, goblins gather and copy you. This will give him the Military Academy idea, and allow for the training of your troops. 1/500 Military Academy. Just bank it if you want, no need to level it just yet. Read my message on academies.

>>1203296
>>
>>1198735
Gretix is out with several goblins one evening (can't go out during the day unless well covered, it hurts and burns their skin) When Katenixis Hrexx and a large band of other goblins arrive and watch for a while. Katenix wastes little time in picking a fight. Your total roll for attack was 187, his was 78. You handed his ass to him, with a couple of moves you picked up during one of your daily trainings with Gob. You never knew when, he'd attack you at random times. The two of you always carried slender saplings to fight with, which only left a wicked mark on contact. If either of you dropped the stick, it was fair game to attack, no matter where you were, or what you were doing. Stick in hand or defend yourself! When you don't know where he is, and you have to take a shit, that's when it gets interesting...

you had 38 spectators, who spread the word of how you easily dodged everything he did, and then knocked him out with a two punch combo... your people's reaction was d100+30=187. Every goblin able to stand will be in the training field, every moment you'll allow them off their regular things. You could in fact, place your entire civilization on hold, and teach them what you know, they are so impressed. They all want to be buff and badass like you!

The surprise comes in Katenixis. After he wakes up, you have no more devout follower. If you told him the key to being a warrior was to stop eating, he would starve before he'd feed! He's your strongest convert.
>>
Rolled 53, 38 = 91 (2d100)

Turn 12 Year 3.00
Goblins
Pop:106(10 Children)

Active Actions:

>Frax makes history with graffiti(Tool Development).
While on one of her hunts for nice pieces of stone or flint, Frax finds the entrance to a cavern shes never seen before. Inside the cave there are huge towering stalagmites and long reaching stalactites, with one massive Pillar in the center. Frax realizes that she recognizes this place, it was where she first became conscious, the place where fear overtook her and made her a weak cowardly creature. Frax hates this place, only because it once made her feel small and pathetic. Frax gets to work, using whatever tools she has, and starts breaking and cutting at the pillar. She keeps working like this for months, even bringing some other reluctant workers to help her. Finally it is done, the massive pillar has been broken and filed down into something of an obelisk, standing tall and smooth in the center of the cavern. Frax climbs to the top using her strong arms and carves her name at the very top. FRAX MECHANICUS.

>The goblins who live in the mushroom forest begin using the grub silk as covering(Clothing? Tailoring?)
Living outside is much more difficult than they had thought, but it had many good sides, the Winking Eye(Moon) soothed them in the dark and lit there way with its soft light, but the Blazing Eye burned and stung them. The gobbs wanted to ask Frax for help, but she might just hit them with a rock, so it was up to them. One gobb would cover herself in the silk that was left hanging everywhere, it seemed to help protect against the Blazing Eye, and kept them hidden from the huge bats that hunted them.

Passive Actions:

>Trap Making take 50

>Wilderness Survival take 49

Character Development:

>Gretix take 1(+100 pts, what does the 100 from this turn and the last turn go toward?)
>>
>>1208906
Turn 12 Year 3.00
Goblins
Pop:106(10 Children)
> do popgrow this round

Active Actions:

>Frax makes history with graffiti(Tool Development). Rolled 53

Frax makes quite the monument. Add 53pts to writing, even though this was only related to it, she still innovated ½ the points into skill improvement.

>The goblins who live in the mushroom forest begin using the grub silk as covering(Clothing? Tailoring?) Rolled 38

(the silk can be gathered late fall through spring) the half-meter caterpillars hatch then. The night they hatch you'll have a skywhale sighting!

Passive Actions:

>Trap Making take 50

>Wilderness Survival take 49

Character Development:

>Gretix take 1(+100 pts, what does the 100 from this turn and the last turn go toward?)

I'm assuming you're leveling Martial Arts T1 and/or Goblin Magic T1 Since your return from the wilderness. So you have 300pts to allocate between them.

You started at 25/500 for martial arts and wilderness survival. Monk/Goblin Magic was 50/500. So divvy up the 300 points however you choose between them. You can only teach as high as you know. You have 111 students in martial arts, you may want to focus on that to T1 so you can teach it. Your goblins will be more polite if they all know the art, fighting no longer becomes just about brawn with an artform! You notice goblins who'd before been low esteem riddled, perk up and become new goblins, more confident.
>>
Rolled 81, 68 = 149 (2d100)

Turn 13 Year 3.25
Goblins
Pop:116(20 Children)

https://docs.google.com/document/d/16A01oYly_IQzF7FTLI3foPiUlQY2NgcwzUiIwaPzDCM/edit

Active Actions:

>Frax works on developing better tools

>The gobbs find that covering themselves with silk that they've gathered protects against the Blazing Eye(Sun). I guess this is tailoring?

Passive Actions:

> T2 Written Language take 49

> T1 Wilderness Survival take 50

Character Actions:

>Gretix practices Martial Arts(+100)
>>
https://discord.gg/AEWpRyq
>>
>>1210341




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