[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: FaerieEvoOP.png (25 KB, 861x594)
25 KB
25 KB PNG
Welcome to Faerie evo, a game where you guide a tribe into becoming a civilization with its own values, culture and prominence. Unlike some civ evo games where only one tribe is developing, all three tribes will develop around and against one another, all while surviving the mercurial land of Faerie.

Discord: https://discord.gg/dNADtmk
Archive: None yet!

RULES
>You must identify your tribal affinity with a username.
>Each tribe is entitled to choose three activities per turn: an ACTION, a RESEARCH and an INFLUENCE
>___ACTION items are things such as hunting, searching, building, crafting and magic.
>___RESEARCH items are things such as sciences, investigations, arts & theoretical development.
>___INFLUENCE items are things such as religion, philosophy, enchantments & propaganda.
>______All MAGIC and INFLUENCE items require a roll (dice+1d100).
>______MAGICAL INFLUENCE items require two rolls (2d100).
>______Rolls may be called for action or research items to determine effectiveness (1d100)
>Only ONE set of activities are permitted per turn, so must be agreed upon by a majority of the tribe.
>Plotting on Discord is encouraged.
>Please check the provided materials to ensure the item you're suggesting has not already been done, or whether your tribe has the necessary resources to accomplish the task.

Okay, pretty straightforward right? Well, there's a twist. The game takes place in the realm of Faerie - a reactive land infused with wild arcane magic. The land itself is mutable, reactive, adaptive and highly sensitive to the motives of its inhabitants. It reshapes itself, becoming 'fixed' only when settled and conquered.

SPECIAL RULES
>For the submitted activities for your tribe's turn, you must specify not only what the tribe is attempting to accomplish, but also WHY.
>___(Example, the dragons search for precious metals to appease their greed)
>New settlements require an ACTION roll to build and an INFLUENCE roll to fix the land in place.
>Fixed land retains any properties it had before, but those properties will no longer change.
>The land settled by tribes will slowly adapt to reflect the tribe's overall motivations.

MAGIC OVERVIEW
>Magic can only be used with a specific aim, on an object, target or location within eyesight.
>Magic needs to be learned via RESEARCH activities.
>Magic does not come without a price, and can be quite volatile.
>Magic can't create something from nothing (matter OR energy).
>Magic cannot be used to create resources or items you don't have or couldn't craft.
>Examples of acceptable magic include throwing fireballs, enchanting a tool to work twice as fast, growing a wall of brambles or turning a pumpkin into a carriage.
>Examples of unacceptable magic include conjuring sneakers that light up when you walk, guns, or turning everything into gold (unless you have a LOT of gold).
>>
TRIBES

THE PIXIES
Swift and naive, the Pixies are a whimsical race of creatures who spend each day exploring the world around them in search of new secrets. They make the most of their shorter lifespans by creating inventive diversions. Fickle and bold at times, they flit through the air with wonder, bewitching the land they inhabit into flower-laden meadows glistening with enchanted dew.
>Led by a wise Elder.
>Reproduce regularly.
>Herbivores.
>Gain +10 to RESEARCH rolls
>Gain +5 to EVASIVE rolls
>Gain +5 to all rolls when PLAYFUL or CURIOUS.

THE HOBGOBLINS
Misshapen and unruly, the less than picturesque Hobgoblins are powerful creatures with incredible endurance - but are less than experienced with inspiration. Vulgar and rough, they laborously execute each order handed down to them, turning brute force into an art in itself. They toil until the land they inhabit turns as colorless as their imaginations.
>Led by a nasty Chieftain.
>Reproduce quickly.
>Carnivores.
>Gain +10 to ACTION rolls.
>Gain +5 to COMBAT rolls.
>Gain +5 to all rolls when RUDE or OBEDIENT.

THE FAIR FOLK
Beauty is only skin deep in the case of the Fair Folk, creatures who experience emotion the same way mortals experience an allergy. And yet they are obsessed with the idea of it, the grand drama that is feelings, love and hatred and mirth. Skilled with enchantment, they dominate the land they inhabit into breathtaking vistas almost as delicate as their features.
>Led by a tyrant King.
>Reproduce slowly.
>Omnivores.
>Gain +10 to INFLUENCE rolls
>Gain +5 to MAGIC rolls
>Gain +5 to all rolls when CRUEL or DISPASSIONATE.
>>
File: FaerieEvoMap0.png (20 KB, 830x830)
20 KB
20 KB PNG
The starting positions. The grey areas of the map are unexplored, and require exploration actions to uncover.
>>
>>1506545
Action: Gather all insects & bugs from the surrounding forests & the small meadow north

Research: Basic tools from fallen tree branches & stones sharpened by bashing them together from the nearby mountain
>>
>>1506623
Oops, just read the rules thoroughly,

Action: The Chieftain commands the search of bugs to be able to easily grow regular & nutritious meaty meals to keep his minions alive in the future before they hunt down larger prey.

Research:They try to get the bugs by shaking trees & flushing the meadows, but it's slow. an angry hobgoblin starts hitting trees with rocks out of anger which gives the chieftain the idea to make tools out of sharpened stone & sticks, tied together with meadow grass
>>
>>1506640
Just need some Pixies and Fair Folk and we're in business! Welcome welcome
>>
>>1506668
>Influence: The king establish a slave class made up of the poor and homeless
>Action: the king orders a scout to go search what is out side of our borders, scout is of course protected by memebers of the kings trusted guard
>>
>>1506908
Oh i forgot
The reasoning for the influence is that the king wants to rid the street of those considered "unwanted" and make a working class
The king wants the scout to go foreward because he is interested in the unknown
>>
>>1506668
Action: Colony need food and need to know their surroundings. Elder commands scouts to search surrounding area and bring back any plants that look interesting or might be edible.

Research: While there is a lot of plants lying around not everything is edible and many has unknown effects. Elder knowing that prevention is better than cure take the task of testing all plants that scouts brings in other to research herbology
>>
>>1506640
>>1506908
>>1506912
>>1507056
Writing now.
>>
File: Pixies0.png (23 KB, 550x750)
23 KB
23 KB PNG
Rolled 2 (1d100)

Being that pretty much all that's around them is plants, it makes sense to study them. Pixies learn about the properties of the plants in their immediate meadow, including how to make an all purpose salve from one of them.

The Pixies curiosity gives them a +5 Bonus to their search.

1-15 Nothing
16-30 One Thing
31-75 Two Things
76-100 Three Things
>>
>>1507453
Ouch. Even with the modifier, Pixies get distracted by all the pretty colors and come back empty handed. One of the Pixies may or may not still think they're playing hide and seek and just hasn't been found yet.
>>
File: FairFolk0.png (21 KB, 550x750)
21 KB
21 KB PNG
Rolled 49 (1d100)

The Fair Folk establish a crude caste system to make it easier to bear down on the lower classes. The King's smile and sneer are difficult to tell apart.

Sending out a scouting party, the King hopes to get the lay of the land beyond their border.

1-15 A very dangerous location.
16-30 A dangerous location
31-50 More of the same
51-75 A basic resource location
76-95 A rare resource location
96-100 A magical location
>>
File: Map0.png (29 KB, 830x830)
29 KB
29 KB PNG
>>1507466
The Fair Folk find more rolling plains dotted with forests to the north. You can roll to fix the land, or try to explore it again.
>>
File: Hobgoblin0.png (22 KB, 550x750)
22 KB
22 KB PNG
Rolled 13 (1d100)

The Hobgoblins angrily craft some tools, which turn out sharp and dangerous. The tools sometimes nick the hands of the Hobgoblin using them, but are better than using hands to begin with.

The scouts search for bugs to farm, with a +5 bonus for obedience.
1-15 Nothing
16-30 One Thing
31-75 Two Things
76-100 Three Things
>>
File: Hobgoblin0-rev.png (22 KB, 550x750)
22 KB
22 KB PNG
>>1507485
The bonus saved the Hobgoblins! They find big, juicy grubs that are easy to harvest and grow. Next turn the Hobgoblins will gain a population boost.
>>
Anchor.

Once the tribes begin to build, a basic overview of the capital/camp will be added to the sheets.
>>
Yo. It's Froggo. Which tribe needs support?
>>
>>1507499
Each tribe only has one member so far, take your pick!
>>
Very well.
>>1507496
Influence: The elder is obviously disappointed with the faeries last scouting mission. He works hard to instil the philosophy of "No food, no play" and encourages them to find a food source BEFORE they start goofing off.

Action: They search for trees in the local area and begin building homes inside of them as shelter.

Research: They attempt to learn formation magic so they can cover their homes with bark and leaves to stay hidden.
>>
>>1507543
I support this whole post.
>>
>Influence: slaves are not show faces in public and are to cover their bodies with a thick black robe, any slave caught outside of this uniform will be punished. The king does not like to see the faces of the poor and ugly. Neither do the common folk
>action: keep scouting and follow the trees
>>
>>1507581
Also
>research: clothing. The king wants to look nicer than everyone else
>>
Action: Hobgoblins build a wide, deep dirty pit for their blood games
Research: Hobgoblin chief wants to experiment with magic to corrupt other creature. He starts by looking into the grub we collected and focuses his energies to turn at least one into a bigger, nastier, and more lethal version.
Influence: Hobgoblin chief wants strong hobgoblins! He starts the Blood Games, a trial of strength and endurance, of which the winner becomes a member of the tribe guardians.
>>
>>1507625
>>1507496
>>
>>1507581
>>1507587
>>1507496
>>
>>1507683
Would you like to include an action? You've got 2/3 items you can use this turn.
>>
>>1507715
I did,i just didn't capitalize it
>>
Rolled 19, 51 = 70 (2d100)

Pixies spend time learning magic that can be used to construct shelter that is hidden, finding that enchanting amber from tree sap can be used to make their nests hard to find amid all the flowers and foliage of the meadow. REQUIRES TREE SAP.

Pixies love to play, but rolling for the effectiveness of your influence action.
1-25 No effect
26-75 Moderate effect
76-100 Extreme effect

Rolling for your search action:
1-15 Nothing
25-75 Something good
76-100 Something great
>>
File: Pixies1.png (24 KB, 550x750)
24 KB
24 KB PNG
>>1507731
Turns out, Pixies love to play more than they love to search. The Elder's words are heeded only so long as they are present, promptly forgotten by the tricksy sprites.

Pixies find pine trees that are full of needles that make comfy nests and pine cones they can harvest for seeds.
>>
Rolled 17 (1d100)

>>1507625
Rolling for influence.

1-25 No effect
26-75 Moderate effect
76-100 Extreme effect
>>
File: Hobgoblins1.png (25 KB, 550x750)
25 KB
25 KB PNG
>>1507747
The Hobgoblins dig a pit for blood sports, but it turns out they aren't very into the idea of them. They take part in the games out of a sense of duty and obedience anyway, but they're not very thrilled about it.

The Hobgoblins also discover ways to twist their grubs into horrifying monstrosities ...but they're still only about a foot long. The enchanted grubs feed on flesh, requiring a stable source of food. REQUIRES FLESH.
>>
Rolled 45, 10 = 55 (2d100)

>>1507683
Rolling for influence. Fair folk receive a +5 modifier for being cruel.
1-25 No effect
26-75 Moderate effect
76-100 Extreme effect

Rolling for exploration.
1-15 Something very dangerous
16-25 Something dangerous
26-50 More of the same
51-75 Something good
76-100 Something great
>>
File: FairFolk1.png (24 KB, 550x750)
24 KB
24 KB PNG
>>1507767
The Fair Folk successfully make it a cultural more for slaves to hide their faces and cower in the presence of more noble and beautiful members of society.

The King researches clothing, and basic mageweave robes become the norm.

The scouts head north again trying to follow the trees, and find a patch of time-displaced Faerie. One turn for them is 15 turns for the rest of the Fair Folk, they will return in 15 turns as if only one turn has passed.
>>
File: Map1.png (29 KB, 830x830)
29 KB
29 KB PNG
Updated map. The northern fields weren't fixed, and have been replaced with the time displaced grove that by its nature will remain until turn 16 when it disgorges its prey.

Anchor.
>>
>>1507791
Research: Thankfully the trees they just found and now live in have tree sap! They collect sap from their new home and learn how to hide.

Action: They hide and seek in the tree-filled area. They know good places to hide and map put their surroundings.

Influence: The elder leaves and looks for edible plants himself to show off his capable leadership. His close family goes with him.
>>
>>1507802
Your influence item is an action item. You could attempt your previous roll again for example, but influence meant to encompass social, cultural and ethical changes. (If you made it a game, it'd pass, so you cOULD swap your action and influence and it'd work)
>>
>>1507811
Okay. I'll swap those two actions.
>>
>>1507791
Influence: the king decieds that he needs a group of the best mages in his inner circle. He establishes the mage guild
Research: the king wants to live away from the common folk. He orders the research of shelter
Action: the king wonders what is in rhe mountains. He sends a scout to the mountans
>>
If no other hobgoblins are there,

Action: Scouts are sent to find large animals to harvest flesh for hungry enchanted grubs and hobgoblins.
Influence: A hobgoblin is a primal creature. They breed, they eat, they obey. Thus, the hobgoblin chief order to maximize these factors by instilling The Hobgoblin Code. The first tenant is established; a hobgoblin must breed once a day.
Research: Hobgoblins continue researching corruption magic by working it on newborns. They have plenty to spare, after all, and more can be made if they fail.
>>
>>1507791

>Action: Search for more bugs to farm!
Hobgoblin chief sees the grubs that are being grown & is displeased with the meager spoils of yesterday's hunt "There are many hungry mouths, go get more!"

>Research: Primitive earth magic
During the blood sports, a frail hobgoblin is being beaten on the ground. In extreme pain the hobgoblin screams and a small rock is lifted from the pit dirt & hurled into the assailants eye, knocking him away. Shocked, he stops beating the small one & asks how he did that

>Influence: Hobgoblin Chief shows the others how to track prey, to show why HE is best & they are pathetic with their grubs
>>
>>1507866
>>1507861
I like your research, and our actions close enough, but I would like to exploit our breeding rate similar to how a certain tribe has in a certain tribe evo
>>
>>1507861
>>1507866
>>1507871
Let me know when you've got one unified turn and I'll update :)
>>
Rolled 82, 99 = 181 (2d100)

>>1507820
PIXIE ROLLS
Rolling for influence, Pixies get +5 for being playful.
1-25 No effect
26-75 Moderate effect
76-100 Extreme effect

Rolling for scouting attempt, Pixies get +5 for botanical knowledge
1-15 Nothing
16-30 One Thing
31-75 Two Things
76-100 Three Things
>>
Rolled 81, 88 = 169 (2d100)

>>1507832
FAIR FOLK ROLLS
Influence roll
1-25 No effect
26-75 Moderate effect
76-100 Extreme effect

Rolling for exploration.
1-15 Something very dangerous
16-25 Something dangerous
26-50 More of the same
51-75 Something good
76-100 Something great
>>
>>1507937
Ohshitnigga
>>
File: Pixies2.png (29 KB, 550x750)
29 KB
29 KB PNG
>>1507937
Pixies make a game out of mapping their meadow, and it's so fun they just can't stop! They grow ferociously competitive trying to out-do one another, leading to some internal conflict, but of course it's all fun and games. Isn't it?

Pixies learn how to harvest tree sap, making their village hidden. (-15 to all rolls to find it without being led).

The Elder lives up to her name, leading a scouting mission that brings back yarrow root, raspberries and ambrosia flower nectar. The Pixies see a population growth boost.
>>
>>1507976
Research: One of sons of the Elder make a fluet from unknow plant. To his suprise he discover that the music made by the flute somehow affect the actions of bug. He waste no time to check if he could go further and gain controll over bugs.

Influence: Elder fear that playful nature of his people might bring them doom. They need some order. They need model. That's why he come up with the idea of the Sun God and the church.

Action: Don't have idea for this. I am leaving it free for next poster
>>
File: FairFolk2.png (26 KB, 550x750)
26 KB
26 KB PNG
>>1507943
The King of the Fair Folk establishes the Mage Guild, and entry into the ranks of said guild becomes coveted. Anyone turned away from the guild loses all standing, becoming a slave. Of course, they don't have much magic yet, so...

Shelter is researched, and a basic tent is constructed out of mageweave using wooden props for the King. The Fair Folk are entranced by the way the fabric billows in the breeze.

The scouts to the mountains discover a nest filled with three nearly hatched dragon eggs.
>>
>>1508019
Oh fuck
>>
>>1508001
Your research is like... 3 researches in 1.

Your influence makes little sense since they obviously dont listen to the leader. A god they cannot see is less likely.

Action, your research also had 2 actions in it.
>>
>>1508045
Should we take the eggs? Do we even know how to ride animals? Cause if not then i suggest we just destroy the eggs.
>>
>>1508001
>>1508048
I'll let you folks figure that out - and we're still waiting on the Hobgoblins before the anchor is up again for turn 3. So. You've got time to work it out.
>>
>>1508048
>Your research is like... 3 researches in 1.
No, this should count as one research : Taming bugs. Don't know where did that 3 come up.

>Your influence makes little sense since they obviously dont listen to the leader. A god they cannot see is less likely.
I doubt. They might not lisen to their leader, but they might lisen to made up powerful being as they act a lot like children.
>>
>>1508001
So. I agree with what you want to do with science. Its a good idea. But here is a list of things we need to do.

1) invent grass flutes
2) search and locate bugs ( we have no idea where they are)
3)invent magic that will control bugs

That is 3
>>1508072
>>
>>1508057
We should search around to see if the mothers still around. If she isn't we should take the eggs and start having the slaves work the fuck out of the land
>>
>>1508080
Don't know. Can we get opinion of op for this one?
>>
>>1508097
>>1508080
I agree that those actions are complicated/complex. It might be acceptable as a multi turn project for research, but Leafhat is correct in saying you would need to use an Action item to find bugs to tame to begin with.

If you used your Item to search for bugs, if it was successful, then you could research how to domesticate or enchant them - the same way the Hobgoblins did, over two turns.
>>
>>1508097
>>1508109
Told ya so.

But, tell you what. I'll agree with the religion thing. As long as the god is "Earth Mother"

We can spend an action to hunt for bugs.

We can research grass flutes. Sound good?
>>
>>1507871
Ok, change our influence to this
>>
>>1508126
Yes, I admit I was wrong.
Sitll I would prefer Sun god (Sun Father?) even together with Earth Mother because I want pixies to invent lasers and I think praising sun and his rays is a good start.
>>
>>1508422
Pixies are playful and friendly and mostly if not entirely female. None of that makes sense.
>>
>>1508462
You just hate fun. It make no sense. It's a race of tiny butterfly people. Why not play with their craziness? And show me where op said that mostly if not entirely pixies are female.
>>
Rolled 20 (1d100)

>>1508389
Rolling for scouting action
1-25 No things
26-75 One thing
76-100 Two things
>>
>>1508566
Hobgoblins find no animals to hunt on this outing. However! They manage to research basic earth magic, which I'm sure they will exploit quite a bit down the line. Some Hobgoblins aren't sure how they feel about the earth magic, but hey, who's gonna argue with someone who can pelt you with rocks with their mind?

Rolling for Influence. +5 for obedience via an order.
1-25 No effect
26-75 Mild effect
76-100 Extreme effect
>>
File: Hobgoblins2.png (27 KB, 550x750)
27 KB
27 KB PNG
Rolled 54 (1d100)

>>1508572
woops. also here's the image.
>>
>>1508578
Looks like Hobgoblins are getting a pop growth boost starting next turn as they obediently begin reproducing for the glory of their terrible chieftain.

ANCHOR.
>>
>>1508579
Action: Hobgoblin chief demands that hobgoblins found to be gifted in earth magic go to the nearby mountains & produce better quality stone tools with their magic. He hopes they will become more skilled from the practice

Research: Hobgoblin Chief is sick of measly bugs and tries to show how to track & hunt larger prey

Influence: Secure mountain region in preparation for a mining town
>>
Op are all pixies female?
>>
>>1508579
Research: The little pixies play with the grasses at the base of their trees. The curious creatures start putting the blades of greeb into their mouths and soon made noises. Leaf whistles are a new fad.

Action: A group of begin scouting for bugs to get their hands on.

Influence: The elder decides to teach her young about the wonders of the Earth Mother who gifts them with the beauty around them. She encourages the pixies to treat life with respect.
>>
>>1508603
They are not exclusively female.

hobgob >>1508597
picks >>1508620
fair folk ???
>>
>>1508620
I still stay with sun god.
>>
>>1508579
>Action: have the scout search around the cave for the mother, if she doesn't show up take the eggs
>Influence: the king and the majority of the nobles are bored. He orders the other fair folk to put on a play. He hopes this sparks a theatric tradition in his people so he won't be as bored
>research: the king orders the mage guild to go study the weird time zone thing. He wants to prioritize finding out how to replicate it if possible first and dispelling it last
>>
Rolled 83 (1d100)

>>1508657
Roll for it? 1-50 Sun 51-100 Earth mother
>>
>>1508681
I feel salty but I guess it's fair
Though don't you think that I completely abandon my ideas.
>>
Rolled 10, 1 = 11 (2d100)

>>1508620
PIXIE ROLLS
Rolling for scouting action
1-25 No things
26-75 One thing
76-100 Two things

Rolling for influence
1-25 No effect
26-75 Mild effect
76-100 Extreme effect
>>
Rolled 38, 37 = 75 (2d100)

>>1508597
Rolling to fix the mountainous area for Hobgoblins (two rolls), must beat 100
>>
Rolled 48, 32 = 80 (2d100)

>>1508669
Rolling for the scouting action
1-25 MOMMY'S HOME
26-75 No sign of parent
76-100 Mother's corpse is found

Rolling for influence, +5 applies due to boredom
1-25 No effect
26-75 Mild effect
76-100 Extreme effect
>>
File: Pixies3.png (30 KB, 550x750)
30 KB
30 KB PNG
>>1508796
Pixies are wily, wrangly things, who don't seem to care much about religion. The words about the Earth Mother draw wide eyes from the winged fae, but they quickly lose interest and blow off the lessons as not serious. Some Pixies begin playing 'Earth Mother' games where they act like buffoons and order other Pixies around with nonsensical commands.

The scouting party comes back empty handed with part of a moth wing. It tastes like chicken.

BUT! Grass whistles raise the mood of the meadow, and catch on quickly.
>>
>>1508816
Great, potentual disastor avoided
>>
File: Hobgoblins3.png (28 KB, 550x750)
28 KB
28 KB PNG
>>1508805
Hobgoblins send their best geomancers into the mountains. They fail to affix the territory, but they make some crude stone weaponry! Enjoy your stone hammers and axes, perfect to chop and smack and crush all of your enemi- all of your prey.

Speaking of prey, the nasty Hobgoblin Chieftain teaches his underlings all about the methods he knows to track creatures. Hobgoblins gain a +10 bonus for tracking prey animals.
>>
File: FairFolk3.png (28 KB, 550x750)
28 KB
28 KB PNG
>>1508816
The Fair Folk scouts find no sign of any dragons associated with the eggs, each of which is about the size of a football. They carry them back to the main camp.

The King orders peons to entertain him, and a tradition of putting on plays begins to gain steam. It fits the bill for all the things the Fair Folk love most - dressing up, pretending to be something they aren't, and acting like they have feelings. Still, it's a rusty art for now, and will take refining to really flourish.

The Mage Guild goes to study the time dislocated grove. In a few turns they should be able to understand the magic. ETA turn 6.


ANCHOR.
>>
@Dixie

My suggestion, I'll allow you to make the next turn so im not a tyrant. But I'll share my thoughts

Research: The happy whistle pixies imagine controlling buggies with song. So if they cant find buggies, buggies should find them! They attempt to learn a magical song to lure bugs to them.

Action: They plant and farm raspberries for sustenance and make planting into a game.

Influence: Earth Mother is an important figure in Pixie culture. But perhaps a more strict approach is needed for her worship. She creates stories of the Sun Father and the Droughts of Wrath to get her point across.
>>
>>1508796
You gotta be kiding with those rolls.
>>
>>1508908
Pixies dont take anything seriously. You just gotta accept it.
>>
>>1508884
Thanks but I will go to sleep in a moment so you can take it.
>>
>>1508918
I mean it's true, and I thought about putting a negative modifier on the roll, but. One really good roll, one really bad roll. It evens out or so.

I'm working on the tribe maps now.
>>
>>1508880
Influence: have the scouts who stole the eggs honered as heros who risked their lives for the king. Make them feel important. Use this as a way to make others feel more inclined to put down their lives and take large risk
Research: The king decieds that we need to make a place capable of holding the dragons. He has the same men who made the shelter reaserch penns
Action: have scouts go south of us
>>
>>1508884
>>1508880
Pixie Turn then, since Dixie is going to bed
>>
>>1508858

>Action: Mine the mountains using magic
Hobgoblin Chief is pleased with how useful geomancers and stone are. He orders them to start carving out regular stone blocks each the size of 1/4 a hobgoblin, and pile them at the base of the mountain for hobgoblins to use

>Research:Stone architecture
Stone has proven to be very useful so far. Strong, simple, not colorful and makes chopping digging and skull cracking easy . Hobgoblin chieftain wonders how else it can be used and orders the creative hobgoblins who made the first tools to come up with something useful

Influence: Hobgoblin chief wants more minions! Once the chief has taken female virginity, If they are not currently eating, killing or doing another job for the chief, they should be making more hobgoblins!
>>
>>1508952
>>1508975
>>1509011
Writing. Let me just figure out how to add the maps to the sheets.

rolling fair folk influence, fair folk scouting
(1-25, 26-75, 76-100)
none, mild, extreme
(1-15, 16-25, 26-50, 51-75, 76-100)
very bad, bad, meh, good, very good

rolling pixie magic, pixie influence
(1-50, 51-75, 76-100)
fizzles, works, crits (+10 research modifier)
(1-25, 26-75, 76-100)
none, mild, extreme

rolling hobgoblin research, hobgoblin influence
(1-25, 26-50, 51-75, 76-100)
meh, okay, good, yay (+5 obedience modifier)
(1-25, 26-75, 76-100)
none, mild, extreme
>>
Rolled 61, 35, 92, 77, 20, 41 = 326 (6d100)

>>1509065
it would help if I rolled the dice. I'M NEW
>>
File: Pixies4.png (52 KB, 550x750)
52 KB
52 KB PNG
>>1509070
Pixies manage to learn some sense by being terrified of the boogeyman in the sky, the Sun Father. Threats of his wrath sober Pixies right up, but they still don't take the Earth Mother seriously.

They plant raspberries in circles at random throughout the meadow.

Their research into attracting bugs works so well they fall under their thrall! Ladybugs swarm into the meadow, colorful little red blips that zip from flower to flower in search of aphids. When the music fades, 12 remain with the Pixies and don't seem to want to leave. What fun!
>>
>>1509129
Hey OP is it too late to join? Could there be possible splinter factions?
>>
File: FairFolk4.png (43 KB, 550x750)
43 KB
43 KB PNG
>>1509070
The Fair Folk honor their heroes, the four scouts becoming known as the Talons of the Sky. Whatever that means. It sounds fearsome, right? The other Fair Folk are inspired by their bravery, as much as they can feel inspired.

A pen is built for the dragons, but no one is sure when the eggs will hatch or how big they'll be. Hopes are high.

Scouts go south, and find that the forest is shockingly connected to more forest. There are creatures in the forest though, if the birdsong and animal tracks are anything to go by.
>>
>>1509157
It's not too late to join at all! Most factions only have 2 or so players. As for splinter factions, we'll see how things develop in play!
>>
>>1509192
Fuck. I just realized that the svouts sheltered from everyone else might lead to some problems
>>
>>1509192
I was thinking a separate group of elves splits away from the main society. Perhaps to follow a bastard son of the elf king?
>>
File: Hobgoblins4.png (45 KB, 550x750)
45 KB
45 KB PNG
>>1509070
Hobgoblins begin to reproduce like crazy. This does have the unfortunate side effect of causing a bit of a food crisis - lots of babies need lots of grubs! Some Hobgoblins begin to question why good food is being used on the evil grubs, no matter how terrifyingly adorable they are.

The Hobgoblin crafters develop ....a stone club. It's not like it isn't useful, but their imagination seemed a bit pushed to the limit. They aren't known for their brightness after all.

The geomancers begin mining, creating stone bricks that seem good and sturdy. The efficiency of the process leads to practically identical blocks, perfect for stacking, or throwing through front windows.
>>
>>1509221
That could be fun. Seelie and Unseelie, almost. I'm still getting the hang of this, so I'm hesitant to open a fourth faction so soon, but I'm not against the idea. Let's make it to turn 20 and then reconsider? Does that sound fair?

also ANCHOR
>>
>>1509271
Sounds good to me. Im in a serious dark elf mood.
>>
>>1509279
Thats baiscalky the fair folk
>>
>>1509279
Dark elves are literally my absolute favorite thing to ever happen I don't care how edgy people think they are SO IT HAS BEEN SPOKEN SO SHALL IT BE .....in another 16 turns if you can bear with me that long
>>
>>1509308
Nunununu. Im talking Drow/ WildHunt/Underground Elves.
>>
>>1509308
Shut up dad you cant tell me who im gonna be

*slams door and puts on aggressive harp music*

Just you wait 16 more turns
>>
>>1509347
If my answer had been no before, it would now absolutely be yes. Since it was already yes, now I'm just erect.
>>
>>1509259

>Action: Send out hunting parties
Hobgoblin chief notices a lack of food & his enchanted grubs doing nothing but getting fat & eating. He orders Daily hunts to start searching for larger prey & to bring the evil grubs along to help track (following feaces scents). Any party that doesn't find a meal for the whole tribe will have to share their grub for dinner.

Research: Blood drinking
In the blood pits, a particularly vicious hobgoblin has earned notoriety for being being addicted to and surviving of the blood of opponents. Once his opponent is wounded, he goes into a frenzy and does anything to taste it, even to the point of killing his opponent to earn his meal. Other hobgoblins, dispite being awestruck, attempt to drink each others blood to see if it will give them the same strength and sate their growing hunger...

Influence: The Hobgoblin chief begins trying to enchant newborn hobgoblins with corrupting magics to increase physical abilities and obedience
>>
>>1509271
Action: Build some better shelters, with separation and effort in them dependant on who lives in which section of housing.

Research: The mages realize they'll need magic if they want to live up to their name. While trying to think of one to learn they noticed the leaves blowing in the wind, they reasoned if they harnest the power of wind they to can affect the world like wind does.

Influence: The king wanting more power attempts something. He wants to instill a unshakable loyalty into his people of all ranks, where his word is law and is followed to the letter and breaking it has very dire consequences.
>>
File: 1426212056722s.jpg (3 KB, 125x120)
3 KB
3 KB JPG
>>1509404
Kek. Gotta love a OP who enjoys the quest and allows a bit of fuckery. Makes everything fun.

>begins plotting
>>
>>1509416
Fully backing this
But i wish to change the influence to having a noble figure out how to take care of the dragon eggs
>>
File: 1417845783199s.jpg (3 KB, 100x125)
3 KB
3 KB JPG
>>1509405
>Tfw hobgoblins are becoming Orcs
>>
>>1509129
Crits! Woo!

But the point of him being scary was to make mother more favorable. Damn it.
>>
>>1509435
We could attempt that influence next turn if you want, but we should also add to it that should the caretaker ever see them about to hatch they inform the king so the hatchlings can imprint on him.
>>
These dragons you speak of... What color are they?

>plotting intensifies
>>
>>1509452
That sounds fine
OP, how close is the research project right now?
>>
>>1509271
Action: Faeries wanna get cozy in their tree homes. They begin to make beds in their trees.

Research: The elder looks into farming the ladybugs to make them reproduce and keep safe.

Influence: The elder also insists the importance of Earth Mother
>>
>>1509475
(Read in a jontron voice) Well from what the king see's we have a red one, a blue one, and a yellow one.
>>
>>1509494
BLUE IS CLOSEST TO BLACK. THIS ONE WILL SUFFICE FOR MY PURPOSES.
>>
>>1509493
How big are the pixies Btw?
>>
>>1509504
Pixies are about 12 to 16 inches tall.

>>1509475
We'll know once they hatch, won't we? :^)

>>1509405
>>1509416
>>1509493
are these good to go?
>>
>>1509557
yup
>>
>>1509504
Itty bitty
>>
>>1509557
So perfect for tiny slaves. Awesome.
>>
>>1509592
Feg u elf scum
>>1509557
Ye
>>
>>1509598
Shush future slaves, your little lights will serve you poorly in the dark of Night Folk
>>
>>1509627
You need to find us first
>>
>>1509664
>watches ladybugs and butterflies all flying in the same direction.

Geeeee I wonder where the pixies could be.
>>
>>1509405
HOBGOBLIN ROLLS
Hunting Party +10 for action roll, +10 for tracking roll and +5 for obedience (+25 total, lord)
1-25 Nothing
26-75 One thing
76-100 Two things

Influence:
1-25 No effect
26-75 Mild effect
76-100 Extreme effect
>>
Rolled 53, 50 = 103 (2d100)

>>1509671
fug me
>>
File: Hobgoblins5.png (48 KB, 550x750)
48 KB
48 KB PNG
>>1509671
Hobgoblins catch a break! They find giant porcupines the size of big dogs, and boars with modest tusks.

Enchanting the newborns is a risky gambit, but it seems to pay off - newborn Hobgoblins bulge with fangs, hatred and like three brain cells to rub together. They're strong, they're tough, and they're loyal - but the rest of the time they just kind of stare into space. They also eat twice as much as the other Hobgoblins to sustain their muscle mass.

The new practice of blood drinking has fearsome ripples through the ranks of the Hobgoblins, making warriors more intimidating, while the regular goblin-on-the-street finds it a little nauseating but kinda cool at the same time.
>>
Rolled 76 (1d100)

>>1509416
Rolling influence (Fair Folk have +10)
1-25 No effect
26-75 Mild effect
76-100 Extreme effect
>>
File: FairFolk5.png (52 KB, 550x750)
52 KB
52 KB PNG
>>1509735
The Fair Folk research wind magic, and find they can summon gusts of wind with little difficulty with a feather. The wind is not powerful enough to knock over a tent, but just shy in a burst.

The settlement is restructured so everyone has tents. The King pouts, but his is still the nicest. All of the slaves are crammed into two shoddy tents on the edge of the settlement.

The King also manages to instill his authority into his very voice. His word is undeniable, his commands absolute. No Fair Folk would even consider denying His Fair Majesty ...or would that?
>>
Rolled 96 (1d100)

>>1509493
Rolling Influence for Pixies
1-25 No effect
26-75 Mild effect
76-100 Extreme effect
>>
File: Pixies5.png (54 KB, 550x750)
54 KB
54 KB PNG
>>1509845
Practice makes perfect. The tribe Elder finally manages to convey the gravity of the Earth Mother, and the Pixies begin to heed her words. This leads to a more respectful outlook toward nature, and +5 to all rolls regarding natural sciences.

They craft cozy beds in their little nest homes, made from dried pine needles and soft fibers. The ladybugs also help their raspberry crops to grow, and soon bright pink berries can be seen hiding in the twisted brambles. Ladybug reproduction increases as a result, as does Pixie reproduction.
>>
>>1509880
Gooood. Goooooooooood. Grow prosperous and fat my future slaves.

>dastardly chuckling
>>
>>1509832
Next turn the mage guild will understand the time magic.

Anchor.
>>
>>1509904
Action: The king sends scouts south to explore for valuble things that can be usefull, they are expected to come back with something or face dire consequences.

Research: The wind magic excites the mages, they keep advancing it to be more powerfull and elegant.

I dont know what we should do as influence
>>
>>1509904
Influence: have a noble take care of the dragon eggs. Make sure he calls us over when the eggs begins to hatch
Research: the kimg is starting to feel cold. if we don't have it already, try to make fire
Actipithave the slaves build a hole in the center of the camp. This will be the temporary fire pit
I'll have to leave now, so i ask one thing of you archmage, make a religion if you can
>>
>>1509949
This but with the influence of >>1509951
>>
>>1509904

Action: They plant ambrosia flowers and yarrow root, letting the ladybugs have a field day.

Research: To ensure growth the little pixies begin to meet up in circles and dance for Earth Mother to summon small rain clouds to water plants.

Influence: The elder takes up a hole in one of the trees and attempts to enchant it with Earth Mother's blessing and create a small worshipping space for those who want to. It is currently not mandatory.
>>
>>1509904
>Action:Create stone constructs for manual labor
After many days of practicing & refining their abilities, the geomancers create large simple stone constructs to move the stone between the mines and the village, aswell as stand sentry over the mine entrance

>Research: Blood magic
The practice of blood drinking mixed with the corrupting influence of the chieftains magic on their bodies has had unexpected side effects. During violent mating, it has become commong practice for blood to be drained from each other in a frenzied state of passion, recycling the blood stopping either from dying from blood loss. Afterwards they find they consumed so much life essence in this process to add a small amount of the other goblin to themselves (strength, talents, experiences)

>Influence: Promote a more warrior like society
Hobgoblin chief enjoys the blood pit, hunting and smashing things. He knows the hobgoblins like it too and encourages them to embrace their savage tenancies by participating in the blood pit and hunting
>>
Rolled 53, 79, 82, 59, 21, 87 = 381 (6d100)

>>1509949
Rolling for Fair Folk
Scouting
1-15 Bad thing
16-30 Nothing
31-75 One Thing
76-100 Two Things

Influence
1-25 No effect
26-75 Mild effect
76-100 Extreme effect

>>1510104
Rolling for Pixie magic (+10 research)
1-25 No effect
26-75 Mild effect
76-100 Extreme effect

Influence
1-25 No effect
26-75 Mild effect
76-100 Extreme effect

>>1510121
Rolling for Hobgoblin daily hunt (+25)
1-35 Nothing
36-60 Old thing
61-100 New thing

Influence
1-25 No effect
26-75 Mild effect
76-100 Extreme effect
>>
File: FairFolk6.png (52 KB, 550x750)
52 KB
52 KB PNG
Rolled 8 (1d8)

>>1511016
The Fair Folk find a den of large foxes in the southern forest. They are about the size of a great dane.

Their mages continue to research and refine their wind magic, becoming elegant and graceful, turning it nearly into an artform. Dance-like motions accompany their manipulations of the wind, which grows deft enough to carry a small object across the room so long as it isn't fragile.

A noble is placed in command of the dragon eggs, and promptly becomes obsessed with them. He frequently strokes their rough shells, curious about what lies within.

The Mage Guild understands enough of the time displacement magic to free the lost scouts, returning them home. It seems that to execute such magic themselves would require a specific set of circumstances, but it's possible with a 2d4 turn setup.

Rolling for the forest disappearing:
1-2 Disappear
3-8 Remain another turn
>>
File: Pixies6.png (60 KB, 550x750)
60 KB
60 KB PNG
>>1511016
The Pixies plant their flowers and yarrow in the north portion of the meadow, where they take root easily. The ladybugs thrive on the bugs the flowers attract!

Their ritual to summon rain works - it actually summons enchanted rain that brings all of the plants into a state of ripeness for the turn. Must be a full moon or something.

The holy hollow dedicated to the Earth mother sees a few visitors, but largely is left as a convenient nook for hide and seek. Still, offerings seem to appear - berries, flowers and feathers found by the pixies are popular.
>>
File: Hobgoblins6.png (51 KB, 550x750)
51 KB
51 KB PNG
>>1511016
Hobgoblins scout out to hunt, and find another pack of wild boars. Flesh for everyone!

The Hobgoblin geomancers create basic constructs, but they are unable to animate them beyond geomancers moving them directly. It might be something to research, but for now, some really cool golems stand silently around the encampment.

The blood magic mingles curiously with the corruption magic, leaving many of the Hobgoblins stronger, but also a little less bright. Thank goodness they've got a genius for a tyrannical leader, right?

The more warrior-focused culture takes a deep hold, and suddenly the blood sport is the Hobgoblin's favorite pastime. Many throw themselves into the fray to test their merits, and some of them even come out alive! There are few Hobgoblins left who aren't battle-pocked, scarred or more deformed than usual these days.

(I didn't draw the sentinels, they'd just be dots, assume they're just off the page)
>>
Anchor.

Also, feel free to roll for your influence items, since they always require a roll. Just toss a 1d100 in your post.

If it's contested by another influence item (and roll), I'll average the two when you decide on which influence to select, barring people trying to abuse it by red herring influence actions. We'll give that a try. COPY THAT?
>>
>>1511240
Action / Research (I'm not sure which): We often hunt boars. See if we can lure them to camp for domestication. They will fight and feed the tribe!

Influence: The Hobgoblins are a wild lot. The Chief will need order. Begin creating a Hob Code. The first tenant is simple: Hob no Kill Hob.
>>
Rolled 20 (1d100)

>>1511240
Action: The fairfolk seeing the possible uses for these foxes attempt to tame them for their own uses.

Research: While Wind is elegant and calm, it is also powerfull. The fair folk continue practicing with it to create powerfull winds capable of blowing others away or to propell themselves.

Influence: Magic is a wonderous ability, so much many want to use it. Because of this the mages encourage all their members to practice and figure out new uses for existing magics and new magics in their free time.
>>
Rolled 75 (1d100)

>>1511240
Action: They explore the river north to them and look for... anything neat! +5 curiosity

Research: Aside from stories of Earth Mother and Sun Father, the little pixies never hear FUN stories! Pixies begin to make their own fantastical stories for amusement with one another.

Influence: Elder tries to connect with Earth Mother's spirit and speak with her for her blessings.
>>
Rolled 5 (1d100)

>>1511273
Fug. I forgot the 1 before the d in 1d100. This is why 'Im a hob.
>>
>>1511332
Yikes
>>
File: Hobgoblins7.png (33 KB, 550x750)
33 KB
33 KB PNG
Rolled 82 (1d100)

>>1511273
Hobgoblins manage to subdue a population of boars, bringing them back to their settlement and studying them. They do a lot of studying what they taste like, so fewer boars remain for breeding than they started with, but the Chieftain keeps the peons from getting too bacon-crazy.

The Hob Code makes total sense to the Chieftain, but unfortunately he uses words with more than 0 syllables, and it goes over the heads of his people.

Rolling for Hobgoblin daily hunt (+25)
1-35 Nothing
36-60 Old thing
61-100 New thing
>>
>>1511609
Hobgoblins find a group of jackals tearing apart a boar carcass.
>>
File: FairFolk7.png (39 KB, 550x750)
39 KB
39 KB PNG
Rolled 12 (1d100)

>>1511307
The Fair Folk capture a group of foxes and bring them back to camp. For now, they are thrown in the dragon pen.

They continue to develop their wind magic, but the more powerful and complex it becomes, the greater the supply of air they need to manipulate it. They are most powerful outside beneath a clear blue sky, and of course look graceful while they execute their dance-like aerobic motions to channel the wind.

The Mages Guild is successfully motivated to begin researching magic on their own. Once per turn I will roll to see if they discover something new.
1-40 Nothing new
41-60 Minor advancement (existing)
61-85 Minor new magic
86-100 Major discovery
>>
>>1511642
Sorry Fair Folk, you don't learn anything valuable today even with your +10 bonus.
>>
File: Pixies7.png (41 KB, 550x750)
41 KB
41 KB PNG
Rolled 74 (1d100)

>>1511328
Rolling for exploration with +5 curiosity
1-15 Something very dangerous
16-25 Something dangerous
26-50 More of the same
51-75 Something good
76-100 Something great

Pixies begin telling stories for entertainment, and morale gets a nice boost as a result. Which, in this case, leads to a population boost as well. Good going, Pixies.

The Pixie Elder tries to commune with the Earth Mother, and a feeling of serenity washes over her. Hard to tell if it worked or not, but when she opens her eyes a single strawberry lays before her.
>>
>>1511691
The Pixies find an enchanted spring surrounded by Sprites! Sprites are very similar to Pixies - small, short lived fae that enjoy a good time - but Sprites are very gifted with magic. They decide to come play in the Meadow to enjoy berries, flowers and ladybugs!

+5 to MAGIC rolls when Sprites are involved!
>>
And anchor. For anyone who missed it, more detailed updates will be done on google drive to make updates more focused on recent developments. The link is:

https://docs.google.com/document/d/1EU0lM3xdkNYw7iLHqoE4y7H2bkPXzfEvTNeMvGLP8p0/edit?usp=sharing
>>
>>1511709
Action: While the hunting grounds we have are plentiful, it is dull to look at the same rocks every day. Explore for new lands and adventure!

Research: The Earth is always below us. It would make a great weapon if we could harness it. Study Earth Magic.

Influence: The Chief counts nearly 100 hobgoblins in the camp. He can't count much higher on his own. He looks for the smartest hobs to form a council to assist him in his duties.
>>
Rolled 53 (1d100)

>>1511709
Action: Scouts are sent east to see what they may find

Research: The fair Folk try and domesticate the foxes to be used as companions to aid in activitys such as hunting or self defense

Influence: The fair folk seek to improve their plays to be more epic and grand in their complexity.
>>
>>1511755
I disagree with your influence, we must not assume that our hobgoblin brothers are smart.

Lets expand on the blood games! Hobgoblins who are winners in the blood arena are prized with an orgy to celebrate their massive feats, and in turn breed only the strongest hobgoblins.
>>
>>1511867
Well, that can't hurt. I'll concede my influence for Hip Hob's.
>>
>>1511755
Pick a direction to explore
>>
>>1511882
I like North. Let's try North!
>>
>>1511755
>>1511820
>>1511867
Just waiting on the Pixies!

Again a note, I will be gone for the next two and a half days starting tomorrow morning. I will be back, this is far from the end. Just a heads up, more turns will come.
>>
>>1511867

The winners are also given the chief's blood to drink at the feast to adapt his traits , this makes them a little smarter.
A mindless warrior is no better than an animal
>>
You should link this!
>>
>>1512013
I didnt see the anchor. Sorry.

Influence: The Elder plants the strawberry near her home and prays. What will become of this divine gift? She gathers the pixies for a small ceremony.

Action: Pixies invite the sprites to play and live with them! They use their magic to part the grove enough to see the river clearly so they feel more at home!

Research: The Sprites love the pixie stories do much they begin to pick up small sticks and enact some of the tales. Others join in and a small production is born, though very disorganized. Pixies and Sprites made "Plays"
>>
Rolled 97, 6, 35, 52, 70 = 260 (5d100)

>>1511755
Rolling for Hobgoblins exploring north (+10 action roll)
1-15 Something very dangerous
16-25 Something dangerous
26-50 More of the same
51-75 Something good
76-100 Something great

Rolling for Hobgoblin influence
1-25 No effect
26-75 Mild effect
76-100 Extreme effect

>>1511820
Rolling for Fair Folk exploring east
1-15 Something very dangerous
16-25 Something dangerous
26-50 More of the same
51-75 Something good
76-100 Something great

Rolling for Fair Folk influence
1-25 No effect
26-75 Mild effect
76-100 Extreme effect

>>1512872
Rolling for Pixie Influence
1-25 No effect
26-75 Mild effect
76-100 Extreme effect
>>
File: Hobgoblins8.png (35 KB, 550x750)
35 KB
35 KB PNG
>>1513174
The Hobgoblin scouting party heads north through the wasteland, and spot something interesting on the horizon. As they approach, it turns out to be the crumbled ruin of a stone fortress, long abandoned. Its defenses need shoring up, but most of its walls are sturdy and stand tall even if the roof has long caved in. One tower still stands, giving a view of the surroundings - if you squint, you can see the Hobgoblin camp from here! Wave hello, idiots!

Meanwhile, the geomancers continue to study earth magic. Their control advances, until they are able to manipulate a greater quantity of earth - about the size of a boar. It works best on certain stones, though they aren't sure why yet.

Expanding the blood sports is a great idea and the Chieftain is very proud of it, but it took the Hobgoblins long enough to warm up to the current level of involvement. A few games are extra ferocious, but then it just kind of turns back into what they already had.
>>
>>1513174
I am not amused
>>
File: FairFolk8.png (39 KB, 550x750)
39 KB
39 KB PNG
>>1513174
The Fair Folk scouting party strikes eastward, finding a rolling plain of hills leading to sparkling rivers. Where the rivers lead is unclear, and none of them seem to flow in the same direction. Weird.

Meanwhile, they domesticate their foxes. Despite being normally solitary animals, the Fair Folk seem to have a kinship with the savage wild beasts.

Even with your +10 modifier for Influence, it looks like the Fair Folk plays get only a little better. Storylines become more complex, the jokes get funnier, the tragedy gets more captivating. A popular recurring theme comes up where the Fair Folk play "mortals", beings who feel "emotions" and "die" a lot. This entertains the King. Golf claps!

I will roll the dailies last, before posting the updated map and anchor.
>>
File: Pixies8.png (44 KB, 550x750)
44 KB
44 KB PNG
>>1513174
The Elder Pixie plants the strawberry and prays. Whether the Earth Mother hears her prayers or not, the strawberry sprouts into a plant! When its berries grow, they are a multitude of colors (and biting into them, they're even different colors inside!). What does it mean? Either way, morale is boosted, and belief in the Earth Mother's blessing is generally accepted.

A clearing is made to join the meadow with the enchanted Sprite spring. Yay! More places to play hide and seek!

The idea of plays is a popular one, and many Pixies and Sprites begin crafting their melodramas. The hard part is getting other Pixies to play along, as they all try to act out their own, ignoring the other Pixie's ideas. Well ....you can work on that.
>>
Rolled 39, 30 = 69 (2d100)

>>1513174
Daily magic research (+5 bonus)
1-40 Nothing new
41-60 Minor advancement (existing)
61-85 Minor new magic
86-100 Major discovery

Daily hunting parties (+25 bonus)
1-35 Nothing
36-60 Old thing
61-100 New thing
>>
File: Map8.png (31 KB, 830x830)
31 KB
31 KB PNG
>>1513234
Fair Folk mages advance their understanding of time magic, reducing the amount of time (haha) it takes to enact the effects. It now requires 2d3 turns to establish.

Hobgoblins find another group of giant porcupines in the wastes.

Updated map, and ANCHOR
>>
File: Map8.png (36 KB, 830x830)
36 KB
36 KB PNG
>>1513241
updated map actually updated
>>
>>1513192
>Action - Repair the fortress using stone from the mountain
Geomancers transport their stone to the fortress, where under the angry watch of the chieftan, they obediently work to rebuild it

Research:Improve blood magic
When enraged,the hobgoblin's magical blood pumps around their body's faster, increasing the flow to their brain making them smarter, & giving them much faster regeneration when wounded, making the battle pit slogs longer & all the bloodier as fatigued hobgoblins beat wearily beat eachother within an inch of their lives

Influence: Hobgoblin chief enchants stone bowls of his blood with his foul corrupting magics. He offers them to the most capable warriors to emerge from the pit. They increase their obedience, as well as push their intellect much closer to the chief's than that of a vegetable
>>
>>1513241
Action: The fair folk scout north in hopes of finding usefull things

Research:Intrigued with the effects of time magic they continue researching it in the hopes of finding other uses for it or shortening the time needed to prepare it

Influence:Its encouraged for Fair Folk Nobles to have the best trained and best possible foxes
>>
Rolled 84 (1d100)

>>1513241
Action: They play the flute to attract more buggies. They try a more funky beat.

Research: The little sprites attempt to teach pixies the spell that allows water breathing so they can swim together to have FUN!

Influence: Sprites tell stories of the Water Maiden that lives side by side with the Earth Mother.
>>
Rolled 95, 44, 56, 15, 46, 49, 13, 37 = 355 (8d100)

>>1513248
Rolling Hobgoblin influence
1-25 No effect
26-75 Mild effect
76-100 Extreme effect

Rolling Daily hunting parties (+25 bonus)
1-35 Nothing
36-60 Old thing
61-100 New thing

>>1513251
Rolling Fair Folk exploration
1-15 Something very dangerous
16-25 Something dangerous
26-50 More of the same
51-75 Something good
76-100 Something great

Rolling Fair Folk influence (+10)
1-25 No effect
26-75 Mild effect
76-100 Extreme effect

Rolling Fair Folk Daily magic research (+5 bonus)
1-40 Nothing new
41-60 Minor advancement (existing)
61-85 Minor new magic
86-100 Major discovery

>>1513252
Rolling Pixie action effectiveness
1-15 Bad thing
16-30 Nothing
31-75 One Thing
76-100 Two Things

Rolling Pixie magic research (+10 research, +5 playful)
1-25 No effect
26-75 Mild effect
76-100 Extreme effect

Rolling Pixie influence
1-25 No effect
26-75 Mild effect
76-100 Extreme effect
>>
>>1513262
I rolled influence
>>
File: Hobgoblins9.png (37 KB, 550x750)
37 KB
37 KB PNG
>>1513262
Hobgoblins begin repairing the fortress, but it will take a bit to have it in prime condition. ETA turn 25.

The blood magic research goes well - so well that Hobgoblins who undergo the process enter a berserker-like bloodlust state when dangerously wounded. This gives +5 to Combat rolls when hurt.

Tie that in with the Chieftain enchanting his blood and getting other Hobgoblins to drink it and you've got a recipe for ....something, anyway. It works so well on the Hobgoblins who imbibe his blood that they grow a little paranoid, and start scheming. They're obedient, but for how long?

The daily hunt uncovers a group of dire badgers in the wastes, with bony protrusions along their body to make them look less appetizing. But you won't let that stop you, will you?
>>
File: FairFolk9.png (40 KB, 550x750)
40 KB
40 KB PNG
>>1513262
The Fair Folk ride north, finding grassland dotted with patches of trees. Resting in the shade of one particular grove, they realize that the trees are laden with fruit - sweet pomegranates. The scouts return with their arms full of blood red fruit.

The magical advancement continues. The preparation time to use time displacement magic is reduced to 1d5.

The attempts to have Fair Folk nobles have the best foxes is pretty common sense - but they seem to fail to grasp the concept beyond what they're already doing. Slaves are sometimes mauled by the foxes for fun, though, so there's that.

A minor advancement is discovered for wind magic, allowing them to eavesdrop by having the wind carry them the whispers of other nobles for plotting and scheming.
>>
File: Pixies9.png (44 KB, 550x750)
44 KB
44 KB PNG
>>1513283
So you did. Sorry about that. Thank you for actually doing that.

>>1513262
Pixies play their funky music, white boy. They play that funky music right apparently, because they manage to attract some fuzzy moths. They flutter around the meadow at dusk, their silvery-golden wings leaving a faint trail of dust in their wake.

The Sprites manage to teach the Pixies how to breathe underwater! Congratulations. REQUIRES SMOOTH PEBBLE.

The tales of the Water Maiden spread among the Pixies, who instantly respect her because of how much they adore their new Sprite friends. Who knew they were so smart and spiritual? They learn to treat the water with more respect.
>>
ANCHOR.

Also updated civ sheets are here, don't forget:
https://docs.google.com/document/d/1EU0lM3xdkNYw7iLHqoE4y7H2bkPXzfEvTNeMvGLP8p0/edit?usp=sharing
>>
>>1513368
iinfluenc: incourage the nobles to better train their foxes by hosting a game. Slaves are lined up on a field, foxes are the released and try to maul the slaves as they run. Which ever nonle owns the fox who mauled the most slaves wins. If the fox jumps on the slave before the race offically begins its disqualified. In the case of a tie, the fox who had the least distance between slaves wins.
>>
>>1513339
The Mage Guild is not sure they can finesse time magic much further. The cost for time magic is literally time spent preparing it. Further advancement will require very good rolls, or better overall understanding of magical theory/magic.

AND on that note I am going to be away until Wednesday. Stay tuned, true believers, there is much more to come.

...We have to get to Dark elves, after all.
>>
>>1513317
The Chief blood increases obedience, why would they get paranoid & scheme

>Action: Chieftain orders Geomancers use their magic to raise mud huts over sleeping pits, & add stone pillars on the inside in order to shelter them from the elements allowing better sleep for quicker recovery & safer upbringing of young. Although this is in direct benefit to them, some hobgoblins dislike them taking away view of the sky and find it rude

>Research:Improve corruption magic
During his daily corrupting of infants, he notices he can feel "who" this hobgoblin will be & what they will be good at. He starts trying to twist these natural tenancies to shape them to be more in line with his image of the ideal hobgoblin. obedient, eager for battle, have less morals & be more talented with their particular gifts

>Influence: Chieftain Hosts a clan wide BLOOD FEAST every night before bed, they are encouraged to sate their hunger on those around them & to let others do the same to them in order to absorb & share their strength & abilities
>>
>>1513380
Research: wooden houses. The king wants to look special again
Action: have the talons go do the scouting with the current party. They could probably help out
>>
Rolled 93, 66 = 159 (2d100)

>>1513368
Action: Pixies begin a daily exploration group. Finding new things is also fun! It assists with mapping during hide and seek. +5

Research: Sprites and the elder look into summoning water elementals to protect the pixies as they play. +15

Influence: A small shrine by the water is made for the Water Maiden
>>
Is thread alive?
>>
>>1518113
op is gonna return wednesday according to discord
>>
>>1518118
Whats the discord link plz
>>
>>1518222
> cntrl f
> 'discord'
>>
Why would there be a Discord server?




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.