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File: Known world2.png (40 KB, 457x555)
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(Continuing from previous thread)

On the 10th day of Tinak, a mysterious traveller, almost on the brink of death and dehydration reaches us. He is a dwarf, the skin is heavily tanned, and he has a massive pack on his back. He limps towards our northernmost hold, held by Clan Greyview. He limps to our gates, slowly. With the last of his strength he yells, "Let me in! Please! I am near the brink of death." Our men are ready to let him in, but the question is, do we let him in? He is unknown to us.
>A. Let him in
>B. Do not let him in.
>>
>>2529086
A.
>>
>>2529086
>A. Let him in
>>
>>2529086
A
>>
You let the dwarf in. He collapses before you can get to him, and he is sent to your healers. It takes several days to recover from his massive thirst. After inspecting his pack, it appears that his water supply must have run out almost a week ago, how he is alive we are uncertain, mainly because dwarves die after three days of no drinking in the desert. After being given lots of drink through the mouth (with hopes he does not choke, and he doesn't), he awakens 5 days later, although he is forced to stay in bed for at least another day. The elders of our council and almost all faction leaders hear of this, however the most important thing about him, is that he claims to be from The Great Dragonforge...

If you send a character to talk with him about this, please say so and ask him any questions you may have.
>>
>>2529086
Also this is actually civ #5
>>
>>2529132
"Have done well to get here, tell us of the Great Dragonforge and how we may reach there to communicate with the great Titans!"
>>
>>2529132
"Tell us how you manage to be in the brink of death fellow dwarf, did you come alone?"
>>
File: Desert dwarf.png (145 KB, 188x247)
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>>2529142
"The Great Dragonforge... A massive dwarven city, built well underground. The titans reside there, and dwarves see them, almost every day! The great King resides there, alongside the most high titan, the Worldshaper himself." He pauses for a second, trying to remember other details. "There's forges, plenty of them. One of them is powered by an enslaved dragon who uses her breath to melt metals that cannot be melted down with regular heat. In addition, we have an even shorter race called gnomes, smart little bastards. I think they're cute personally, but don't ever say that to their face. If you want to come to the dragonforge, you can come with me, but you better prepare good supplies."

>>2529150
"Aye I came alone. I was selected by the titans to drink from a precious source of water within a small grotto by the dragonforge. I am one of their best explorers, and I drank from the titanwell. It invigorated me, and let me walk great distances without getting tired, and live a long time without drinking water. Though once in a long while, I'd take a swig from my bottle, just to stay cool. Were it not for that, I'd have died on the way here."
>>
>>2529209
Why have you come here then? Have the Titans sent you as a messenger?
>>
>>2529222
"Yes. I have come to bring you to them. The titans have been waiting for you, and have chosen to accelerate the process, the reason they told me was that the trolls... They're rising up. They've forgotten their place in this world."
>>
>>2529235
We shall all prepare to leave at once then! If the great titans call we must answer! I shall gather supplies, how many days do you need to rest for, if at all?
>>
>>2529240
"Give me a week. The titans have waited many years for you, they can wait another week."

After a week of tenuous waiting, the proper supplies are prepared, with large amounts of water, goats, plenty of food... All that's missing is those you are sending. Who are you sending?
>>
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>>2529255
High Shaman Bork Keeyeeself alongside ten Shamans of the Titanic Commune shall travel to the Great Dragonforge.
>>
>>2529255
"I, Maznir Grayview and three of my best warriors will join you."
>>
>>2529255
Jorvum Aezak and 4 warriors will accompany him.
>>
>>2529209
Send the Head of Clan Stou and half of his Clan(on goat back with extra herbs for presents and profit)
>>
"Its a big group, but we will be well protected. Let us head out then. May the titans guide us."

DC 30 -15 experienced explorer -5 very well supplied -5 Friendly territory +5 not adapted to the above ground
>>
Rolled 4 (1d100)

>>2529324
>>
Rolled 87 (1d100)

>>2529324
>>
>>2529255
Jope Tinjaw, respected farmer and trusted informant, joins at the last moment.
>>
Rolled 37 (1d100)

>>2529324
>>
Rolled 33 (1d100)

>>
While the press forward is tiring, you are able to keep up with this explorer's fast pace! A large amount of supplies is on packs and even a couple small carts! The explorer brought only what he could carry, however he claims that this should be more than enough to get us to the dragonforge. We are approach the town of Dobak and resupply. Hopefully we will be able to survive the journey. The explorer states that there are no oases from Dobak to the Dragonforge. We press on!

DC 35 -15 experienced explorer -5 very well supplied +5 not adapted to the above ground
>>
Rolled 92 (1d100)

>>2529372
>>
Rolled 82 (1d100)

>>2529372
>>
Rolled 38 (1d100)

>>2529372
>>
Our supplies are in good supply for now. Our explorer presses us forward. We aren't very accustomed to the above ground heat but he gives us a few nifty tricks. He hands us a few hats that seem to do a good job at keeping us cool, and whenever one of us complains too much of heat, he pours a little water onto a towel and gives it to them to put around their neck or face, water isn't in short supply for now, so we can afford such luxuries. We've been told it isn't too far! It has been a week since we have left Dobak.

DC 35 -15 experienced explorer -5 very well supplied +5 not adapted to the above ground
>>
Rolled 5 (1d100)

>>2529394
>>
Rolled 87 (1d100)

>>2529394
>>
Rolled 90 (1d100)

>>2529394
>>
"Amazing luck we've had, not a single wild animal attack, or a troll attack! I was attacked by a couple wolves on the way over to you guys, however with luck, I was able to defeat them." One final push and you make it... Before you see a vast, sprawling lake, compared to your it is far far bigger. You see dwarven towns all around, farming in relative peace. The waters of the lake seem to be a calm blue. A couple towns are seen by the lake. What do we do?
>A. Visit the towns, stay a while in them
>B. Straight to the dragonforge!
>>
>>2529421
>B. Straight to the dragonforge!
"The Titan's call and we shall answer as fast as we can!"
>>
>>2529421
>>B. Straight to the dragonforge!
"We can view the scenery on the way back. An audience with those of the Dragon-forge is something we will rarely see."
>>
>>2529421
>A. Visit the towns, stay a while in them
"Lets resupply and relax for a bit, I would also like to see if we will bump into anything interesting we haven't seen before."
>>
>>2529421
>A. Visit the towns, stay a while in them
>>2529431
Patience Shaman, enlightenment on the culture who lives so near the dragonforge may be prudent before we step upon that holy place.
>>
>>2529421
As much as Me and the boys would love to drink
>A. Visit the towns, stay a while in them
>>
It appears A wins! In that case, you all have the towns to yourselves.

Take some actions, if you feel the need to roll for them, roll.
>>
Rolled 99 (1d100)

>>2529493
See if any of these strange gnomes live here that our guide mentioned!
>>
Rolled 34 (1d100)

>>2529493
Try and find any crops and livestock they have here that we don't have back home.
>>
Rolled 92 (1d100)

>>2529493
GO visit markets and taverns looking for new herbs and any recent news about the dragonforge
>>
Rolled 13 (1d100)

>>2529493
Visit the marketplace to browse around for anything we haven't seen before maybe related to weapons or stonework
>>
Rolled 60 (1d100)

>>2529493
Recruit perfectly trustworthy townspeople to send letters about happenings around here, idle gossip, major events, anything they feel like telling us really. Definitely just a well informed farmer wanting to be well informed.
>>
>>2529498
You find a gnome workshop! Good luck for you, you enter and find several gnomes working inside, brewing alchemical things. They offer you good prices on potions that rid you of common diseases. One potion that especially takes your interest is one that gives you skin made of iron! They do not reveal what the formula for that one is, but they give it to you at a price you simply cannot resist buying.

>>2529506
You find several new herbs. They hand you one that they claim is of an "uncommon" value, meaning that its harder to find. When it is baked into bread, it keeps you fuller for longer, meaning that you do not need to eat as much, making this very effective for rations.

>>2529534
You find nothing new related to weapons and stonework, at least in these markets.

>>2529538
A few townspeople agree to send you information on this, while there won't be many letters due to the fact that it is a long journey, you will be well informed of important events.
>>
After leaving the towns, it is a walk towards the dragonforge. A path heads upward, higher and higher into the mountain. After an hour or so of climbing, you reach the gates. A long bridge is in front of you, but the explorer guarantees you it is safe, it is simply best not to look down. Walking across the bridge he explains that the dragonforge is an impregnable fortress, capable of lasting for years under siege. In its many years of existence, not a single enemy was able to make it into the massive hold alive. You reach the great gates, and carvings of dwarves you do not know appear on the walls and on the gate itself. A guard from atop the ramparts yells at you.
"Why have you come here, followers of the titans?!"
>>
>>2529570
"We have come from far south at the request of the Great Titans!"
>>
>>2529577
>>2529570
"It is as the High Shaman said. They have called and we answered."
>>
>>2529577
>>2529587
"Both acceptable answers..." He nods his head. He looks at the explorer, and the explorer replies.
"The followers of the titans have come to follow their path."

You hear the guard shout
"Open the gate!"

The gates slowly lumber open, and inside you are greeted by a massive hold, with a great hall, and people going about their daily business. Some seem to be smiths, others are here to sell what they have farmed. Your explorer guides you past this great hall, to the left and right you can see businesses and houses carved into the caveside, people peddling their wares, and you can see people in what appears to be religious clothing. Past the great hall, you enter a massive chamber, and very hot. Rivers of lava are visible, however you are pretty safe from them, great walkways let you pass through, with buildings atop them. You see temples, shrines, even more housing, gnomish workshops, and even a school for mages, as far as you can see for now. Heading into the central chamber, you see three walkways branching out in front of you. Directly in front of you the explorer states that there is the Worldshaper himself, the one you are to visit soon. To your left you can see dwarven men walking in with pickaxes, apparently starting their workshifts, while others walk out. To your right you hear the clanking of hammers... A sound familiar to you, that must be the great forge. The explorer says that the Dragonforge itself is inside there, but is unsure if you would even be permitted there.

What would you like to do?
>A. Explore
>B. Head straight to the worldshaper
>C. Other
>>
File: Great Dragonforge.png (3.32 MB, 1703x955)
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>>2529630
Forgot pic
>>
>>2529630
>>A. Explore
Take everything in
>>
>>2529630
>>B. Head straight to the worldshaper
>>
>>2529630
B
>>
>>2529630
>>B. Head straight to the worldshaper
>>
>>2529630
B
>>
>>2529705
Bow before the Shaper of Worlds and King if Titankind.
>>
File: The worldshaper.png (1.05 MB, 535x883)
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Walking towards the place of the worldshaper, there is a massive gate that opens... As if someone could sense you were coming. As you enter, you find yourself within a hall so big, enormous would be an understatement. However, as you walk in, you are met by high priests, who whisper to you. "As you come up to him, you are to kneel. He will judge you worthy." Looking forward you find it... The worldshaper himself, sitting on a throne made of earth, and in front of him, almost tiny in comparison is the throne of the Dwarven King of the Dragonforge. The Worldshaper wears a massive golden crown filled with massive gems, and the King has one likewise... The hall seems to be plain, mostly, except for the runes etched around the titan. You hear a deep voice call out to you.

"Come, my children. Meet your maker."

What do you do?
>>
>>2529712
Bow before the King of all Titans and Shaper of Worlds.
>>
>>2529712
Kneel before him.
>>
>>2529712
kneel before him
>>
>>2529712
Go forth and meet my maker.
>>
The worldshaper nods. He doesn't seem to have a face, but his deep voice is distinctly that of a man. The dwarf king remains seated.

"I have called you here on important matters. The trolls are rising up once more. Those terrible, terrible beings. I am certain that you have fought them in the past. This has not been the first time they have risen up, but I will make sure it is the last. My children, I ask of you your aid in the battles against the Trolls. Stand in unison with your brothers, in the south, in the west, and in the north. We shall aid you however we can. Do you have any questions for me regarding this mission?"
>>
>>2529776
"You say that this has happened in the past. Is it merely the creatures breeding out of control in their lands or something more pushing them to war?"
>>
>>2529776
"I wish to cultivate the trolls' fear, how can I accomplish this."
>>
Rolled 45 (1d100)

>>2529776
"If it's not too much to ask, but will you gift us with technology that'll help us against the troll menace?"
>>
>>2529776
Can you teach us to better control the earth oh mighty Titan, for we seek to emulate your form!
>>
>>2529799
"Something pushes them to war... I am uncertain as of right now, however I have a few ideas... I will have to confirm them first. My first thought is my long lost brother."

>>2529804
"Strike where they do not expect you, and say that you slay them in the name of the Worldshaper himself. That shall scare them well, they believe they are damned when slain by a man who proudly professes himself a follower of the worldshaper.

>>2529814
"We shall make proper accommodations in terms of technology, we shall send some well educated dwarves with you to refine your metallurgical techniques. Prove yourself loyal and you will gain even more."

>>2529891
"It is impossible to emulate the form of the worldshaper, I and I alone possess that form. However, in addition to the well-educated dwarves, I shall send shamans of the earth to your lands, to teach you the ways of the earth. If you prove yourself useful, and a good worshipper, I shall send one of my titan sons to your lands, to protect and teach."

He pauses for a second, and speaks again.
"If you have no other questions, you may leave."
>>
>>2529915
Thank you for this audience Great Titan, we are but specks of dust in your presence.
>>
>>2529915
"Thank you Great World-shaper."
>>
Before you leave, three priests approach you and present to you a shield and a spear.
The priest holding nothing begins to speak.
"These are presents from the Great Dragonforge, however you are only permitted one. They have been forged by great quality smiths, and consider them relics, gifts from the Worldshaper. Pick one. We also suggest you give them to your chief, he can make the most use of it."

The priest holding the spear says, "It is a weapon designed for slaying trolls. A weapon similar to this was given to dwarves in the south a long time ago. However, this spear, as it draws troll blood will grow increasingly powerful, making it stronger and stronger, empowering both itself and the user. It also tends to glow which can be useful in a cave environment."

The priest holding the shield then begins to speak, "This shield is made to protect against the great swings of trolls. Made of Jutel and the lesser elemental metal, it can shrug off earthen attacks with ease, and is extremely sturdy. It has been enchanted with runes that are meant to lessen the damaging swing of a troll club."

Once the other two are finished, the third priest speaks again.
"Make your choice."
>A. The spear
>B. The shield
>>
>>2529958
>>A. The spear
This spear can be a symbol of the Shaper's might as it strikes down even the greatest of the trolls.
>>
>>2529958
>B. The shield
>>
>>2529958
A.
>>
You pick the spear, and the priests hand it to you ceremoniously and back away. The Gate is opened, after passing through it appears that the worldshaper simply moves his finger and the gate moves! Amazing.

What will you do now?
A. Return home
B. Explore the dragonforge a bit
C. Other
>>
>>2530021
>B. Explore the dragonforge a bit
Let us see more of the Dragonforge lands
>>
>>2530021
>B. Explore the dragonforge a bit
>>
We shall explore the dragonforge a bit!
Use this post as a reference:
>>2529630

You're free to explore wherever, if you feel the need to roll for your action please do so
>>
>>2530064
Learn more about the places of note in Dragon-forge.
>>
Rolled 65 (1d100)

>>2530064
Try and recruit some Gnomes to come back with us.
>>
Rolled 30 (1d100)

>>2530064
Mmm, perhaps the mages know something to spur my interest.
>>
Rolled 24 (1d100)

>>2530064
Establish good relationships with the merchants, lords, and gnomes in this city, try to convince them to visit our homes one day or share knowledge for the upcoming war against the trolls
>>
>>2530072
The most important places of note have already been previously described, however you are taken to two important places, the High Temple of the Worldshaper, and are given a glimpse of the dragonforge itself. The High temple is filled with pilgrims and priests alike. You listen to a sermon about the importance of hard work, and how the worldshaper values it. It appears that there is a place where dwarves go when they die. If the Worldshaper finds them to have lived a good, honest life he will be sent to a paradise where nothing is in short supply, even the women! The fruits of his labor will reward him even in the afterlife. Whereas slobs who refuse to do anything are sent to an existence where they must toil and work hard for eternity. As for the Great Dragonforge, you get merely a glimpse, but all you could see was a shackled and caged Dragon being forced to breath fire into something like a furnace. Dwarves in heavily protective clothing, as well as two stone titans were seen working the metal, alongside numerous apprentices that skitter about doing other tasks.

>>2530082
You manage to get a few gnomes to come south, they do not number much, only about 20 join you, however they seem eager to come and work hard in your lands. Hopefully their population will grow.

>>2530083
The mages do not have anything to give to you, it seems to be restricted to foreigners, and claim that there are mages that will be sent to educate your people later on, as ordered by the Worldshaper.

>>2530113
It appears that the Lords, gnomes, and merchants are too caught up in their own affairs to talk to you. The Lords are busy preparing for war, the gnomes are busy tinkering, and the merchants are asking you to buy something rather than making small talk.

Shall we do anything else in this city or simply go back home?
>>
Rolled 70 (1d100)

>>2530140
Buy some of their wares, seek items never seen before.
>>
>>2530155
You manage to acquire a horse from one of the peddlers! Its quite big, and can even accomodate two dwarves on its back! Quite a good find.

After a long expedition, you return home, informed of the world beyond you... And the great dragonforge.
>>
After our return from the Great Dragonforge, a few weeks later we are followed by numerous people from the Dragonforge. Smiths, Preachers, Priests, Shamans, merchants, and even some gnomes! In addition, we also get some access to newer technology, such as swords and advanced bows! They start to teach us their ways, as well as supporting our researchers in their efforts.

YEAR 50 after the disappearance
Stats:
Population: 2168 Dwarves, 100 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Stone construction methods, Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 8/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2533270
J.
With the discovery of metal magic by the Titanic Commune we should move to involve it with our smithings techniques, allowing use to create sharpers edges, remove impurities and all together improve our craft.
>>
>>2533270
>C. Construction
Build more accommodations for the new arrivals
>>
>>2533278
This
>>
>>2533277
Switching to this
>>
Using the magic we have learned from our Dragonforge brethren, we apply the magic to our craft, specifically smithing. Using spells we are able to remove impurities with great effectiveness, giving us a stronger blade. In addition to this, using magic to compress the edge of the blade makes it far sharper and far more durable than before. In addition, we have acquired some runesmiths from the Great Dragonforge. They are able to carve runes into our swords to empower them, however they state that simple bronze simply cannot hold the power of the runes as well as more exotic metals could.

YEAR 51 after the disappearance
Stats:
Population: 2222 Dwarves, 102 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Stone construction methods, Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 8/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2533325
J. Using the unique resonance given off by metals we shall use magic to prospect our land.
>>
>>2533338
Supporting this
>>
We shall prospect the land using magical resonance!

DC 40 -5 Good technique -5 Dwarven Prospecting
>>
Rolled 34 (1d100)

>>2533348
>>
Rolled 12 (1d100)

>>2533348
>>
Rolled 55 (1d100)

>>2533348
>>
Magical resonance works well in the areas by the river, lands already prospected. We do find a small vein of a new ore, allegedly one that can hold runes, although it is small and hard to come by. The runesmiths know it, and have named it Terite, it can accomodate runes which means that potentially, the sword can be used to throw blasts of fire, or set itself on fire for a period of time. Very useful for swords, and even spears! If it is made into arrow heads, it can easily be used as burning arrows that cannot be extinguished until the runes run out of power. If made into armor, it can use the very earth itself to help shield the wearer from bodily harm, although for a short period of time.

YEAR 52 after the disappearance
Stats:
Population: 2268 Dwarves, 103 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Stone construction methods, Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 8/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2533447
>C. Construction
Set up proper accommodations for our new arrivals so they can operate at full efficency
>>
>>2533475
Support
>>
We begin to expand the main hold and the town outside it to accomodate our newest arrivals. Proper housing is built for the gnomes, who are slightly smaller than dwarves and should be accomodated accordingly. The runesmiths are given our best forges, and housing is given to researchers and preachers alike. We also construct more housing for our growing population in general, and plan for the future with it, leaving some housing spaces empty, for future development. The new arrivals seem to be assimilating and are overall happy.

YEAR 53 after the disappearance
Stats:
Population: 2316 Dwarves, 105 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Stone construction methods, Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 8/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2533504
>F. Technology
>>
Rolled 45 (1d100)

>>2533270
FP: Sneaky magic.
>>
>>2533504
F
>>
Its F- Technology, what will it be?


>A. Medicine
>B. economics
>C. Construction
>D. Instruments
>E. Animal Husbandry
>>
>>2538102
A
>>
>>2538102
C.
>>
>>2538102
C
>>
Advancements in construction are made. We begin to use standardized bricks and stone. We use chisels to ensure that the shape is much better. In addition to this mortar is used to further reinforce the walls. All in all, this creates a much stronger wall which will not break easily to enemy attacks. This also allows us to build bigger buildings without them collapsing, because there will be mortar and brick/stone pillars to hold them up, as well as the walls themselves. Our engineers are already working on replacing our stone walls with this new and improved construction method.

YEAR 54 after the disappearance
Stats:
Population: 2365 Dwarves, 107 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 8/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2533706
Difficulty: Hard
The only useful spell you were able to find was one that enabled you to be covered in earth, effectively camouflaging you, but you cannot move while covered.
>>
>>2538176
J. Create the Terite Bow, by using a small cast bronze tube capped on one side with a terite stock enchanted with propelling metal magic to launch small orbs of metal at lethal velocities to punch through armor and flesh.
>>
>>2538202
Supporting
>>
>>2538202
>>2538176
Backing
>>
The Terite bow begins to be worked on! We work on it day and night, and the Runesmiths are able to release a prototype. It works, however it takes a long time to reload. Putting the metal orb in is easy enough, however the rune itself must be recharged after each firing. This can take up to ten minutes to recharge with one magician. Two brings it down to 9 minutes. The most we can use is 5 magicians which brings it down to 5 minutes, the terite bow is a fearsome weapon, but requires terite, and a lot of work from only two runesmiths.

YEAR 55 after the disappearance
Stats:
Population: 2414 Dwarves, 109 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 8/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2538245
>C. Construction
Construct bridges at the river crossings.
>>
>>2538245
C.
>>
>>2538245
>>2538258
>>2538265
backing this anon
>>
>>2538258
Backing
>>
We build bridges over rivers! Using our newfound construction techniques of bricks and mortar, we are able to make bridges across rivers that don't collapse. This is good for our people, before you had to ford the river, or try to swim across and not drown. Now, its much easier to cross with the bridges, which can even accommodate carts! It is a boon to our transportation, and three bridges have been built, one that leads south from the main hold, one that leads west, and one across the river in the southwestern holds.


YEAR 56 after the disappearance
Stats:
Population: 2465 Dwarves, 111 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 8/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2538290
F
>>
>>2538290
J.
Study the mysteries of Mana and how it works within the body, also find out if there are other ways to gain mana.
>>
>>2538298
SUpporting
>>
We begin to delve into mana. Our shamans attempt to feel out the way mana works in the body. We cannot pinpoint an exact location in terms of where mana originates, our shamans feel it throughout their body. There is no known way to gain mana aside from it simply coming back over time. Some shamans believe that praying to the titans can get it back faster, others have seen no success. Perhaps it is a "Blessing" like a bountiful harvest, we are not sure. Within the body, the shamans direct the flow of mana, and whenever they recite the incantation of a spell, it feels almost like they're "ordering" the mana within their body to do something. When they incantation is finished, the mana does what it's told and the spell is cast.

In other news, the preachers from the great dragonforge are starting to demand a temple to the titans, built under their orders to ensure that it is what the great titan wants.

YEAR 57 after the disappearance
Stats:
Population: 2517 Dwarves, 113 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 8/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2538336
Let them build the temple their way
>>
>>2538336
>C. Construction
We shall construct a great temple within the main hold as a center of worship in our realm.
There shall also be proper temples constructed in the other holds for those who cannot make the trek to the main hold.
>>
>>2538336
C
Build the temple in the main hold
>>
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>>2538352
Construct a temple but do it our way, who are these preachers to say we do not know the will of the Titans!
>>
We shall build a temple, but how?
>A. Let the preachers dictate how we shall do it
>B. We shall do it our way, and no one else's!
>>
>>2538381
B.
>>
>>2538381
B.
We grown!
>>
>>2538381
A
>>
>>2538381
>>B. We shall do it our way, and no one else's!
We will make it how we desire but we shall incorporate design elements from the preachers we find interesting as we please.
>>
>>2538381
A.
>>
>>2538381
B.
>>
The preachers moan and grumble when we tell them we are going to build it our way, some are even outraged! The plans for the temple are set, we shall build scaled down models of the titans, alongside a hall for the worshipers to worship the titan of their choice. The Preachers are kind enough to let us know that there are 10 titans in total, and to build them all would take far too many resources and too much time. Therefore, we scale down the statues of the titans (to approximately 10 feet tall), because they also wouldn't fit, the preachers are ok with this change... The Great hall also has a great altar for sacrifices, and a couple of smaller altars for sacrifices when there is a particularly large amount of sacrificial offerings in the land. In addition, there is a pulpit for when the priest/preacher chooses to give a sermon or homily regarding the greatness of the titans and their teachings. There are also etchings of words of wisdom from the titans that the preachers have stated. Here are a couple examples:
-"Hard Work guarantees rewards, both in the short and long term"
-"The farmer feeds the smith and the warrior, the smith provides weapons to the warrior and tools for the farmer, and the warrior protects both."

YEAR 58 after the disappearance
Stats:
Population: 2570 Dwarves, 115 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 8/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
Rolled 52, 54, 10 = 116 (3d100)

Making up missing faction projects
1. Expand the mines and look for new veins
2. Expand the mines some more and look for more new veins
3. Try to make the best alcohol posisble
>>
File: Dwarven temple.png (1.23 MB, 1187x487)
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>>2538472
Here's sort of what it looks like, but bigger and more statues
>>
>>2538472
H
>>
>>2538472
B. We should properly name our capital of Koropolis and our little fledgling nation the Serene Valley Republic.
>>
>>2538488
>>2538472
Actually backing the shaman tough might be early for the republic part maybe The Serene Valley Holds?
>>
Rolled 8, 43, 33 = 84 (3d100)

>>2538472
faction projects
1 set up more farms along the river
2 breed stronger and faster war goats
3 try and establish better ties with eastern dwarves through trade and spreading The Word of the World-Shaper
>>
>>2538488
Supporting the name for our Capital to be Khoropolis

Our Nations name should be the Serene Valley Holds.
>>
>>2538478
FP 1 and 2 difficulty: Medium
The current mines we have simply cannot be expanded anymore. However, with your hard work and dedication to expanding mines, you are able to find some more veins of Terite in the Terite mines!

FP 3 Difficulty: Impossible (though more like hard)
You simply cannot acquire the facilities to create alcohol, and as a result you cannot make alcohol to begin with.

>>2538506
FP 1 difficulty: Medium
Your people are not numerous enough to own more farms, however, you could simply draw more farmers, but no one wants to join you right now

FP 2 difficulty: Medium
The war goats you breed are a step up from the main goats you used to use. The Goats that you used to use had no difference from the standard goats people used. However, with these new and improved war goats, they are restricted to exclusively the military because "no one should be allowed to use a war goat that can run that fast" (please get the joke)

FP 3 Difficulty: Medium
While you do expand your trade network within the eastern dwarven lands, they aren't too interested about the worldshaper right now, preferring to be more by the sea and more in tune with the water than the earth exclusively.
>>
Our new capital's name is Koropolis! At last we have a capital name to be proud of, and many dwarves agree with it. As for the name, we weren't interested in the name "republic" however, the "Serene Valley Holds" seemed like a good name. This valley was mostly serene anyway, except for that one troll attack that we fended off quite easily. Regardless, at last, our nation has a name to be proud of!


YEAR 59 after the disappearance
Stats:
Population: 2624 Dwarves, 117 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 8/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2538579
>F. Technology
>>
>>2538579
F
>>
>>2538579
E.
>>
>>2538579
A. Expand our farms and knowledge of irrigation!
>>
>>2538579
B. Culture
Lets make beards a manly thing
>>
It is F- Technology. What will we do?

>A. Medicine
>B. economics
>C. Agriculture
>D. Instruments
>E. Animal Husbandry
>>
>>2538627
>>C. Agriculture
>>
>>2538627
>E. Animal Husbandry
>>
>>2538627
E.
>>
>>2538627
E
>>
We begin to develop animal husbandry. Our mastery of goats is true, with us having the first wargoats thanks to Clan Aezak. However, we set our sights on new animals. Clan Aezak brings cows and pigs to the Serene Valley, and as it turns out, killing and then cooking these animals gives us a very tasty meat that keeps us full for quite a long time! The cows can also provide milk similar to goats, while it has a different taste, it is also quite beneficial to our dwarves who are quick to pick up this milk and drink it often. Some say it makes them stronger, however we cannot understate the importance of cows and pigs, they give us some very good meat to add to our diet on top of what we get from goats.

YEAR 60 after the disappearance
Stats:
Population: 2679 Dwarves, 119 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 8/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
Rolled 7 (1d100)

>>2538704
The Titanic Commune shall spend their time looking into the mysteries of mana, seeking some way to regain it without having to deal with the simple natural recharge!
>>
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>>2538704
C.
Build a large wall and fort to keep the Trolls out
>>
Rolled 34 (1d100)

>>2538704
E.

>>2538742
Aiding FP
>>
>>2538749
Supporting this we can have men from each of the clans help man the walls
>>
Rolled 82 (1d100)

>>2538704
>>2538749
backing

also for my PF try again to expand the farm with new more powerful healing herbs and maybe some new people
>>
Rolled 80 (1d100)

>>2538742
The shamans of of Aezak shall lend their power.
>>
Rolled 16 (1d100)

>>2538742
The mighty Grayview clan will lend a hand
>>
Rolled 61 (1d100)

>>2538704
FP: Actual farming roll. Look, we are expanding, if slowly.
>>
>>2538749
Yeah, this.
>>
>>2538788
>>2538770
>>2538756
>>2538742
Difficulty: Very hard
Hard work is put in by many many clans, but right now there is simply no way to regain mana outside one thing. Mana potions, it appears that the Great Dragonforge has mana potions, which are able to restore mana very quickly. They are however, expensive as the herbs necessary to make them are quite rare. As for the mysteries of mana, it appears that mana seems to control the elements themselves when used in spells. Some shamans enter a ritual of communing with the elements, and attempt to delve into the mysteries of mana... They black out for several days... But what they tell you is astonishing. There is a world beyond this one... Made purely of mana. The world seems similar to ours, however everything has a seemingly bluish tint, and everything that transpires looks chaotic in nature, wild movements by inanimate objects is one example. They felt as if only seconds had gone by, they saw something for several seconds, and heard a voice, as if it was ecstatic to meet them, "Hello, now goodbye!" They woke up after hearing that voice.


>>2538765
Difficulty: Sliding (you beat the very hard DC)
You manage to find a very potent healing herb! Yethril! It seems to cure almost all poisons known to you, but it does not cure any diseases. When this herb is mixed with water, when an injured soldier drinks it, or anyone with moderate wounds (nothing mortal) will find that their wounds heal much faster, although there is more scarring.

>>2538806
Difficulty: Medium
You manage to attract quite a few people willing to become farmers. Some are bums, however you are able to properly start up the farms, and by the end of the decade have several farms and a steady source of income and food to your name. These people are grateful and intend on working with you. Their economic situation as a whole improved greatly.
>>
A large wall is built to keep the trolls out! This wall is quite sturdy, and is tall enough to prevent trolls from getting over it. In addition, we have placed a fort as the only way through the wall. While we do not have the manpower to man the entire wall, small garrisons are assigned to sections of the wall, and a fire signal system is prepared. The main fort has a decent garrison, since it is the most crucial point.


YEAR 61 after the disappearance
Stats:
Population: 2735 Dwarves, 121 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 6/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2538969
H
>>
>>2538969
J. Attempt to use rune magic to tap into and draw mana for the world beyond ours
>>
>>2538969
J. Work on getting golems then like some sorta cuck
>>
>>2538969
H. Finances
>>
>>2538969
H.
>>
>>2538969
>H. Finances
>>
We begin to open up trade routes with the south and the North! The Great Dragonforge and the Kingdom of Tokrab begin to send us caravans where they buy our goods and sell their own, and then return to their own nations. This has bolstered our economy by a significant amount, mainly because the Dragonforge has a lot to offer us! The Dragonforge offers us shiny yellow metals which we call gold, which we then trade to Tokrab and the Eastern Dwarves. Tokrab and the eastern dwarves offer us fish, wood, charcoal, and foods which we sell off to the Dragonforge in exchange for more gold. It works pretty well for us.

YEAR 61 after the disappearance
Stats:
Population: 2792 Dwarves, 123 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 6/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
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>>2539046
B.
To become closer to the Titans we must add their metal to our form, for a dwarf to become a man they shall have their first piercing.
>>
>>2539046
C
Lets try to find some gold in our valley
>>
>>2539087
Supporting
>>
>>2539073
SUpporting this
>>
>>2539073
>>2539046
Ill switch to this
>>
>>2539073
Switching to b
>>
We begin to create piercings! Some dwarves already wore them before this became a sign of manhood, however now they are exploding in popularity. Piercings on the ears are most popular with women, whereas men have it usually either on the nose, by the eyebrow, or simply pierce their ears too! Its become a fashion statement, most wear piercings of bronze, however the richest usually have piercings of gold or silver. The preachers having nothing to say on the views of the titans about this, but they are alright with this cultural shift.


YEAR 62 after the disappearance
Stats:
Population: 2792 Dwarves, 123 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 6/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2539174
Make finances an 8/10
>>
>>2539174
G.
Explore south!
>>
>>2539174
>G. Exploration
>>
>>2539197
>>2539174
Backing half of Clan Stou wants to go explore and hopefully fight
>>
>>2539197
Backing
>>
We shall explore south! but how?
>A. Mount a proper expedition (Characters and all)
>B. Send scouts (simply roll)
>>
>>2539244
A
>>
>>2539246
>>B. Send scouts (simply roll)
>>
>>2539246
>>B. Send scouts (simply roll)
>>
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>>2539246
>A. Mount up.

FP: Honing our ability to summon and maintain elementals.
>>
Rolled 83 (1d100)

>>2539408
>>
>>2539246
a
>>
>>2539246
B
>>
We'll send scouts to the south! Our explorers are ready.
DC 40 -5 advice from the explorer +5 unadapted to the surface world -5 Friendly territory -5 goat mounts
>>
Rolled 61 (1d100)

>>2541986
>>
Rolled 75 (1d100)

>>2541986
>>
Rolled 27 (1d100)

>>2541986
>>
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As your explorers proceed south, they are able to map the former lands of the troll tribes, quite interesting, as far as you can see. However, proceeding further south you meet the dwarves. These dwarves don't seem to be far too different from us. However, they seem to have more of a focus on farming above ground, whereas we have extensive underground farms of Mushrooms in parts of mines which are no longer used, and have smaller farms within some holds. In addition, they do hold the faith of the titans, but it is much more primitive, similar to what we had earlier on, when Khornab had only recently left us. However, what is most interesting is that the Tokrab have shown to us enormous birds! Well, at least relatively enormous in size, they're just big enough to carry a dwarf with light clothes and few weapons. They have a very limited number of them, about 50 at most, and they breed rarely. However, our explorers have heard tales of an absolutely bird, which legend says only leaves his nest to hunt when two suns hang in the air. It is said that the bird can eclipse the sun on that day, to maintain the illusion of there only being one sun. Our explorers are able to procure maps of the southern territories, as well as map the lands of the former troll tribes.


YEAR 63 after the disappearance
Stats:
Population: 2851 Dwarves, 126 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 6/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2539408
You look further into the ability to summon elementals, and you are able to succeed! Our runesmiths offer some help with this, drawing a proper rune in the ground with anything, usually dirt or something else allows you to conjure up an elemental corresponding to the rune you drew! Drawing an earth rune into the ground and attempting to formulate a spell that calls forth the elemental, you are able to bring stone to life, with it assembling before your very eyes! WIth your will imposed on it, you are able to move it around. This elemental is about half the height of a troll and can only be controlled temporarily, with up to two hours by the best user of it, however it is useful nonetheless!
>>
>>2542039
F
>>
>>2542060
>F.
>>
>>2542039
I. Offer to build a grand Temple to the Titans in these new Southern Dwarves, we can offer to teach them too and help teach them the true ways of the Titans.
>>
>>2542070
Supporting this.
>>
>>2542070
I can get behind this
>>
The Grand temple is constructed in the lands of Tokrab. The King openly encourages this, and we arrange for some preachers from the Dragonforge to head south to these dwarves, so they too can learn the ways of the titans. The temple construction itself is similar to how we build it in our lands as well.. However this is a drain on our finances.

YEAR 64 after the disappearance
Stats:
Population: 2911 Dwarves, 128 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 7/10
Resources: 5/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2542097
Not sending preachers, we send our own priests, slight edit
>>
>>2542097
D. Create a massive Terite Bow that could destroy multiple trolls in one shot or break down a wall!
>>
>>2542111
supporting
>>
>>2542097
C. Construction
Create a gnome workshop
>>
>>2542142
support, good idea
>>
>>2542142
We already constructed some several years ago
>>
>>2542168
I believe housing was built for them, not workshops.
>>
>>2542142
What does this even mean? It's not like they don't already have normal places they can work, why racially segregate?
>>
>>2542202
They had Gnomish workshops at the Dragonforge, ask them.
>>
>>2542218
Yes but what are we making? What sort of workshop? What are they doing?
>>
>>2542192
No we built accommodations which include proper work spaces
>>
>>2542224
I would imagine that they are laboratories which produce occasional spurts of technological advancement, or lend support to our attempts to advance technology.

>>2542229
Ok, well if you're right Oldfag will disregard.
>>
Since workshops were previously built, we will make the massive Terite bow.

It takes us quite a long time to construct a massive Terite bow. However, at the end of the day, we have one that can crash down a brick wall and destroy a line of trolls given they are one behind the other. It shoots a chiseled boulder into a sphere-like shape, we say its good enough. It takes almost a day to recharge mana-wise. However, every time its fired, the magical energy expelled is so great it causes some wear for both the barrel and the rune. We are not sure how many fires it can take, but we are certain we should not use it too often. Although it has also been untested in combat, and takes 5 minutes to fire, it works.

YEAR 65 after the disappearance
Stats:
Population: 2972 Dwarves, 130 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 7/10
Resources: 5/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2542263
G. Prospect the old troll lands that we cleared out for metals and jewels!
>>
>>2542263
>F.
>>
>>2542263
>G. Exploration
>>
It is exploration! What will it be?
>A. Prospecting Lands
>B. Expedition (Where?)
>C. Scouts to map (Where?)
>D. Other
>>
>>2542328
A. Da Old Troll lands
>>
>>2542328
>>A. Prospecting Lands
>>
>>2542328
A
>>
We shall prospect the troll lands!
DC 40 -5 advanced mining techniques -5 dwarven mining
>>
Rolled 66 (1d100)

>>2542357
>>
Rolled 93 (1d100)

>>2542357
>>
Rolled 88 (1d100)

>>2542357
>>
Rolled 69 (1d100)

>>2542357
>>
Rolled 95 (1d100)

>>2542357
>>
Prospecting the troll lands, especially the troll holes gives us a wealth of minerals! Copper and Tin abounds in these areas. However, what we find is really amazing! Our Runesmiths identify it as "The Lesser Elemental Metal." They explain to us simply how it works. It isn't as good as say, Terite in terms of armor making or weapon making, however it is very useful for other endeavors. While it is still rare, the Lesser Elemental metal is amazing for holding Runes, and even enhances the power of these runes, making them even more powerful! It can also be used to make staffs to further enhance the abilities of our shamans. Although it isn't very good on its own in armor or weapons, pieces of it can be added into the Terite armor which allows the runes to be charged for longer, and operate more effectively. It can also be added to terite in the form of an alloy, which allows the Lesser Elemental metal to have an even more potent effect on the runes, but weakens the armor overall.

YEAR 66 after the disappearance
Stats:
Population: 3035 Dwarves, 133 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 7/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2542416
D. Upgrade our store of Terite Bows both large and small with Lesser Elemental Metal
>>
>>2542435
Suporting
>>
>>2542439
>>2542416
Backing
>>
Rolled 58 (1d100)

The Upgrades to the cannons with the lesser elemental metal is truly interesting! The runes are able to last longer. While the barrel itself may require repair or replacement, the Lesser Elemental metal ensures that the rune stays in place for a long time. In addition, the LEM allows us to fire these projectiles with more force. This enables them to shoot faster, and break down walls and trolls with even greater ease! Even the smaller terite bows shoot faster, and a well-placed shot can kill a troll at 100 yards! However, the supply of them is limited. There is only 1 large terite bow, and about 5 smaller terite bows. However, they are still lethal.

In other news, event roll.
>>
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Some truly interesting news comes out of the west!
Some adventurous explorers have gone to the west and found... Swamps. Muddy and filled with water, and trees we also find an interesting kind of inhabitant. They look like fish... Sort of. We don't understand their language, but they didn't attack our explorers when they entered our lands. The swamps seem to have several rivers and a frequent rainy season. In addition to these "merfolk", which seem to be somewhat friendly. They're an oddity to be sure though. In other news, the map has been finished (which will come in the following post)

YEAR 67 after the disappearance
Stats:
Population: 3098 Dwarves, 135 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 7/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
File: Known world3.png (64 KB, 626x718)
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>>2542481
>>
>>2542481
>I. Diplomacy
Send group to try and learn the language of these "Merfolk"
>>
>>2542481
A. Expand our lands into the old trolls lands establishing new farms in the river valleys and putting villages in the old troll fortifications.
>>
>>2542503
Changing to this
>>
>>2542503
>>2542481
Backing
>>
>>2542503
This
>>
We begin to move and encourage dwarves to move south, to settle the lands that the trolls have formerly lived in! We tear down many of the troll settlements and build new dwarven settlements on top of them. While this is a large undertaking, many dwarves are eager to move south. While some are more content with living within the holds, the farmers see fertile land and go after it. Especially large amounts of free land given to them by the government. This greatly expands our borders.

YEAR 68 after the disappearance
Stats:
Population: 3163 Dwarves, 137 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2542541
D
>>
>>2542541
D. We must put all our efforts into making at least 100 smaller Terite Bows to defend ourselves in the future, training an elite guard of professional Earthshakers in their use.
>>
>>2542541
Turns out its actually year 69.
>>
>>2542550
>>2542541
Change this to C.

We must construct a Runesmith Academy to properly train the next generation of Runesmiths.
>>
>>2542563
This
>>
>>2542550
>D. More terite bows

Think this is more urgent.
>>
>>2542563
Supporting
>>
>>2542541
>>2542563
changing to this
>>
>>2542563
I wonder? Support
>>
A runesmith academy is built! While this means that our two current Runesmiths must halt their runesmithing operations for quite some time, this ensures that we will have a future of Runesmiths. The two become teachers, and are pretty rigorous in their application process, but by the end of the year they are able to accept 40 students to teach. These students will go through the required 5 years of learning in order to become a runesmith, however this investment will surely pay off very nicely!

YEAR 70 after the disappearance
Stats:
Population: 3298 Dwarves, 142 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2542590
F.
>>
File: 1c7demg4m_1416699804163.jpg (401 KB, 620x1000)
401 KB
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Rolled 74 (1d100)

>>2542590
The Titanic Commune will seek to once again to pierce the Veil of Worlds and try to communicate with those beyond.
>>
Rolled 64 (1d100)

>>2542590
F

Set up a Small Herb Farm on Mount LEM with most of the housing and buildings underground
>>
>>2542604
thats my FP
>>
Rolled 90 (1d100)

>>2542590
>D. Make them bows

FP: We experiment with powdered LEM, tracing runes with it in attempt to summon more potent elementals.
>>
Rolled 85 (1d100)

>>2542590
FP: form a league of informants, training in the mysterious arts of being well informed. 5 years of training to become an apprentice informant, then you train with a master for five more years to become a professional, only by proving oneself can a professional become a master.
>>
Rolled 16 (1d100)

>>2542590
Found a new mine in one of the mountains bordering Mount Lem. Near those black dots.
>>
>>2542590
F.
>>
Rolled 63 (1d100)

>>2542590
F

FP: help build up the new settlements in our southern lands by providing needed workers and resources.
>>
>>2542600
Difficulty: Hard
You continue to delve into piercing the veil between worlds. It is hard work, but you continue anyway. The group of shamans works tirelessly, again and again. They don't seem to get through to anything... Until they get through to a reddish-tinted version of our world. They stay for several seconds, and they hear an absolutely angry female voice, "What gave you the right to come here? To intrude into this location? The Sanctum of Wydroganet cannot be disturbed! Begone, Hashakal!" Your dwarves awaken, several days having passed, yet only about 30 seconds had passed in that land.

>>2542604
Difficulty: Medium
The Herb farm is set up, and you use the troll hole as something to work off of in terms of developing it further, before long you are able to turn that troll hole into a small hold!

>>2542613
Difficulty: Very Hard
While creating a stronger elemental is harder, you are able to pull it off. The elemental itself is capable of casting spells, though they are very weak. In size it is relative to that of a troll. This sort of elemental takes 5 strong dwarven mages to control, but the power of this can be certainly a good addition to any fighting force! However, the dwarves can only control it for about 2 hours before they simply just lose all their mana and energy.

>>2542616
Difficulty: Hard
While the training for informants is rigorous, and not many survive the process of training, you are able to get a force of trained informants at your disposal. You have one master, a 6 professionals, and 24 Apprentice Informants. While they aren't many, they can certainly acquire information and pass it on without being seen.

>>2542618
Difficulty: Sliding (failed)
You try and find some ore in the mountains bordering mount LEM, but you are unable to find any ore, perhaps due to the lack of Miners.

>>2542645
Difficulty: Medium
You are able to draw yet more settlers to the southern lands. They are mainly farmers, looking for more fertile land. You do not attract many miners, and few want to go to walled settlements, they prefer to simply farm, it is quite good as a profession and the land is fertile, ensuring good harvests.
>>
Its F- Technology, what will we do?
>A. Medicine
>B. economics
>C. Agriculture
>D. Instruments
>E. Animal Husbandry
>>
Rolled 4 (1d100)

>>2542590
D

Clan Grayview will make a mine in their hold going down, curious what they will find.
>>
>>2542717
>D.
>>
>>2542717
A.
>>
>>2542717
A
>>
>>2542717
>>A. Medicine
>>
>>2542717
A
>>
We continue to develop medicine, and with that we start using the Herbs of Clan Stou more and more often. Mainly due to the fact that Yethril is very useful for surviving serious(but not mortal) wounds. In addition, it appears that taking baths in the river at least once a week helps cleanliness, which results in dwarves being sick less often. In addition, thoroughly cooking our food and checking to make sure it has no rot on it at all has become standard practice, even among the more "wild" sort of dwarves, with some more food regulation we are able to drastically drop the rate of sickness.

>>2542720
Mining downwards isn't exactly the best idea... Mining downwards eventually leads one of your miners to fall into a pit of lava, screaming in agony it attracts the attention of other miners who attempt to rush to his aid, but fall into the pit of lava as well... Very bad day for you, and a few miners quit working for you.

YEAR 71 after the disappearance
Stats:
Population: 3367 Dwarves, 145 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2542785
>D. More t-bows
>>
>>2542785
I. Send a message to Dragonforge saying that we have need of settlers of all types to expand into our newly claimed lands, we will even take criminals and other people that they want to get rid of.
>>
>>2542793
We need 4 more years before we have enough runesmiths to make more at a reasonable rate.
>>
>>2542796
Ye.
>>
>>2542796
Supporting this
>>
>>2542785
>>2542796
backing this minus the criminal part
>>
The Dragonforge happily accepts our offer! Even more preachers, smiths, and farmers stream into our lands. They claim that the Dragonforge is overpopulated, we do gain many people of the unsavory kind, but we keep them under control... For now. We mainly attract the lower classes, we also get approximately 200 gnomes wishing to set up in our lands. In total we get about 700 more dwarves in our lands.

However, there is news of something else happening. The Eastern dwarves report the rise of a Troll Warlord... Gar'Thok is his name, and he commands quite a few trolls. However, he hasn't been aggressive... Yet. He is to the north of the Eastern Dwarves, and they are starting to make proper precautions to fight against him, and urge us to be on guard. War may yet be on the horizon.

YEAR 72 after the disappearance
Stats:
Population: 4138 Dwarves, 348 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2542829
C. Road to the eastern dwarves?
>>
>>2542829
C. Construct a road through our new Southern land and down to the Southern Dwarves.
>>
>>2542829
C
>>
>>2542829
>>2542840
>>2542843
backing
>>
>>2542829
>C. Construction
A wonder, build a giant titan using one of the mountains
>>
>>2542843
>>2542840
All roads lead to something.
>>
The road to the eastern dwarves is constructed! Using our own workers, and workers from the eastern Dwarves, we are able to build a road linking the main settlement of the eastern dwarves to Koropolis. This further propagates trade, and enables armies to be moved faster in response to troll attacks.

YEAR 73 after the disappearance
Stats:
Population: 4224 Dwarves, 354 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2544921
E.
>>
>>2544921
EEEEEEEE!
>>
>>2544921
E
>>
It is E, Government and laws, what will we do?
>>
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>>2544938
Too long have we been ruled by the unelected council of Elders! We must change our system that so every man and women can exercise their Titan-given right to decide their own lives! We shall form the Serene Valley Republic with five senatorial districts elected for fifty years from among their populations. To be able to vote or run you must be at least forty years of age and have lived in the Serene Valley Republic for twenty years.

Every twenty years a vote will be hand to decide upon a Supreme Senator to lead the Senate and nation with the ability to deal diplomatically with other nations, two votes in thread and a veto on decisions that do not have the support of all other Senators.
>>
>>2544938
Elective monarchy.

Representatives from each clan can try to become king. The king will be determined by votes among the clans. Losers of the vote may challenge the winner to a duel to become king. It will be a free for all and fought with fists only.
>>
>>2544942
REPUBLIC!
>>
>>2544942
Backing
>>
>>2544942
The new form of government, a republic is created after being suggested by High Shaman Bork Keeyeeself! Now we shall elect our senators. It shall work as follows every 50 years.
The person with the highest roll gets the first pick of the districts that they may want. The person with the second highest roll gets the second pick of the districts. Third Highest roll gets third pick and so on. There will only be a maximum of 5 senators until other districts are added.

Please roll!
>>
Rolled 94 (1d100)

>>2544973
>>
Rolled 60 (1d100)

>>2544973
>>
Rolled 36 (1d100)

>>2544973
>>
Rolled 62 (1d100)

>>2544973
>>
Rolled 47 (1d100)

>>2544973
>>
With senatorial elections underway, the clans can now elect their supreme senator!
>>
>>2545003
I put forward the the proud head of Clan Stou be our first Supreme Senator!
>>
>>2545006
Stou, just don't be a puppet man.
>>
>>2545003
>>2545006
>>2545022
I accept the unexpected backing and will vote for myself
>>
The first supreme senator in our history is clan stou! Now for the district assignments.
They are as follows in terms of picks
1. High Shaman Bork Keeyeeself
2. Clan Tinjaw
3. Clan Stou
4. Clan Aezak
5. Clan Argeno
>>
>>2545041
I shall take the Central district
>>
>>2545041
I shall represent the southern district
>>
>>2545041
Southern district sorry Aezak but had my eyes on it
>>
>>2545062
Very well, I will represent the northern district instead...
>>
>>2545041
I will take the eastern district
>>
Since clan Tinjaw was very indecisive about picking districts, they were assigned the western districts! The rest of the districts are picked out, and everyone is now leader of their respective district with Clan Stou as supreme leader.

YEAR 74 after the disappearance
Stats:
Population: 4313 Dwarves, 360 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2545041
West
>>
>>2545079
>D. Military
Training.
Work on better ordination between larger forces and updating our tactics with the new military assets we've acquired.
>>
>>2545079
J.We shall build a Crystal Resonance amplifier using LEM, Earth Runes and Sebre we shall create a contraption to amplify our ability to track the Crystal resonance.
>>
>>2545083
Support
>>
>>2545083
Supporting
>>
We begin to update our anti-troll tactics. Using our new Terite bows, we begin to incorporate them into our tactics. Usually our Terite bows are placed at the back of the formation, and our soldiers standardize the placement mainly because that's the safest place in battle, and can have its range be used effectively. The invention of Elementals, Spearheaded by Clan Doak, can act as vanguards or work at the head of the force due to their larger size and greater strength, as well as their ability to protect the dwarves against the troll threat. Soldiers with higher quality armor, especially terite armor with runes are placed at the frontline, because they are the best at taking the attacks when they are protected by runes.

In other news, the eastern dwarves have reported probing attacks by the trolls. There is no full on offensive yet, however a couple villages have been sacked so far, and many people have been displaced back to the main settlement.

YEAR 75 after the disappearance
Stats:
Population: 4404 Dwarves, 367 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2545119
J.
We shall build a Crystal Resonance amplifier using LEM, Earth Runes and Sebre we shall create a contraption to amplify our ability to track the Crystal resonance.
>>
>>2545123
Auppoering
>>
>>2545119
D. Military
Improve training and how effectively watch their comrades back in the battlefield
>>
>>2545137
We just did that
>>
The Crystal resonance amplifier is built, using LEM and an ore finding rune, the crystal that the High shaman acquired from The Dragonforge is gently placed into the core of the rune, and immediately it starts to work, this should greatly aid our efforts in finding deposits of crystals!

The troll attacks are mounting...

YEAR 76 after the disappearance
Stats:
Population: 4496 Dwarves, 373 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2545149
F.
>>
>>2545140
Organization and formation, I was thinking of improving the training of individual soldiers
>>
>>2545149
G. We must find MANA CRYSTALS!
>>
>>2545149
>I. Diplomacy
Gather our warriors we must aid our fellow dwarves to the east
>>
>>2545160
Backing
>>
The search for mana crystals is on!
DC 35 -10 Crystal detection Device -5 Dwarven mining
>>
Rolled 9 (1d100)

>>2545179
>>
Rolled 27 (1d100)

>>2545179
>>
Rolled 92 (1d100)

>>2545179
>>
File: Crystal cave.png (619 KB, 695x351)
619 KB
619 KB PNG
Your Crystal detection device picks up something! You mine a significant distance underground and find it... A small crystal cave. Some Crystals give off a faint purple glow, while others give off a faint bluish glow. However, when you enter, any shaman that might have entered can feel the mana permeating the air. This is a nice place. What's more, is that there appears to be a small pond that you can dip your toes in, which is quite refreshing, and restores some of the mana within a shaman as well, making them feel more energized in the process. It is quite relaxing to simply be in. The crystals themselves, when held up to your ear also give off a faint humm. There isn't many crystals, and this is quite a small cave, but at least you've found some crystals.

The troll attacks have mysteriously ceased this year... We are unsure why.

YEAR 77 after the disappearance
Stats:
Population: 4591 Dwarves, 380 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2545195
D. Being production of a modified T-Bow that allows the insertion of Mana crystals to act as a power source for shots. This should bring down the time between shots allowing more people to be equipped with them
>>
>>2545200
Supporting
>>
>>2545200
Aye
>>
The T-Bows are modified! While we must use crystals sparingly, due to a low supply of them, every T-bowman carries a small supply of them in case of emergencies. It appears that these crystals halve the amount of time it takes to reload if the proper amount is given. Too much and you waste Crystals because they are no longer as efficient, too little and it doesn't reduce the time as much. In addition, the 40 Runesmiths have graduated some time ago, and have begun working on their skills and have started getting jobs and producing more.

The probing attacks have risen... However, they are growing in intensity, with some attacks hitting the more inward villages. The Eastern dwarves have asked for support.

YEAR 78 after the disappearance
Stats:
Population: 4687 Dwarves, 387 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2545220
>I. Diplomacy
Gather our forces and aid the eastern dwarves
>>
>>2545223
Agreed
>>
>>2545223
This
>>
>>2545223
Oh fuck.
>>
We shall answer the call for aid from the Tribe of Toklar, however, how many shall we recruit? And shall we ask other nations for aid?

First, what people from the population should we recruit

Second, are we asking any other allies for help.
>>
>>2545239
We shall recruit both men and women with strong arms and good fighting skills to form a force of 800 strong to go defend our brethren.

We shall not ask our allies for any help, for we do not need them.
>>
>>2545245
>women
>fighting
>>
>>2545239
900 of our own dwarven men
Call on our allies to the north and south to see if they can spare any aid in forcing these monsters out of dwarven lands.
>>
>>2545249
This
>>
>>2545249
This
>>
>>2545239
>>2545249
backing this minus call for allies
we can always call them if we need help
>>
>>2545249
This.
>>
900 Dwarven men march to Toklar! Our allies in the North (Dobak) are facing Troll attacks as well, from none other than Gar'Thok, the same one who is attacking the Dwarves of Toklar!

However, the dwarves of Tokrab have sent 800 dwarves to aid us, and will be in Toklar after approximately 5-6 days.

Most importantly, we ourselves are sending 900 dwarven men. Alongside that we are sending our full stockpile of 100 T-bows and the FYT, the very large T-Bow! Our men arrive, and the dwarves of Toklar are relieved to see you.

The situation in Toklar is dire, the northern villages have been sacked and/or razed to the ground. The central villages are getting sacked as we speak. The main city of Toklar still stands strong, and evacuation procedures have been put into place. What shall we do?
The Dwarves of Toklar report that in total, there is about 1000 Trolls out there, sacking and pillaging.
>A. Send more aid
>B. Take the fight to the enemy!
>C. Stay in Toklar, let them come to us.
>D. Just one more civ turn............
>E. Other
>>
>>2545279
>C. Stay in Toklar, let them come to us.
Set up a strong defense and let them come to us
>>
>>2545279
>>C. Stay in Toklar, let them come to us.
>>
>>2545279
>C. Stay in Toklar, let them come to us.
Find a suitable location to place the large T-Bow were it has a 360 view, but also can be easily defended
>>
Several days later... A troll horde comes. 1,370 trolls, as estimated by our scouts, arrives to the gates of Toklar! The other 800 sent by Toklar have arrived just in time! They race through the gates and is quickly shut. The 1,120 trolls now stand outside the gates, just out of range of our guns. It appears that they are preparing. At the head we see an intimidating figure, taller than any troll we've ever face by a foot. He has ritualistic tattoos and paintings. In addition, he wields a mighty warhammer, crudely forged but nonetheless big. He also has some primitive armor. In his hand he holds a dwarf, seemingly an assassin, and throws it with almost superhuman strength at the walls.
"SEND MORE ASSASSINS NEXT TIME. GAR'THOK STRONGER THAN THAT."
He looks to his back, inspecting his trolls, and then looks to the front.
"FOR ANATHANAS! AH OOH, AH OOH, AH OOH."

He then leads the charge against you. Our combined might of Toklar, Tokrab, and The Serene Valley is some 2,350 dwarves.

The charge begins. What shall we do?
>>
File: 1525715578040.jpg (89 KB, 583x640)
89 KB
89 KB JPG
Rolled 20 (1d100)

>>2545300
Pass me a T-Bow, let's see how my aim is.
>>
>>2545300
Have the Big One aim a shot straight at Gar'Thok, have everyone else focus on defending the wall.s
>>
>>2545310
This
>>
As Gar'Thok charges, the FYT prepares a shot, its only shot. The FYT releases a deafening noise, a massive blast is fired at Gar'Thok. It takes his left arm clean off, and throws him to the ground. The trolls momentarily hesitate. He then picks himself right up, and you see his left arm, slowly but surely regenerating, far faster than you've ever seen any troll regenerate! He yells once more
"IT TAKE MORE THAN THAT TO KILL CHAMPION OF ANATHANAS, AH OOH, AH OOH."
He then leads the charge, as the T-bows are prepared, its time to fight, both T-bowmen and regular archers line up along the wall, prepared to fire off their bows.

DC 40 +10 Troll strength +5 Troll charge +5 Charismatic leader -10 Terite Bow -5 Fortifications -5 Numbers -5 tactics -5 Magic
>>
Rolled 97 (1d100)

>>2545322
d
>>
Rolled 24 (1d100)

>>2545322
>>
Rolled 12 (1d100)

>>
Dead Heat
As the T-Bows are fired off, they drop several trolls, while arrows keep downing more and more. However, in the back ranks, we see the trolls carrying something big. Small Boulders and Rocks are being thrown at us! While our attacks deal significant damage to them, they seem to be responding with their own ranged attacks, while are inflicting significant casualties. The trolls continue to charge, they are not far from our gate. We can only hope it holds... Meanwhile Gar'Thok is yelling, more like screaming really and looks at the gate. The other trolls scream likewise. Meanwhile the High shaman screams orders at our dwarves to hold the line.

DC 50 +10 Troll strength +5 Troll charge +5 Charismatic leader -5 Fortifications -5 Numbers -5 tactics -5 Magic
>>
Rolled 66 (1d100)

>>2545342
>>
Rolled 25 (1d100)

>>2545342
>>
Rolled 22 (1d100)

>>2545342
>>
The trolls smash into the walls, but more importantly the Gate! Gar'Thok starts slamming at the gate with his war hammer, supported by three other trolls of very large stature, while the other trolls try and shield themselves from our attacks. Meanwhile, the boulderthrowers are lobbing boulders at us and killing quite a few! It appears that without the Terite Bows we are not doing as much damage as we would be doing if they were operational! The magic and Arrows simply isn't doing enough to this troll horde, which seems to have been riled up into a frenzy! Luckily for us, the Terite bows have been reloaded!

DC 40 +10 Troll strength +5 Troll charge +5 Charismatic leader -10 Terite bows -5 Fortifications -5 Numbers -5 tactics -5 Magic
>>
Rolled 51 (1d100)

>>2545384
>>
Rolled 81 (1d100)

>>2545384
>>
Rolled 73 (1d100)

>>2545384
>>
Rolled 81 (1d100)

>>2545384
"THE BIG ONE, BLIND HIM! TEAR HIS THROAT, MAKE HIM RUE THE DAY HE DARED FACE DWARVES! YOU HEAR ME TROLL! SURVIVE THIS DAY AND THE NEXT ASSASSINS WILL COME IN THE DOZENS, YOU WILL BE THE TROLL HOUNDED BY DEATH HIMSELF AND NONE WILL DARE STAND BESIDE YOU! FOR THE WORLD SHAPER!"
>>
With the trolls so close, we unleash a massive barrage, with everything we've got! Arrows to the head, magic stones and rocks, and especially the Terite bows! Everything is fired, and nothing is held back. The trolls start falling in large numbers, and the boulderthrowers, while they still do significant damage we are killing yet more and more trolls! So far, almost 200 trolls lie dead on the ground, from magic, arrows, or terite bows. Gar'thok continues to bash on the gate, with it weakening with every bash. Our stout dwarves stand ready to intercept the troll charge through the gate when it inevitably comes.

DC 50 +10 Troll strength +5 Troll charge +5 Charismatic leader -5 Fortifications -5 Numbers -5 tactics -5 Magic
>>
Rolled 99 (1d100)

>>2545420
>>
Rolled 36 (1d100)

>>2545420
>>
Rolled 95 (1d100)

>>2545420
>>
The excessive yelling by Clan Tinjaw seems to spook the trolls, at least a slight bit... Enough for them to be unable to charge through the gate, at least all at once, because that would be very dangerous. The Archers and Mages continue to unload everything they've got, some mages are becoming simply exhausted, however the archers continue to fire, killing troll after troll. As for the gate, it is breached by Gar'Thok, who with his elite retinue of soldiers, smashes into our lines. However, we are able to hold the line! The spears are able to keep him and his soldiers at bay, at least for now. The Supreme Senator of Clan Stou fights as hard as he can, with the spear starting to light up a bit when he kills a troll, then once he kills another troll, it glows a little bit brighter and empowers him with even more strength! Gar'Thok meanwhile, is smashing dwarves with his hammer. Very painfully.

DC 35 +10 Troll strength +5 Troll charge +5 Charismatic leader -5 fortifications -5 Numbers -5 tactics -5 Magic -10 Terite Bow -5 Dwarven Strength
>>
Rolled 22 (1d100)

>>2545442
>>
Rolled 49 (1d100)

>>2545442
>>
Rolled 85 (1d100)

>>2545442
>>
Rolled 37 (1d100)

>>2545442
>>
The trolls are being continuously pushed back! They simply cannot seem to catch a break, with almost 300 being killed, in exchange for only 250 dwarven lives. Gar'Thok presses the assault however! He yells at them, for one last breakthrough! The trolls are getting into almost a suicidal frenzy! They yell into the sky, loud guttural screams that unsettle the dwarves within this town... The dwarves will hold!


DC 55 +10 Suicidal Frenzy +10 Troll strength +5 Troll charge +5 Charismatic leader -5 fortifications -5 Numbers -5 tactics -5 Magic-5 Dwarven Strength
>>
Rolled 49 (1d100)

>>2545458
>>
Rolled 78 (1d100)

>>2545458
>>
Rolled 42 (1d100)

>>2545458
>>
Their suicidal frenzy is brought to bear on the poor dwarves on the front-line. Jumping onto spears, just to smack our dwarves and break possibly every bone in their body, paving the way for their comrades, we are forced back. It is a slow push back, with the trolls regaining the initiative, at the cost of many troll lives, there is still a lot of trolls left, however their number dwindle as time goes on. Gar'Thok seems to know this by the look on his face. However, he too joins in on the action, having broken apart the bodies of quite a few dwarves.

DC 45 +10 Suicidal Frenzy +10 Troll strength +5 Troll charge +5 Charismatic leader -5 fortifications -5 Numbers -5 tactics -5 Magic-5 Dwarven Strength -10 Terite Bow
>>
Rolled 94 (1d100)

>>2545479
>>
Rolled 88 (1d100)

>>2545479
>>
Rolled 72 (1d100)

>>2545479
>>
However, their suicidal frenzy turns into fear... It appears that the next volley of Terite bows absolutely broke their ranks. Gar'Thok knows this, and sees that the trolls are starting to run away, so he orders a full retreat. While they run away from our effective range, do we pursue them? So far, we've killed about 500 out of 1,370 trolls.
>A. Pursue!
>B. Let them run.
>C. other
>>
>>2545495
A
Have our cavalry harass them all the way to the border of the eastern dwarf lands.
>>
>>2545495
>>C. Pursue only Gar'Thok, he dies today
>>
>>2545495
A
While their morale is down!
>>
We pursue! Perhaps we can ensure the trolls do not come back!
Sliding DC
>>
Rolled 79 (1d100)

>>2545522
d
>>
Rolled 10 (1d100)

>>2545522
>>
>>2545504
>>2545495
AC. Make sure Gar'Thok dies, but don't forget the other trolls.
>>
Rolled 84 (1d100)

>>2545522
>>
>>2545495
watch them run away, then go home
>>
Gar'Thok eludes us, but we are able to kill at least 100 other trolls as they run away, harassing them every step of the way! However now, when our riders return, we tally up the losses for ourselves.. We lost approximately 200 dwarves. What do we do now?
>A. Leave these dwarves Here, to protect.
>B. Leave and go back home, mission accomplished.
>C. Other
>>
>>2545541
C. Offer bring these dwarves into the Serene Valley Republic giving them a district and a Senate seat for their current Chieftan till the next election, this will give them access to Terite rifles and better protection.
>>
>>2545545
supporting this.
Let us stand together as one against the troll threat.
>>
The dwarves begrudgingly accept this offer, understanding that it is for their greater good. They hope to have some autonomy under this new district system. However, with the troll thread eliminated, at least for now, it is time for a return to normalcy OR at least so we hope.

YEAR 79 after the disappearance
Stats:
Population: 5335 Dwarves, 387 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: Council of 7 Elders
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2545586
F.
>>
>>2545586
>C. Construction
rebuild the eastern territories and add some roads to help facilitate movement and trade.
>>
>>2545586
F.
>>
>>2545600
Change to support this
>>
>>2545600
This
>>
>>2545600
For good will with our newest citizens.
>>
The eastern territories are revitalized with our new construction projects. The people of Toklar thank us, and seem to be overall happy since their recently destroyed homes are being rebuilt, allowing them to live on without being homeless. This greatly improves their view of us, and what they viewed as a begrudging cooperation seen as forced by many, is now more a mutual partnership from what we can see.

YEAR 80 after the disappearance
Stats:
Population: 5447 Dwarves, 401 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge.
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
Rolled 67 (1d100)

>>2545626
FP: Ravens, trained for murder, possibly enough communication skills to scout, definitely for messaging. White in coloration if possible, however this is extremely low priority.
>>
>>2545639
That is to say, they will carry small items that hold messages, not that they themselves will repeat a message.
>>
Rolled 30 (1d100)

>>2545626
C. Construction
Build big titan using one of the mountains!

FP: Clan Grayview will send groups of stonemasons to open shops if permitted in the other dwarf settlements to gain income, hone their skills, and make friends.
>>
File: 1525641432948.jpg (46 KB, 680x651)
46 KB
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Rolled 43 (1d100)

>>2545626
Deep within the Temple of High Hermitage the Titanic Commune works on looking into the Abyss and learning more of the things that dwell there....
>>
Rolled 65 (1d100)

>>2545626
C
Expand the LEM mines

FP expand the herb farm thats on mount LEM and the clans overall numbers
>>
>>2545679
Support wonder.
>>
Rolled 9 (1d100)

>>2545626

C. Support wonder, assuming this is a great monument to the Worldshaper.

FP: Most of our summoners will spend their time assisting with the wonder's construction, animating a supplemental workforce of earth/stone elementals in shifts.

If the wonder isn't selected, we'll excavate substantial living space beneath the Clan tower and grow our numbers of summoners & apprentices instead.
>>
Rolled 16 (1d100)

>>2545626
FP: Prospect the largest mountain in the Southern district for minerals and set up a mine there if I can.
>>
>>2545639
Difficulty: Hard
While your ravens can't kill anyone, they're amazing at pecking out the eyes of anyone who they are ordered to attack, and their pecks in general can be pretty painful. In addition, they can carry messages quite well and can reach their destinations in good time. However, white colored ravens have not been found.

>>2545679
Difficulty: Medium
While you are able to draw some people to hire you to build constructions, it is not as much as you had hoped for. You do not find any friends, as most people just want someone to build them a house.

>>2545736
Difficulty: Medium
The Herb farm has grown greatly, Yethril is grown in significant numbers in that southern farm, increasing the amount you are able to sell, and allowing our healers to make good use of Yethril to save good dwarven lives. Many people come to work for you in the herb growing industry.

>>2546410
Difficulty: Easy
Your summoners, while they do help a bit, it turns out that elementals cannot be used for extended periods of time, so while you did help, you simply exhausted many of your magicians in the process.

>>2547646
You prospect the largest mountain, called by many as Mount LEM, however it appears that aside from the Lesser Elemental metal, it does not look like there is other good metals there. At least for now.

>>2545692
Difficulty: Medium
Having stared into the abyss already, you find it easier to look back in there again. Looking several times you find hellish landscapes, Firey beings, and overall a very uncomfortable place to be in. However, those that have looked often start to hear maddening whispers... Nightmares, and even see apparitions during the day that are not there of the firey beings that dwell there.
>>
IT is C, construction, what shall we do
>A. A new wonder (Specify)
>B. Roads (to where?)
>C. Housing
>D. Expand the ports in our lands
>E. Construct a new hold (where?)
>F. Expand holds (where)
>>
>>2547692
>>B. Roads (to where?)
to the southern district and to our border with the southern kingdom.
>E. Construct a new hold (where?)
not so much a hold but a fort at the port town to better defend the eastern district
>>
>>2547692
A.

A massive carving of the Worldshaper in the mountain above Koropolis
>>
>>2547692
>>2547710
Ill back the shaman
>>
The carving of the effigy of the worldshaper begins! We model it off of the statue within the great temple. While it will be a long and arduous project, it will happen. The worldshaper himself hears of this news, and is quite pleased to see you putting so much effort into worshiping him. Truly gladdening news!

YEAR 81 after the disappearance
Stats:
Population: 5561 Dwarves, 408 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2547764
I.
Have the Priests we have down in the Southern Kingdom slowly promote more democratic ideals to their followers.
>>
>>2547764
C
Create roads to the southern distrcit and our borders with the southern kingdom
construct a fort at the port town to better defend the eastern district
>>
>>2547776
>>2547764
Ill back this goi
>>
>>2547764
Create a great wall on the east
>>
>>2547792
>>2547764
Actually gonna switch to the wall we need those
>>
>>2547792
Why not combine my idea>>2547776
with this>>2547792
>>
>>2547776
Support this
>>
>>2547776
Supporting
>>
The roads and forts are constructed! The people of Toklar feel much more secure now that a strong fort has been established to protect the town against any invaders. Roads have also linked us with the eastern territories to better facilitate trade and allow our armies to get to other locations faster.

YEAR 82 after the disappearance
Stats:
Population: 5678 Dwarves, 415 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2547824
D.
Establish a dedicated army of 300 Earthshakers who will be a unit of mounted infantry trained with both spear and T-Bow.
>>
>>2547824
Slight edit, it was the southern roads not the eastern roads. Either way it links an important part of the kingdom to the main hold.
>>
>>2547840
Supporting
>>
>>2547840
>>2547824
Ill back we need a standing military
>>
A Standing military is created! 300 men have been trained, in the ways of the spear and the T-bow. However, since there are not enough T-bows to go around for everyone, only 100 are designated T-bow wielders, while the rest are trained so they can pick it up should their comrade fall in battle. They train much more often than the average citizen and this allows them to be much more powerful soldiers on the battlefield, being able to hold a rigid formation when normal citizens would have broken apart.


YEAR 83 after the disappearance
Stats:
Population: 5797 Dwarves, 423 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2547859
J We need to make a major rune smith recruitment
>>
>>2547859
G. Use our newly acquired boat people to explore west across the coast!
>>
>>2547879
This
>>
>>2547879
Backing
>>
We shall travel west along the coast! Roll 3 1d100s
DC 65 +10 Bad boatsmen +5 ???
>>
Rolled 100 (1d100)

>>2547903
>>
Rolled 92 (1d100)

>>2547903
>>
Rolled 84 (1d100)

>>2547903
>Update
>>
File: Our peninsula.png (90 KB, 809x851)
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https://www.youtube.com/watch?v=yHNfvJc99YY

Amazing... That can only describe the luck we have had along this trip. It appears that we are on a peninsula. The weather was simply perfect! We met some dwarves in the south, but did not have time to exchange pleasures with them, at least it is good to know what lies beyond the Kingdom of Tokrab! They were friendly to say the least. We were able to figure out the general shape of the lands around us. Also, it appears to be infamous that dwarves are bad boatsmen, however this sailing expedition has proven it to be not so. For future sailing expeditions, we will have only a -5 to our bad boatsmen rolls, due to the valuable wisdom and knowledge these sailor dwarves have figured out.
>>
File: The suns..png (178 KB, 466x325)
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When our sailors return, the very same day we experience an amazing phenomenon. There are two suns in the sky. Many people are astonished to see this occurrence. The senators are informed of this and look up to the sky and watch with amazement. The day is hotter than normal. Far hotter. Many dwarves cannot withstand this heat and choose to move into the holds. The crops wither, and the rivers start to dry. At least in the holds it is cooler than normal, even the houses are getting quite hot!

However, as you look up in the sky, you do not see only two suns, but also an absolutely massive bird, flying around our land. It seems to be so big as it eclipses the suns.
>>
>>2547953
"By the World Shaper! What is that?"
>>
>>2547953
"I want to eat that!"
>>
>>2547953
"Let's hunt the bird, imagine the stories they will tell"
>>
As for the bird, what do we do?
>A. A HUNT!
>B. Move on, not worth hunting
>C. Other
>>
>>2547953
>>2547970
>A. A HUNT!
"Get your shit boys we heard about this down south!"
all of clan stous warrior grab their mounts and weapons and extra herbs all of sorts
>>2547959
"Some giant fucking legendary bird, Clan Stou is going to hunt"
>>2547968
"Exactly lets go!
>>
>>2547970
A.
Clearly this is a sign from the Titans! We must hunt this beast!
>>
>>2547970
>>A. A HUNT!
We should speak with the Tokrabi about this before setting out. I recall they have legends about a creature such as this.
>>
The hunt begins! What will the respective clans bring? (Tell me what you will bring in addition to your hunt leaders)
>>
>>2548005
Five Shamans armed with T-Bows shall set out along with the High Shaman to hunt this beast.
>>
>>2548005
Miznar will bring 20 of his men and a few goats
"We can use these fine goats as bait!"
>>
>>2548005
Muratir of Aezak leads 10 goat riders of the vale armed with blades and bows as well as several goats carrying supplies for the journey
>>
>>2548005
As many riders with bows and any T bows we can grab with a bunch of Yethril
>>
And so the hunt begins. We rouse our riders just in time! The roc appears to be heading south, possibly to its nest! We shall ride and keep up with it!
Give me rolls, DC 40 -5 Good mounts -5 Friendly territory
>>
Rolled 33 (1d100)

>>2548036
>>
Rolled 75 (1d100)

>>2548036
ONWARD!
>>
>>2548005
The name is Stone, Urist Stone, Master informant.
>>
Rolled 74 (1d100)

>>2548036
>>
The roc flies deep into the mountains, eventually the great Mount LEM comes into distance, but rather than nesting there, the Roc seems to fly into the smaller mountain range north of it. Using passes we are able to make it as close to the nest as possible before getting off on foot. Treacherous passes now await us. The nest is in sight, with the great Roc Mother in the distance, settling within the nest, as if her job was done. Right behind the nest appears to be a cave of some sort. She does not see us yet, however now, we must get there!

DC 40 -5 Dwarven Climbing techniques -5 Not seen by the roc
>>
Rolled 88 (1d100)

>>2548053
>>
Rolled 4 (1d100)

>>2548053
>>
Rolled 12 (1d100)

>>2548053
>>
Rolled 49 (1d100)

>>2548053
>>
File: Roc mother.png (1.07 MB, 815x576)
1.07 MB
1.07 MB PNG
Rolled 40, 16, 81, 25 = 162 (4d100)

The climb up is indeed treacherous! Some of the dwarves' skills fail them indeed. A two shamans fall to their deaths alongside one man of clan greyview after being hit with a particularly strong gust of wind when walking near the edge. In addition, one member of Clan Aezak falls to his death when the earth near him loosened, sending him down into the ground. Four members of clan Stou (They have thirty) fall to their early doom into a pit of spiky rocks, needless to say it was not an enjoyable death.

Moving further and further in, we spot the great bird! However, it too has spotted us, the battle begins! Everyone roll! (The roc gets four rolls plus 25 added to the total.)
>>
Rolled 58 (1d100)

>>2548089
>>
Rolled 26 (1d100)

>>2548089
>>
Rolled 84 (1d100)

>>2548089
Maznir goes in with his trusty axe!
>>
Rolled 50 (1d100)

>>2548089
AIM FOR THE FACE LADS!
>>
Rolled 61 (1d100)

>>2548089
supplemental roll, you all roll against your dice in order
>>
Rolled 87, 20, 44, 51 = 202 (4d100)

>>2548098
You are able to deal decent damage to it, striking it in the wing, although you are able to get good hits on it, its skin seems to be very tough, however one of the wings starts to bleed.

>>2548099
The roc does not really target clan stou, however you are able to send a couple of arrows into it, one simply bounces of the skin, while the other one gets in and sticks.

>>2548102
Maznir goes in with his trusty axe, and starts slicing at the Roc, it appears as though it is still surprised, you hit one of its legs, causing some blood to spurt out, however it is not fully disabled.

>>2548103
You fire right in the Roc's face, hitting it in the eye and taking the eye out for good, causing it to screech at you in pain. (+10 to the roll that opposes you.)
>>
Rolled 75 (1d100)

>>2548129
>>
Rolled 46 (1d100)

>>2548129
Go for the other leg!
"Men, charge!!!"
>>
Rolled 99 (1d100)

>>2548129
Summon spikes fro the ground and throw them at it!
>>
Rolled 2 (1d100)

>>2548129
Aim your shoots at the wound
>>
Rolled 2, 85, 26, 75 = 188 (4d100)

>>2548132
You start start to unleash arrows at the roc, some simply bounce off its strong hide, which seems to be like iron! However, the roc attacks you first, cutting down about 3 of your clan members. (down to 23)

>>2548133
You charge for the other leg, slicing at it, blood spurts out of it as well, however the roc further persists, as if she is as desperate as a mother trying to protect her brood.

>>2548138
As the roc tries to attack you, you unleash many stone spikes, some graze and scratch the skin, while others hit and embed themselves as pointy shards in its skin, causing it to screech in pain, however it further persists.

>>2548144
Then the Roc mother turns to you, and slashes hard at your clan members, as if it seems to be putting all her rage out on you. 5 of your men fall before your eyes, sliced by the sharp claws of this mother, and one was even pecked to death by this thing.

The Roc mother has taken serious damage, but it continues to persist!
>>
Rolled 14 (1d100)

>>2548161
>>
Rolled 34 (1d100)

>>2548161
With a might roar, Maznir slices across the birds gut!
>>
Rolled 35 (1d100)

>>2548161
Aim a massive spike for the creatures throat!
>>
Rolled 96 (1d100)

>>2548161
Muratir, fury overtaking him attempts to jump on the creature and start slicing at it from its back.
>>
>>2548164
Clan Stou continues to fire arrows at the roc from a safe distance, and while the roc does not attack you, the arrows do not do much either.

>>2548167
Maznir went in too deep and couldn't pull out fast enough, as he runs away, the roc goes for him, knowing that this is one who has pestered her feet. She impales him on her sharp beak and then throws him off the edge of the cliff to his death.

>>2548171
You aim a spike at the creatures throat, and while you accomplish hitting it, it appears that the spike has not pierced the throat, but has hurt it severely, dazing the roc briefly.

>>2548174
The Roc was dazed, and here Muratir saw his chance! He jumps on the creature and slices on his back, and sees an opening. The throat. He takes his axe and using the spike almost like an anvil, he slices the Roc's head off cleanly, with the Roc falling to the ground with a loud Thump. Muratir does fall to the ground after performing that feat, however the Roc has been killed!

It is now time to roll for loot, if you want you can specify if you're looking for a specific kind of loot (Herbs, Magical Items, Weapons, armor, etc.)
>>
Rolled 12 (1d100)

>>2548181
Search the Rocs lair for anything magical from old texts to fancy items!
>>
Rolled 93 (1d100)

>>2548181
search for any Roc eggs
>>
Rolled 97 (1d100)

>>2548181
Search for roc eggs or any interesting herbs that i could grow at the farms
>>
Rolled 24 (1d100)

>>2548181
The rest of clan Grayview loot for anything special, I guess weapins and shields, retrieves Mazniers body and his axe.
>>
>>2548181
Also use extra herbs to heal up any survivors
>>
Rolled 98 (1d100)

>>2548181
>>
>>2548185
You find nothing but dead bodies and Carrion, a couple coins are there for your troubles.

>>2548187
Muratir runs for the egg that the mother must have inevitably left, but finds that Clan Stou has got it already in their possession! However, what they find is truly interesting. They find a warhammer with dwarven writing etched into it with the name "Foefeller." It is particularly strong, and the metal seems to be a deep blue. As it strikes the intended target, the runes on its back seem to use a combination of earth and air magic to propel it forward, making you hit with a much more powerful strike, and a much more painful one at that. You try it out on some nearby rocks, its quite good at breaking rocks. You also claim the entire body and skin it (say you're not skinning it if you're not skinning it)

>>2548188
Clan Stou acquires the only egg. It appears to be quite large, and we are unsure as to when it will hatch. However you have an egg. In addition, searching through the pouches of dead dwarves, you find some coins, but in what appeared to have been an old herbalist, you found some Herbal Leaves of a light red color, you also find a small seed, bearing the same light red color.

>>2548190
Clan Grayview does find an object of particular interest. While they do not find anything amazing, they take out a shirt... One of the dwarves puts it on and immediately claims that he feels so much cooler, as if he was the perfect temperature and it wasn't sweltering hot! You choose to call this the "Cool Shirt"

>>2548194
Urist stone finds an object of particular interest. A cloak. When he puts it on inside the cavern, someone exclaims "Where's Urist!" When you take off the cloak, they see you reappear. Trying this same trick outside in the daylight, it doesn't work. You also loot quite a large amount of gold and gems off of the body of a dead dwarf who was likely rich in life.
>>
>>2548217
I will skin it.
>>
Returning from the battle against the Roc, you are hailed as Heroes! Maznir's body is retrieved and given a burial with full honors. Whereas Muratir is hailed as the hero of the story in the battle against that Roc.

Stats:
Population: 5919 Dwarves, 431 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2548232
J. Study the runes and magic in the cool shirt so we can make more of those!
>>
>>2548234
>
This
>>
>>2548232
>>2548234
Backing seems to useful to not reproduce
>>
File: The cooling shirt.png (72 KB, 306x329)
72 KB
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Our mages have absolutely no idea what this is. So we send it off to the dragonforge to inspect it. Several days later it returns alongside a couple of water magicians. They say it is made of a common magical cloth called "waterweave." It is relatively simple to make, requiring only some water and a magician. However, the cool shirt cannot be mass produced, while it is relatively easy to make, it is simply impossible to make enough for our entire population, however it can be a piece of clothing for the upper classes within our society who would be able to pay the premium of this shirt. They say that the waterweave has a rune on it of a rectangular shape, it is fundamental water rune with a simple water movement spell added to it, which uses the water in the air to cool you down as much as possible. However sometimes it can run out of water quickly and may need to be replenished with normal water rather than the water in the air.

YEAR 85 after the disappearance
Stats:
Population: 6043 Dwarves, 438 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2548261
>F. Technology
>>
>>2548261
J We should make a major runesmith recruitment push
>>
>>2548261
I. Diplomacy
Meet the other dwarves in the south
>>
>>2548282

support
>>
We venture south to meet the dwarves! Heading south of Tokrab where we restock we are informed that these dwarves call themselves the "Toscani" Proceeding further south, we find that they have entirely abandoned the ways of living within the mountains, much like the Tribes of Toklar in the east. As we proceed past the mountains we reach greener lands. Farms fill this landscape, and proceeding further south according to directions by farmers, we reach a large port town, with a massive tower by the coast on a small island which seems to have a very big flame on its top. As we enter the gates, we are allowed in, being dwarven kin and taken to the leader. As we enter, we see him, dressed in all blue.
"Greetings fellow dwarves... I am the Sea King. Why have you come here?"
>>
>>2548337
"We are representatives of the Serene Valley Republic and wish to extend our hand in friend and trade with our people!"
>>
>>2548346
Backing
>>
>>2548337
"To extend proper greetings to our southern neighbors on behalf of the Serene Valley Republic ."
>>
He sighs, seemingly disinterested.
"Yes yes, I've heard the story before. I'll accept the trade agreement, and yes I do greet you as well. I greet you also on behalf of the great water being, the Kraken, who has been good to us for many years, and will be good to us for many years more. You are our... More earthen brothers. I am not particularly fond of the earth, nor are my people. Anyway, do you have anything else you wish to ask me?"
>>
>>2548369
"Who or What is this Kraken you speak of?"
>>
>>2548369
"You do not worship the Great Titans! We shall not deal then with you heathen scum!"
>>
>>2548385
"Calm yourself Bork! For all we know this Kraken could be one of the Titans."
>>
>>2548369

"We would like to know more of your ways and your history. Do you practice magic here?"

Having some affinity with water, Chief Morogh Doak attemps to make a better impression.

"Do you worship the water Titan as well? Please accept these gifts of rare metals and herbs from our lands."
>>
>>2548390
"They are heretics! Dwarves were created by the great Titans of Earth and to worship any other is the greatest sin!"
>>
>>2548409
"High Shaman Let him speak of this Kraken before you decide that it is not a titan"
>>
>>2548418
"No Titan would name itself the Kraken! Did you not hear him say they did not like earth here! They are all heathens!"
>>
>>2548409
"Did the World Shaper tell you this?"
>>
"BAH. The titans... The Kraken is not a titan, and there's no such thing as a water titan you idiots, they're all made of earth. The Kraken is the master of the seas, a massive fish-like being that holds dominion over water. If one of your titans chose to go into the water I reckon the Kraken would defeat him without any effort."

>>2548394
"We primarily practice water magic, as the Kraken commands. We started out as a bunch of savages fighting each other over this green land, and when the Kraken came he united us all, and taught us that infighting leads to nothing. Unity above all else. That is important."

>>2548409
"You call us heretics... I call you a heretic as well. Every man is a product of his environment, your environment was a lot more earthen, ours was a lot more watery. The Kraken introduced us to magic, to the Mermen... He has blessed us many times. What has the worldshaper done for you?"
>>
>>2548422
"Yes he did!"
>>
>>2548421
"They are brothers, and the Titan of water is still a child of The Worldshaper, he who we venerate."
>>
>>2548424
"We learned magic from our brothers and of the mermen ourselves We have done the same that your god has done, but ours gave us life and you"
>>
>>2548424
"He's given us knowledge in the fields of magic and the mundane. Through this we have acquired great riches from the earth and bountiful harvests from our fields."
>>
File: Spoiler Image (117 KB, 1024x749)
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Rolled 37 (1d100)

>>2548424
Stab the heretics
>>
>>2548424
>>2548425
>>2548426
>>2548435
"let us leave before any of us offends the other too much and we lose out on any trade"
>>
Rolled 22 (1d100)

>>2548424
Use metal magic to fire his jewelry into his body killing him.
>>
Rolled 93 (1d100)

>>2548442
tries to stop the high shaman
>>
>>2548424
"Unity is important, as is respect for sovreignty. You are no heretics, but do not forget that the Worldshaper is your father, and we are brothers."

"Please excuse our High Shaman, he is one with the Earth and very passionate in his worship."
>>
Rolled 62 (1d100)

While that plays out Daloder Grayview will see if he can see anything of note on his desk(?)
If small enough try to snatch it
>>
Rolled 80 (1d100)

>>2548452
also attempt to restrain any aggression
>>
>>2548442
>>2548451
You are both stopped by members of Clan Stou and Doak, with him interrupting both your attempts to kill him, but the sea king looks quite angry.

>>2548462
You are able to snatch a small book on the Kraken, it seems quite small, however it may be informative later.

"I will forgive this transgression, because I choose to be merciful like the Kraken. Perhaps it is true that the Worldshaper created us, but he cast my people out like a son he hated, that he didn't value. We found someone who said he loved us, and we accepted him. I have chosen not to kill you, but I see that you dislike me because of what I worship. Do not return here again, or you will be sacrificed to the Kraken."

After some time travelling, you return home with knowledge on the lands to the south.

YEAR 86 after the disappearance
Stats:
Population: 6170 Dwarves, 446 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2548472
D. Military
Organize rangers to keep track of the trolls from the north
>>
>>2548472

J. Use those 40 Runesmiths to train many more apprentices.
>>
>>2548514
>>2548472
Backing
>>
We begin to expand the runesmith academy! Many more apprentices are taken in. While there are many applicants, few are selected due to the skill and learning required in becoming a runesmith. A new class of 100 Runesmiths is made, which will graduate in about 5 years from now. Some runesmiths are taken out of our workforce to train these new apprentices, however we still have an ample amount of runesmiths to do other tasks.


YEAR 87 after the disappearance
Stats:
Population: 6299 Dwarves, 454 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2550674
F.
>>
>>2550674
C build a proper hold in the southern district
>>
>>2550680
>>2550674
backing
>>
Its F- Technology, what will it be?

>A. Medicine
>B. economics
>C. Construction
>D. Instruments
>E. Animal Husbandry
>G. Alchemy
>>
>>2550707
G.
>>
>>2550707
G
>>
>>2550707
>>G. Alchemy
>>
Advances in Alchemy have been made! Clan Stou has been experimenting with Herbs for a long time now, and has lots of Loker and Yethril, as well as Aloe Vera. Combinations with these three herbs have been made, and as we already know, Loker mixed into water makes a tasty drink, Yethril mixed with water can hasten the process of healing wounds, and can heal some nasty gashes and cuts. However, we have discovered two new alchemical uses for Loker and Yethril. Grinding up loker into a powder and turning it into a paste with the proper ingredients can make a paste that can cure sunburn very easily! As for Yethril, mixing it with water produces a powerful preservative that enables food to last weeks without going bad, although the taste does diminish after a certain period of time.

YEAR 88 after the disappearance
Stats:
Population: 6432 Dwarves, 462 Gnomes.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2550745
F
>>
>>2550745
F
>>
>>2550745
F
>>
Its F- Technology, what will we do?

>A. Medicine
>B. economics
>C. Construction
>D. Instruments
>E. Animal Husbandry
>>
>>2550801
A or B
>>
>>2550801
>>C. Construction
>>
>>2550801
B
>>
>>2550808
Switching to B
>>
>>2550801
B.
>>
File: Elves2.png (346 KB, 394x572)
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We have made an important development in the field of economics! A system of standardized weights and measurements has given us a standard to go by. This allows buyers to see what they're buying when they ask for a pound of meat. This development increases the trust of the consumers in the economy by reducing the amount of scams that occur, because no longer do they have to judge by their eyes if they are truly getting a pound of meat, its right before their very eyes!

In other news, further dealings with the mermen has revealed that they are followers of the Kraken, much like the Toscani to the south.

In other more interesting news, an expedition from the east has returned led by Clan Argeno and Clan Greyview. They have returned with 30 slender, tall dwarves with a lot less hair. They're called Elves apparently.


YEAR 89 after the disappearance
Stats:
Population: 6432 Dwarves, 462 Gnomes, 30 Elves.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 7/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2550842
C
Construct proper holds for the southern and western districts
>>
>>2550842
F
Currency?
>>
>>2550842
I. Get the Tokrabi in an alliance to purge the Heretic Dwarves from the Peninsula!
>>
>>2550866
We need to fortify our position before we go out and crush the heretics
>>
>>2550856
>>2550842
Backing
>>2550858
Pretty sure we have a silver copper bronze currency thing going
>>
>>2550856
Do
>>
>>2550856
This
>>
We begin to construct an additional Hold in the western district, and a hold in the southern district. Both these constructions make people feel safer and overall more prepared in the event of an attack.

In other news, we have heard more about the Toscani! It appears that they have made a joint alliance with trolls which are not far from their lands. The troll were converted to Kraken worship when the Kraken made a sudden appearance and started wreaking havoc which scared the trolls into submission. They have since then cooperated fully with the Toscani dwarves and are likely going to be annexed.

In internal matters, a riot has failed to kill any Elves, the people who started it were the Shamans of the High Hermitage, claiming the elves were heretics.

YEAR 90 after the disappearance
Stats:
Population: 6709 Dwarves, 479 Gnomes, 30 Elves.
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 7/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. Exploration
H. Finances
I. Diplomacy
J. Magical Matters
>>
>>2550935
J
FP Expand the Holds and Clans numbers plant the herb from the Rocs nest and build a place to incubate/raise the rocs
>>
>>2550935
I. Rally all nations to crush these filthy heretics!
>>
>>2550944
>>2550935
Switch to back the high shaman
>>
Rolled 15, 99 = 114 (2d100)

I missed one and these two are basically the same thing.

Fuck you shaman. Train the elves to do magic.
>>
File: ritual.jpg (398 KB, 1280x1820)
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Rolled 14 (1d100)

>>2550935
Continue our rituals seeking to pierce into the Realm of the Arcane and make contact with the beings there.
>>
>>2550944
Send a message to the Tokrabi that the Toscani will likely unleash hordes of trolls upon them and we can help protect them.

Let our other Dwarven neighbors know of the Toscani expansion and that it should be nipped in the bud before the Worldshapers domain becomes truly threatened
>>
Rolled 20 (1d100)

>>2550935
>>2550953
supporting
>>
Rolled 25 (1d100)

>>2550944
This.

FP: Clan Grayview will expand his hold to create a manufacturing workshop, they will begin manufacturing cool shirts and water runes and selling them to the upperclass
>>
>>2550950
Difficulty: Medium
The elves are naturally quite receptive to magic, and training them for hours on end seems to come naturally to them by the end of the training regimen, you have about 5 elven mages who are better at magic than almost any dwarf! They have mainly practiced a sub-sect of earth magic called nature.

>>2550953
Difficulty: Medium
While it is easier to peer into the Arcane Realm, your mages have had a hard time looking into it for reasons unknown. The mages who keep hearing whispers have been blocked out entirely.

>>2551011
Difficulty: Hard
Your manufacturing workshop begins in earnest, with you having to pay a premium for Waterweave from the two capable mages in our nation, however the few you are able to produce do manage to get you a small profit from upper class dwarves.

As for war, the Dobaki have stated that this is not their war, and do not intend on going to war. As for the Tokrabi, they have claimed that the Toscani have pressured them multiple times and therefore will commit 1,000 men to go to war. As for you, how many will you conscript to attack the Toscani/Trolls?
>>
>>2551062
Gather as many men as possible who are able to fight, this is a holy war!
>>
File: Muratir.jpg (43 KB, 552x742)
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>>2551086
"To all Dwarves men who can fight in our Serene Republic. I call on you to be ready for a most pious war we will wage. The Toscani to our south make pacts with the vile trolls while their Abyssal master stalks the coast. I say if they desire to worship their master so much let us push them to the sea into its 'welcoming' tentacles."

"We will raise 2000 of our men to march south and crush these Heathen strongholds and cast down those who do not submit to the Worldshapers way!"

https://www.youtube.com/watch?v=FxchcNLWpH4
>>
File: dorf gunner.jpg (119 KB, 1000x921)
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>>2551126
"2000 is a good number, we shall crush all these heretics!"
>>
Rolled 99 (1d100)

>>2550941
>>2550935
>>2551062
>>
>>2551156
The seed is planted quickly, and is tended to appropriately. It eventually blossoms into a full fledged tree relatively quickly. It grows one fruit which has one leaf. That leaf can be consumed by a dwarf to save them from death's door. However, the tree only bears fruit once every five years. In addition, the Roc egg is tended to carefully, we are not sure as to when it will hatch, but we estimate it will be within the next 10 years, or so say the Tokrabi Elders. They say that it will be just as big as the original roc mother.
>>
File: Dwarven Battlepriest.png (503 KB, 363x579)
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As for the war, the 2000 men are gathered, to destroy the Toscani Dwarves once and for all! The Tokrab dwarves have also roused their men, and have been careful not to alert the Toscani dwarves to the south. As far as we know, the Toscani dwarves suspect nothing. Just before we march our men south, a representative of the dragonforge has arrived. He calls himself a "battlepriest", a member of a sect of dwarven priests who fight in battle and work to stir up dwarves into a zealous frenzy in the name of the worldshaker. His name is Vothek, and always carries a copy of the sacred scriptures of the worldshaper, and carries a staff which symbolizes the presence of the worldshaper in the form of the sacred Scriptures. He carries a warhammer and a shield for when he gets into battle, and he comes bearing a message from the worldshaper.
"The Worldshaper smiles kindly upon this Holy War, and urges you forward! Sons of the Worldshaper, make your father proud!"

As we march south and enter Tokrab, what is our battle plan? (Map in the next post)
>>
File: Toscani lands.png (48 KB, 779x719)
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>>2551176
Map for convenience.
>>
>>2551176
Someone has also requested an updated map of everything, here you go.
>>
File: warplan2.png (41 KB, 779x719)
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>>2551176
Prepare to march through the Troll lands to cleanse them before moving into the Heretics lands!
>>
>>2551199
This
>>
>>2551199
This works for me as a general strategy
>>
The battleplan is put into action!
DC 40 -5 Well supplied -10 Surprise +5 Large army
>>
Rolled 23 (1d100)

>>2551214
>>
Rolled 83 (1d100)

>>2551214
>>
Rolled 68 (1d100)

>>2551214
>>
Rolled 81 (1d100)

>>2551214
>>
The plan is put well into place. The King of Tokrab supports us in our endeavors, and walks at the head of the army alongside our Supreme Senator. Both wield almost identical spears, exchanging mutual looks of respect. Right behind them is the Battlepriest, goading the army forward, shouting encouraging phrases and reminding them all along the way that the Worldshaper is on their side. His devotion to the worldshaper is fanatical, and contagious. After roughly two days of marching, having taken our time to ensure that we are not exhausted and being careful to avoid any trolls we approach the first city. It is on our horizon, and they have likely not spotted us yet, it hides behind stone walls, however the inside seems to be ramshackle houses. How do we approach this?
>>
>>2551232
Fire the FYT breaking down the wall before charging in and slaughtering all of the scum.
>>
>>2551235
>>2551232
Ill back This once were inside we can take the gate the battle shouldnt drag on long enough to recharge the FYT
>>
>>2551235
>>2551240
Supporting this
>>
The Cannon is fired!
DC 35 -10 trained users -5 Ample time to aim
>>
Rolled 65 (1d100)

>>2551246
>>
Rolled 11 (1d100)

>>2551246
>>
Rolled 98 (1d100)

>>2551246
>>
Clan Grayview greatly aids in aiming the cannon, and when Supreme Senator Stou gives the order... It is fired. The workers covered their ears, and most of the soldiers also covered their ears, and for good reason. A loud BOOM is heard, with a member of Clan Grayview having fired it. Over the course of a few seconds, we see the small boulder hit the wall, destabilizing it and causing the entire section of wall to collapse, creating a hole through which we can assault. That cannon shot was also simultaneously the order to charge, and the Battlepriest participates in the charge. His voice seemed to have been magically amplified, because everyone in the army could hear. "DIE YOU TROLL SCUM, FOR THE WORLDSHAPER!"

Three Thousand dwarves descend upon this troll town.

DC 35 -10 Element of Surprise -5 Huge morale -5 Dwarven Strength -5 Numbers +10 Troll strength
>>
Rolled 51 (1d100)

>>2551264
>>
Rolled 60 (1d100)

>>2551264
>>
Rolled 45 (1d100)

>>2551264
>>
The charge works! Our troops are stirred into a fanatical frenzy, the first dwarves to make it past the wall descend on the unsuspecting troll populace. Many women and children (who seem to be called whelps) cower within their homes while the men attempt to put together a defense, so far we've killed quite a large number of trolls who have tried to resist, however the trolls are now putting up a desperate defense!

DC 40 -10 element of Surprise -5 High morale -5 Dwarven strength -10 numbers +10 Last Stand +10 Troll Strength
>>
Rolled 85 (1d100)

>>2551286
>>
Rolled 40 (1d100)

>>2551286
>>
Rolled 84 (1d100)

>>2551286
Also have riders prepare on the outside of the city to run down and straglers
>>
The trolls tried to stand against the might of the dwarves here, however any messengers were immediately run down by our cavalry, and the remaining trolls are slaughtered like the dogs they are. The men and the women are slaughtered as well, however we spare the children. The Children shall be good slaves, the King of Tokrab wants no part of slaves, however he lets them live so you can take some as slaves. Now onto the next town, through the troll farmlands!

DC 40 -5 Well supplied -10 Surprise +5 Large army
>>
Rolled 81 (1d100)

>>2551306
>>
Rolled 62 (1d100)

>>2551306
>>
Rolled 79 (1d100)

>>2551306
>>
We march along the troll farmlands, burning and razing everything to the ground, very little organized resistance is offered, mainly because the troll are not numerous enough. However, messengers manage to slip through our cracks. Some head eastwards, to the troll holes, others make it to the south, Alerting the southern town. However, we make it to the town just as night falls. How do we proceed?
>>
Rolled 32 (1d100)

>>2551314
Night Attack! We can use a similar plan as last time since none of them know what happened
>>
>>2551314
Crack the walls with FYT and massacre them all.
>>
>>2551314
Have some scouts and riders watch our perimeters for any troll reinforcements from those holes
>>
>>2551330
>>2551323
>>2551322
>>2551314
COmbine these and we have a solid plan
>>
>>2551323
>>2551322
This plan wins with
>>2551330
this also happening.

The FYT is fired! It has been reloaded over the course of the battle and the day, some crystals have been used to speed the reload process.

DC 40 -10 trained users -5 ample time to aim -5 Partial Nightvision +10 night time aim
>>
Rolled 56 (1d100)

>>2551336
>>
Rolled 76 (1d100)

>>2551336
>>
Rolled 58 (1d100)

>>2551336
keep dropping my name though not sure it matters
>>
The FYT is fired once more! A massive loud noise booms through the night. Once more we charge, with the battlepriest and our two leaders at the front, side by side. Riders have been posted in our rear to watch for any signs of troll counter attack from the holes. However, the walls have collapsed! The trolls are most likely prepared, however we can beat them!


DC 45 -5 Huge morale -5 Dwarven Strength -10 Numbers -5 Partial Nightvision +10 Troll strength +10 Troll Nightvision
>>
Rolled 33 (1d100)

>>2551351
>[
>>
Rolled 7 (1d100)

>>2551351
>>
Rolled 61 (1d100)

>>2551351
>>
The Charge forward is definitely powerful, however the trolls were prepared. Some trolls simply picked up the stones and started lobbing them at our forces, killing quite a few of our forces. T-Bows are very ineffective during a charge, however now that we have properly engaged them, the T-Bows can be unleashed from the back ranks! Our spearmen are attempting to keep the enemy at bay while arrows fill the sky, descending upon the trolls. Meanwhile Stou and the King of Tokrab are in the thick of the fight, the King has more kills so far, simply visible by the brightness of his axe.
DC 35 -5 Huge morale -5 Dwarven Strength -10 Numbers -5 Partial Nightvision -10 T-bows +10 Troll strength +10 Troll Nightvision
>>
Rolled 30 (1d100)

>>2551359
>>
Rolled 3 (1d100)

>>2551359
>>
Rolled 9 (1d100)

>>2551359
>>
The battle itself still seems to be raging. The trolls are fighting to preserve their homes against the dwarves who are perceived to be aggressors. However, our riders report something amazing! The trolls are approaching from the back as well! The trolls inside the town are stalling as long as they can. Trolls from the east are coming, they number around 750. Inside the town is approximately another 750, with us having in total so far, 2,600 dwarves.

What is our course of action?
>>
>>2551371
Send a thousand to intercept the ones coming from the back
>>
>>2551371
Focus on wiping out the town
>>
>>2551378
>>2551371
This but make sure the FYT is covered
>>
Rolled 32 (1d100)

>>2550935
FP: see if these elfs make decent Informants.
>>
>>2551476
The elves stick out like sore thumbs in our nation... They aren't very good informants right now. Also you don't have any Elves, that's another problem, all of them work for Clan Argeno.

We send back a thousand to intercept the ones coming from the back! This requires two sets of 3 1d100s. So 6 1d100s in total

For the full frontal assault
DC 45 -5 High morale morale -5 Dwarven Strength -5 Numbers -5 Partial Nightvision -5 Magic +10 Troll strength +10 Troll Nightvision

For the back attacks
DC 45 -5 High Morale -5 dwarven strength -5 numbers -5 partial nightvision -5 Magic +10 troll strength +10 troll nightvision
>>
Rolled 84 (1d100)

>>2556914
>>
Rolled 72, 63 = 135 (2d100)

>>2556914
>>
Rolled 70, 41 = 111 (2d100)

back the fuck off muh elves niggers

>>2556914
Roll
>>
Rolled 76 (1d100)

>>2556914
>>
>>2556914
Slight edit, DC 40 instead of 45 for the full frontal assault, adding -5 training.
>>
Rolled 35, 19 = 54 (2d100)

>>2556914
>>
Rolled 84 (1d100)

>>2556914
>>
The assault on the town proceeds as ordered, however with less dwarves. Regardless, we continue to make great pushes into the breach, with many a troll falling to our anti-troll formation, with spears at the front holding them back. The archers and mages continue to unload whatever they have into the enemy ranks. Meanwhile, the forces being pulled towards the back are able to make it just in the nick of time! The goatriders were able to delay the trolls as long as they could, even inflicting some casualties on the trolls in the process, however they weren't able to hold them back for so long. Luckily, the trolls were stopped by the forces being deployed to the back. While the anti-troll formation is still being set up, our dwarves in the back are holding it back as long as possible!
>>
>>2556957
6 more rolls


For the full frontal assault
DC 45 -5 High morale morale -5 Dwarven Strength -5 Numbers -5 Partial Nightvision -5 Magic +10 Troll strength +10 Troll Nightvision

For the back attacks
DC 45 -5 High Morale -5 dwarven strength -5 numbers -5 partial nightvision -5 Magic +10 troll strength +10 troll nightvision
>>
Rolled 58, 49 = 107 (2d100)

>>2556970
>>
Rolled 30, 68 = 98 (2d100)

>>2556970
>>
Rolled 78 (1d100)

>>2556970
>>
Rolled 47 (1d100)

>>2556957
>>
The frontal assault keeps pressing forward! We've made it well past the breach, and have gone into street fighting now. However, aside from the men, the village is entirely gone. And we've noticed trolls on the frontline disappearing as well... Although that's a good thing! The battle is going much easier now. They seem to be trying to keep us as far from the shore as possible.

As for the rear guard action, the goat riders continue to harass our enemy as we form ourselves into the anti-troll formation. The trolls are simply unable to pierce the wall of spears we have put up, and they are feeling the effects of dwarven magic. In addition, our terite bows have recharged!
For the full frontal assault
DC 25 -5 High morale morale -5 Dwarven Strength -10 Numbers -5 Partial Nightvision -5 Magic -5 Formation -10 Terite bows +10 Troll strength +10 Troll Nightvision

For the back attacks
DC 45 -5 High Morale -5 dwarven strength -5 numbers -5 partial nightvision -5 Magic -5 Formation +10 troll strength +10 troll nightvision
>>
Rolled 66, 75 = 141 (2d100)

>>2557010
>>
Rolled 94, 68 = 162 (2d100)

>>2557010
>>
Rolled 19, 35 = 54 (2d100)

>>2557010
>>
We are able to entirely clean out the town! However it appears that they have escaped to the ocean! We were able to kill some amount of women and men who were unable to escape and take some children as slaves, but that does not change the fact that quite a few have escaped. In addition, the battle is still raging outside as we turn our attention there! So far the battle has been raging in the rear, with the trolls trying and trying to get them, however it appears they're trying to retreat to the south! What do we do?
>A. Pursue
>B. Do not pursue
>C. Other
>>
>>2557040
>A. Pursue
>>
>>2557040
>C. Other
Regroup, tend to the wounded and have the goat riders try to pick some of them off.
>>
>>2557051
This
>>
>>2557040
>>2557051
Backing we need to be careful of losing to many people
>>
>>2557040
>C.

Regroup with rear element, finish off the trolls behind us and then occupy the town.
>>
Our forces regroup and tend to the wounded as the goat riders are sent out to pick them off! 3 1d100s
Sliding DC
40/60/80/100
>>
Rolled 55 (1d100)

>>2557085
>>
Rolled 51 (1d100)

>>2557085
>>
Rolled 22 (1d100)

>>2557085
>>
The wounded are tended to, and clan stou seems to do a good job of doing so with their vast herbal resources. As for our goat riders, they come back with mediocre results, having killed approximately 20 trolls, however they lost very little in the process. What do we do now?
>A. Proceed with the plan, onto the next dwarven city!
>B. Make peace with the dwarves
>C. Other
>>
>>2557100
>A. Proceed with the plan, onto the next dwarven city!
DEATH TO THE HERETICS
>>
>>2557100
>>A. Proceed with the plan, onto the next dwarven city!
Onward.
>>
>>2557100
A.
>>
>>2557100
>B. Make peace.

"Remember, they showed us mercy..."

Edan discreetly pulls aside a battlepriest from the Dragonforge, and asks whether the Worldshaper would approve unprovoked war against our brethren.
>>
The offensive against the dwarves begins now! We shall advance.
DC 50 -5 well supplied -5 large army.
>>
Rolled 39 (1d100)

>>2557113
>>
Rolled 33 (1d100)

>>2557113
This is what we Grayview excel on!
>>
Rolled 36 (1d100)

>>2557113
>>
>>2557112
"Those who worship anyone aside from the worldshaper are not our brethren! They have renounced their brotherhood with us. The only exception to this rule is those that have never been exposed to the worldshaper and his teachings. And these dwarves clearly have been."
>>
Rolled 86 (1d100)

>>2557113
>>
>>2557119
"Very well. I only ask then that we are merciful to any children we find, that we may bring them back into the fold."
>>
We advance forward... Not attacked in the slightest by any dwarven force. That is when the messenger arrive from Tokrab. He bears a grim message.
"Western Tokrab has been sacked by the enemy! They claim they will put everyone in those lands to the sword should we keep going. They have intentions on attacking the main city!"
The King of Tokrab is distraught at this, and demands that we help him retake Western Tokrab or make peace. How do we respond?
>>
>>2557132
Well shall march to crush the army that threatens our allies lands!
>>
>>2557132
Best speed for Western Tokrab.
>>
>>2557132
March to Tokbar but leave a small regiment to raze their city
>>
>>2557132
>>2557137
>>2557141
Make haste to our allies
>>
And so we march at the fastest speed we possibly can to Tokrab, while we are harassed by some dwarves, we march through a northern pass, likely the same pass that the other army had marched through. Western Tokrab has been pillaged and razed, however the inhabitants seem to be quite alright. The inhabitants themselves report that army is approximately 500 strong with a battering ram. It is nothing big, but it seriously threatens the countryside! What shall we do?
>A. Hunt down this army.
>B. Head back south, the Tokrabi might be able to handle this
>C. Other.
>>
>>2557165
>>A. Hunt down this army.
Crush this force and secure west tokrab.
>>
>>2557165
>B. Head back south, the Tokrabi might be able to handle this
Send a messenger back to our lands to summon another host of 500 to reinforce the Tokrabi
>>
>>2557165
>A.
>>
>>2557165
>C. Other
Sends scouts in each direction to see if there's another army around.
1000 to take out the 500 and another 1000 to harass the south?
>>
>>2557173
Changing to this
>>
>>2557165
A.
>>
>>2557173
This.
>>
We return back south! In addition, we have been reinforced by 25 Roc riders, they are excellent scouts, which give us eyes in the sky to see anything that comes near. Now we march south towards the western dwarf city. The appropriate messengers have been dispatched (one of which was riding a Roc) to our main holds to send reinforcements to the Tokrabi lands, while the other civilians were given orders by the King of Tokrab to flee either to Tokrab itself or the holds.

Approaching the western dwarven city, it appears to be a port city, but the dwarves seem to have been expecting us for quite some time now. Our soldiers are now 2,200 strong! Roc overflights of the area suggest that the enemy inside numbers around 1,200. No one aside from this force is in the area.

What do we do?
>>
>>2557285
Crack the walls with the FYT and then crush these heretics!
>>
>>2557285
Ask them to surrender.
>>
>>2557293
>>2557285
Oh yes I suppose, give them one chance to surrender or they will be treated like the trolls before them.
>>
>>2557295
Backing
>>
>>2557295
>>2557295
This
>>
The soldiers politely decline with a very loud no from across the battlefield. It seems they want a fight. What do we do now?
>A. Bring forward the FYT! The walls fall today!
>B. Leave this city, we go to the capital!
>C. Other
>>
>>2557314
A
>>
>>2557314
>>A. Bring forward the FYT! The walls fall today!
They had their chance now lets a get blastin.
>>
We shall fire the FYT! The battle shall begin.
DC 40 -10 trained users
>>
Rolled 14 (1d100)

>>2557336
>>
Rolled 49 (1d100)

>>2557336
>>
Rolled 71 (1d100)

>>2557336
>>
The FYT is fired, and again, it hits and collapses the wall! Breaking the wall down entirely. However, the dwarves have suffered only light casualties from this, seemingly moving away from the section of wall you were aiming at. However, the charge, as it did two times before, begins again as over two thousand men descend upon the town. However this time, it is not against trolls, this is the first time dwarves will kill other dwarves during war in our history.

DC 40 -5 High Morale -5 Numbers -5 terite bows +5 fortifications
>>
Rolled 73 (1d100)

>>2557368
>>
Rolled 87 (1d100)

>>2557368
>>
Rolled 22 (1d100)

>>2557368
>>
The initial attack seems to be going quite well, with the dwarves being quite shaken by the initial cannon. They didn't experience a weapon of this caliber before... However, they still try and mount a fierce defense at the breach, with their shields raised and their archers firing as much as they can. The roc riders can see women, children, and men unfit to fight being evacuated to the docks as ships arrive in the harbor.

DC 40 -5 Experience -5 High Morale -5 Numbers -5 terite bows +5 fortifications +5 bottleneck
>>
Rolled 50 (1d100)

>>2557407
>>
Rolled 69 (1d100)

>>2557407
>>
Rolled 47 (1d100)

>>2557407
>>
We continue to be making significant gains against the enemy! The Roc riders continue to report increased movement of civilians towards the ports as yet more ships arrive. We also spot particularly large mermen! They load the children and sometimes even women onto their backs and ferry them away to safety. THe soldiers are giving it their all, but the line of defense at the bottleneck seems to be crumbling as all our attacks are being focused there, and many dwarves keep dying, on both sides, but moreso on the enemy's.

DC 45 -5 Experience -5 High Morale -5 Numbers +5 fortifications +5 bottleneck
>>
Rolled 94 (1d100)

>>2557438
"Our axes will be drench with our enemies blood, charge!"
>>
Rolled 59 (1d100)

>>2557438
Muratir hammer in hand smashes away at the enemy lines
"THE REPUBLIC WILL PREVAIL!"
>>
Rolled 38 (1d100)

>>2557438
>>
The advance of our soldiers is unstoppable! The archers, the magicians, they keep laying all they have upon the enemy. We are slowly going to clear the bottleneck, even now a few of our soldiers are slipping out! The evacuation is almost complete regarding the women and children, and we see some soldiers preparing to evacuate as well. However for now, the enemy is mounting a desperate defense!


DC 40 -5 Experience -5 High Morale -5 Numbers -5 terite bows +5 fortifications +5 bottleneck
>>
Rolled 69 (1d100)

>>2557460
>>
Rolled 51 (1d100)

>>2557460
>>
Rolled 70 (1d100)

>>2557460
>>
Rolled 30 (1d100)

>>2557460
Daloder Grayview charges stright into the fold with his fathers axe!
>>
We've done it! We've broken through their bottleneck, however, the enemy seems to be pulling back to more defensible positions by the docks. Some soldiers are pulling back towards the docks, seemingly to evacuate, while the rest take up formation positions within the town itself. As far as we can tell, the enemy seems to be simply delaying us, and pulling troops out as fast as it can. More ships keep coming and going. The streets seem to be fortified though, in preparation for our coming attack.

DC 40 -5 Experience -5 High Morale -5 Numbers +5 fortifications
>>
Rolled 61 (1d100)

>>2557493
Get some weapons in here that can break those fortifications
>>
Rolled 94 (1d100)

>>2557493
>>
Rolled 11 (1d100)

>>2557493
Move towards the dock mix with >>2557508
>>
Rolled 86 (1d100)

>>2557493
>>
We start to press them through the fortifications, the Women and children have been fully evacuated, however now some soldiers will try and evacuate as fast as possible. However, the enemy is now fighting like cornered dogs, trying to kill as many of us as possible. We have promised them death if they do not surrender, and so they accept death, but only if they kill as many of us as possible.

DC 45 -5 Experience -5 High Morale -5 Numbers -5 Terite bow +5 fortifications +10 Last Stand
>>
Rolled 24 (1d100)

>>2557534
>>
Rolled 5 (1d100)

>>2557534
>>
Rolled 28 (1d100)

>>2557534
>>
The dwarves have fully realized that those who do not escape have had their lives been forfeit. They make us pay for every one of their dwarves that dies, they make us pay for every inch we gain. More and more dwarves are pulling back to be evacuated, while the rest stand defiantly against us. Their lines are about to break, they have very little left on the front lines, mainly because we have either slaughtered them all, or they have escaped.


DC 40 -5 Experience -5 High Morale -10 Numbers -5 Terite bow +5 fortifications +10 Last Stand
>>
Rolled 79 (1d100)

>>2557563
>>
Rolled 78 (1d100)

>>2557563
>>
Rolled 79 (1d100)

>>2557563
>>
Rolled 36 (1d100)

>>2557563
"A FINAL PUSH TO FINISH THIS RESISTANCE!"
>>
Rolled 26 (1d100)

>>2557563
>>
File: War map3.png (46 KB, 654x634)
46 KB
46 KB PNG
At last we overwhelm the enemy! The dwarves are all slaughtered, and we are able to kill a few dwarves on the docks before spears coming out of the sea scare us off. It appears that the mermen are waiting for us in the sea. We find it prudent not to enter, however the entire city has been either killed or evacuated.

In the end we have men walking around tallying up the dead and living. 800 good dwarves have fallen on our side, with 700 on their side as well. The rest must have evacuated. Our numbers total to 1,500.

We get a report from the other front. The nation of Tokrab has stabilized, with our reinforcements and the remaining Tokrabi having driven out the Toscani forces, although civilians were slaughtered, we've prevented the collapse of the Tokrabi.

Scouts report that the enemy has collapsed the bridge leading across the river that leads to the capital! What do we do? The river has to be crossed to lead to the Toscani capital.
>>
>>2557604
1 Get our forces healed and up pillage what we can from the settlements here.

2 send scouts up to the troll lands to see if they're reorganizing

3 Send a message up north to the valley for the eastern district to be on alert for a potential attack by sea.
>>
>>2557690
This
>>
>>2557690
Support, also warn the western district that the mermen to the west may be hostile now.
>>
The western district is appropriately warned, and the eastern district is warned as well and remains on high alert.

After pillaging the settlements, we find a lot of food and valuables, as well as money. We've also burnt all the farms, and the army is healed and regrouped fully.

As for the troll lands, they are not reorganizing but whatever we have not pillaged has fallen back to the troll holes.
>>
>>2557727
Gather our army and head north to take the blue pass through the mountains so we can reach the eastern coastlands
>>
>>2557727
Use Earth magic to create a stone bridge over the river to go attack their capital.
>>
>>2561008
>>2557727
Ill back the shaman
>>
>>2561008
This
>>
We shall make a stone bridge across the river to attack their capital!
DC 60 +15 ???? -5 guards
>>
Rolled 11 (1d100)

>>2561059
>>
Rolled 77 (1d100)

>>2561059
>>
Rolled 87 (1d100)

>>2561059
>>
The mages start to work on the stone bridge, however, from the depths of the river rises up an interesting force. Mermen. Our mages are halfway done when the mermen throw volleys upon volleys of spears thrown out of their hands. It hits some mages, however some soldiers come to their aid with shields to protect them from blows. While some mages die, the bridge is completed, but the Mermen still lurk within the river, making many soldiers ask the question of whether or not it is safe to cross. How do we proceed?
>>
>>2561087
Have two units ready with range weapons to attack any mermen that rise out of the water while our men march across.
>>
>>2561087
Start dumping massive amounts of heretic corpses into the river before crossing to bog it up and hit them with disease.
>>
>>2561087
>>2561089
>>2561094
I like these ideas but what is a unit exactly to us like literally one dude or what?
>>
>>2561087

In eerie unison, the summoners break into ritual circles and animate as many large water elementals as they can to fight the Mermen.
>>
We shall cross the bridge while having ranged units provide overwatch and heretic corpses will be thrown into the water!
DC 50 +15 Mermen in water -5 Corpse Distraction -5 Ranged Unit overwatch -5 Water Elementals
>>
Rolled 25 (1d100)

>>2561126
>>
Rolled 4 (1d100)

>>2561126
>>
Rolled 71 (1d100)

>>2561126
>>
As we move across the river, the mermen pop up! It seems almost like a game of whack-a-mole, however the mermen are popping up very fast and then going back down, once again, very fast. This makes it very difficulty for the ranged segments to combat it. Some water elementals are created by clan doak, however the mermen simply shrug them off and leave other more melee-capable warriors to come for them while the spear-throwers did their work. Some dwarves did indeed manage to make it across, to safety, but many died in the first wave. How do we proceed?
>A. Same thing as last time! Keep going
>B. Change the plan (Suggestions)
>C. Other
>>
>>2561165
B. Have the Earth Shamans turn the bridge into a tunnel protecting us from all missile fire.
>>
>>2561174
This
>>
>>2561174
>>2561165
A fairly long tunnel like the entrances mostly out of spear range and have the Roc riders provide cover along with the other distractions
>>
With the edit made by the supreme senator, creating a long tunnel that leads us out of spear range, we are able to cross the bridge mostly unmolested! This surprise killed approximately 100 men, however were it not for the quick thinking by the high shaman, many more would have died. We have successfully crossed the bridge! What shall we do now?
>A. Call for more reinforcements
>B. Onwards to the capital! Time is of the essence
>C. Pillage the land around the capital first
>D. Other
>>
>>2561199
>C. Pillage the land around the capital first
>>
>>2561199
C but keep riders(both types) around the entire to notify us of any troop movements
>>
>>2561199
>A.
>>
We pillage the lands of the capital. We mainly find food and some gold, it appears that almost everyone has evacuated to the capital by now. As we approach the capital, our roc riders give an estimate of enemy numbers. We have 1,400 soldiers, while the enemy in the city is estimated to be around 1,300. They are well dug in, and they seem to have prepared for a siege. Mermen are even spotted near the shore, however they seem to be unwilling to go on land. How do we proceed?
>A. Shoot with the FYT and then charge, as we've done in the past
>B. Siege it for a long time
>C. Call for reinforcements
>D. Other
>>
>>2561247
B. Construct a strong base camp with towers made from wood in the area, use T-Bows to constantly kill anyone they use to man the walls and smash their walls to rubble each day with the FYT.

Also have the earth mages and sappers begin to also undermine the walls.
>>
>>2561247
>>2561254
and add Send Roc Riders to get reinforcements
>>
>>2561247
>B.

Summoners will lend earth elementals to the assault. The large elementals hurl boulders and other heavy objects into the ramparts.
>>
>>2561254
This
>>
>>2561267
>>2561254

Can we have some spies/scouts try to infultrate the city as Well, maybe assassination attempt on the sea king or see if they can find and vulnerabilities we can take advantage of?
>>
Reinforcements are called for by the Supreme senator, but now the siege begins.
DC 35 -5 T-Bow sniping -10 FYT
>>
Rolled 70 (1d100)

>>2561314
>>
Rolled 56 (1d100)

>>2561314
>>
Rolled 51 (1d100)

>>2561314
>>
It takes a week, however repeated firing by the FYT, and sending in sappers and mages to collapse sections of the wall, the walls are almost entirely rubble. It appears that this is the true power of the FYT! The walls are fully collapsed, and our men are ready. We've managed to pick off quite a few enemy soldiers. In addition, as promised reinforcements have arrived, with 500 of our men, left to help Tokrab have arrived, bringing us to a total of 1,900. What do we do?
>A. One final charge, end them.
>B. See if they surrender
>C. Other
>>
>>2561348
>B. See if they surrender
See if they wish to repent from their heretic ways.
>>
>>2561349
This.
Bluff about us having a bigger FYT on its way :^)
>>
>>2561348
B
>>
>>2561348
>>B. See if they surrender
>>
The Toscani accept surrender. They know a war they simply cannot win when they see it. The war is won for us, however we have lost many lives, the cost in total was 1,600 good dwarven men. 1,000 of those were ours, and 600 of those were Tokrabi. But the Toscani have surrendered! What do we do?
>A. Go back home
>B. Do something here
>>
>>2561380
B.
Burn anything related to the kraken
>>
B. Loot the cities treasury, loot all their weapons, look anything that looks nice, tear down all their temples of the Kraken and order them to send us and the Torabi tribute every year.
>>
>>2561385
Support

Tear down their temples
>>
>>2561385
No we should examine it to learn anything important that could bring down the beast.
>>2561395
This
>>
>>2561380
>>2561385
This>>2561395
>>2561396
>>
>>2561380
>>2561395
Oh and they will also no longer be allowed to rule over the trolls who shall be transferred to our rule as a Thrall nation of the Serene Valley Republic.
>>
The King of Tokrab states something, he will join you and allow you to pillage and loot the city, as well as burn everything related to the worldshaper. He even agrees that the trolls become a client state of the Serene Valley republic. But he demands that the Toscani lands are to become his client state, for all his troops have bled in this war, he deserves something as well.
>A. Let him have the Toscani
>B. No.
>C. Other
>>
>>2561410
A. Agree but we demand at least part of the tribute for the first 20 years.
>>
>>2561410
>>A. Let him have the Toscani
of course
>>
>>2561410
>C
The Toscani can be their clients but we must get 40% of the tribute.
>>
>>2561410
>>2561420
backing our men died here too and i wouldnt mind sharing the troll tribute but i doubt thatd be a large one
>>
>>2561410
>C. Let him have the eastern Toscani town, the capital and west should remain ours.
>>
The King of Tokrab is ecstatic at the news that we have given him the Toscani Lands. He agrees to give you 40% of the tribute, as is fair to you, since you did a lot of the work. The Trolls shall become your client state.

However, now it is time to loot, pillage, and burn!

1d100 for Looting rolls, if you're looking for anything in specific, please specify.
>>
Rolled 99 (1d100)

>>2561437
Look for artifacts
>>
Rolled 97 (1d100)

>>2561437
Magical things of all types! Knowledge is always preferred!
>>
Rolled 2 (1d100)

>>2561437
Looking for any special armor or shields
>>
Rolled 43 (1d100)

>>2561437
Search for more rare and fantasic herbs or alchemic recipes
>>
Rolled 48 (1d100)

>>2561437
Magical artifacts... Magic staff or anything mages might use.
>>
Rolled 89 (1d100)

>>2561437
Schematics for better weapons, shield, or armor or weaknesses for the kraken
>>
>>2561439
The head of Clan Argeno finds a peculiar looking-trident... With magical energy simply radiating from it.

>>2561440
You manage to find a scroll, a very interesting scroll on all magical spells up to level 3 (You were around level 1.5 before, now its 3.)

>>2561446
You find nothing, and some civilians try to beat you up, they succeed but you execute them shortly after.

>>2561449
You manage to find an interesting Alchemic Recipe, by mixing Loker, the herb you have which is common to this region, into Mead, and mixing it all with water magic, you create a beer that gets you really drunk, so drunk that you are able to ignore a lot of pain!

>>2561452
You manage to find the staff of a mage, it has a nicely cut ruby within it, and it empowers your magical spells to some extent.

>>2561462
You manage to find some designs for something spectacular! Lamellar armor. This sort of armor is excellent and somewhat lightweight, and can be produced en-masse to protect your troops. This is a big step over our previous armors, which were crude and didn't protect as well.
>>
And so the war is ended, the Trolls are added as a client state (separate from our population). The Tokrabi gain the Toscani, and we gain some tribute as well, however the cost in dwarf lives is high. Perhaps we will have a return to peace.

YEAR 91 after the disappearance
Stats:
Population: 5846 Dwarves, 479 Gnomes, 30 Elves, 50 Troll Slaves
Food: 8/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 7/10
Resources: 7/10
>A. Agriculture
>B. Culture
>C. Construction
>D. Military
>E. Government and Laws
>F. Technology
>G. Exploration
>H. Finances
>I. Diplomacy
>J. Magical Matters
>>
>>2561550
C. Create a massive Temple to the Titans in our Troll client state for them to worship.
>>
>>2561561
Supporting
>>
>>2561550
I. See if dragon forge has more colonists for us
>>
>>2561550
>B. Culture
A major celebration takes place after every major war with a huge feast, alcohol, and women! Before the celebration begins there's a moment of silence for the ones who passed away
>>
>>2561568
Supreme Senator those colonists tend to be less then reputable at times taking them in now while our manpower is low might not be good for stability
>>
Rolled 37 (1d100)

>>2561573
Support.

Belated FP: Excavate as much living space as possible beneath the clan tower and grow our numbers.
>>
>>2561579
Fair enough then lets
>>2561573
Ill bring enough magic beer for everyone(i hope)
>>
>>2561561
I'm not dead, I was busy. This.
>>
>>2561573
This
>>
>>2561563
This is me
>>
>>2561585
You are able to bring some dwarven miners into the fold of your clan. While they excavate some decent living space, it isn't very nice sleeping down there, mainly due to it being quite dirty and all.

In other news, we've made a great celebration after the war! Dwarves love to party, especially after the war. Many people attend this celebration, those who get priority are obviously veterans. Before the celebration the customary moment of silence is made, but after that, people share stories about the dead long gone, those who have seen too much to bear in the war drown their sorrows in mead and good company, coming out more cheerful by the end of the night! Food is aplenty, and truly this is a good reward to all who have served in the great war.


YEAR 92 after the disappearance
Stats:
Population: 5968 Dwarves, 497 Gnomes, 31 Elves, 102 Troll Slaves
Food: 8/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings, a great celebration after every war.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 7/10
Resources: 7/10
>A. Agriculture
>B. Culture
>C. Construction
>D. Military
>E. Government and Laws
>F. Technology
>G. Exploration
>H. Finances
>I. Diplomacy
>J. Magical Matters
>>
>>2561652
C. Create a massive Temple to the Titans in our Troll client state for them to worship.
lets build this temple now
>>
>>2561658
This
>>
>>2561652

>D. Stockpile a bunch of lamellar armour.
>>
>>2561658
This
>>
A temple is constructed! Another replica of the great temple is constructed. The only difference being the larger entrance necessary for trolls to enter. Although, once construction is finished, almost no trolls enter the temple to worship it. Many just ignore it and go about their daily lives. Not caring about the worldshaper who hates them and their guts. Why worship something that hates you?

YEAR 93 after the disappearance
Stats:
Population: 6094 Dwarves, 506 Gnomes, 31 Elves, 104 Troll Slaves
Food: 8/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings, a great celebration after every war.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 7/10
Resources: 6/10
>A. Agriculture
>B. Culture
>C. Construction
>D. Military
>E. Government and Laws
>F. Technology
>G. Exploration
>H. Finances
>I. Diplomacy
>J. Magical Matters
>>
Also, it is election time! Bring forth yourselves as candidates, and even nominate others as candidates, and have everyone vote for one!
>>
>>2561717
Muratir will run for the position of supreme senator
>>
>>2561723
The High Shaman will support Muratir!
>>
>>2561710
H. Impose a strict 40 percent tax on the trolls in our client state with an exemption to this tax given to all trolls that worship the Titans.
>>
>>2561717
Hayst Tinjaw enters the running on a platform promising a technological golden age.
>>
>>2561723
>>2561739
I will Support Hayst Tinjaw
>>2561737
Ill back this but devout only have to pay 15%
>>
>>2561739
Sounds good, I'll vote for Hayst.

>>2561737
Why don't we send a raven to the Dragonforge and ask the Worldshaper what to do with the trolls. He might prefer that we exterminate them.
>>
>>2561739
Support
>>
>>2561737
this
>>
>>2561739
Supporting Clan Tinjaw
>>2561737
Supporting
>>
>>2561739
"Technological golden age eh. What do you know of technology Tinjaw?"
>>
Hail Hayst, our new Supreme Senator for the next 100 years!

As for the Tax, it is passed. Many trolls convert to be followers of the worldshaper and worship him, however they all do so half-heartedly. It appears that they're only worshipping for the sake of the tax-break, and not anything else. They don't seem to be particularly devout in their worship. However, the great temple is populated now, with Trolls coming in and out, seeking to do the rituals as any worshipper of the worldshaper would do. Some trolls remain stubborn and refuse to worship, in spite of the 40% tax.

In other news, The capital of the Toscani has been ravaged by a Kraken! It must be the deepest one without a doubt.

YEAR 94 after the disappearance
Stats:
Population: 6222 Dwarves, 515 Gnomes, 32 Elves, 106 Troll Slaves
Food: 8/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings, a great celebration after every war.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 7/10
Resources: 6/10
>A. Agriculture
>B. Culture
>C. Construction
>D. Military
>E. Government and Laws
>F. Technology
>G. Exploration
>H. Finances
>I. Diplomacy
>J. Magical Matters
>>
>>2561802
>>F. Technology
>>
>>2561802
Slight typo, its next 20 years, not 100. Sorry for anyone who wants a dictatorial rule by a supreme senator for 100 years.
>>
>>2561802
D. Begin producing Lamallar Armour for our men
>>
>>2561790
I know a man can't fix a problem he doesn't know exists. I know that more education would mean more engineers, and I know that the fewer dwarves are tied up providing food, the more dwarves can do other things, such as build roads, hospitals, and schools.
>>
>>2561811
Changing to this
>>
>>2561802
F.
>>
>>2561811
>>2561802
Backing
>>
>>2561811
This
>>
>>2561802

I send one of Tinjaw's ravens to the Dragonforge, inquiring as to the Worldshaper's will in dealing with conquered trolls.
>>
We begin producing Lamellar armor for our men! Lamellar is made from small rectangular plates of bronze laced into horizontal rows. It is quite effective for protecting our soldiers in battle, and seems to be quite effective at protecting our soldiers due to it being quite flexible but effective at protecting us from blows that would otherwise be fatal if we were wearing less capable armor.

>>2561847
The worldshaper's will suggest that you convert them, however if they prove to be a nuisance or simply have a negative effect on your kingdom, killing them is also possible. He suggests conversion as an effective method, because the best way to defeat an enemy is to make them a friend.

However, there is a second letter that comes from the dragonforge, addressed from the worldshaper.

"I have heard of your conquests and successes in the south. Due to your success in converting our brothers to the true way, the way of the worldshaper, and subjugating those trolls, hopefully to convert or kill them, I shall bestow upon you a boon. You may ask for anything from me within reason. If you wish for more magical knowledge, tell me what you want and consider it done. If you wish for new technology, specify what you want, and consider it done. Metals, rare resources that you may want. What is it you request from me?"
>>
>>2561878
Free our farmers from the shackles of labor, make that work easy that fewer dwarves can still feed the nation, the rest will occur on it's own.
>>
>>2561895
>>2561878

What does that even mean? That is none of the things he said! We should request a greater knowledge of the runic system to enchant things!
>>
>>2561903
The shaman is correct. We must ask for greater knowledge in runic magic. We can easily find better technology ourselves but magic is far more elusive.
>>
>>2561903
We already have a runesmith academy and they're growing in number... They can enchant already, we merely have to set them to work.

I suggest we ask what the most powerful metal is and where we can find lots of it, or knowledge of how to make explosives.
>>
>>2561930
Yes but we know only the most basic runes, there any many that exist that we have no clue on!
>>
>>2561938

True, but I think we if pursue magical matters more often we can develop that knowledge, just as we do our technology. We have a chance to ask for something very rare.

Be as it may. Let the vote decide.
>>
>>2561895
>>2561878
Changing, magical knowledge in general, namely such as would free up laborers.
>>
>>2561878
Im Backing Better Runes or Rune Teachers for the academy
>>
File: Runesmith.png (193 KB, 331x470)
193 KB
193 KB PNG
You send a letter back, asking for a better runesmith teacher. And after a period of a couple weeks, an older dwarf returns.
"Greetings my friends, I have come here by the orders of the Worldshaper himself! I am a runesmith from the dragonforge, well versed in its ways. To put it simply, there's five tiers of Runes, I am well versed in the first two tiers, and have dabbled in the third tier. I've known the Runesmiths that have been sent, they don't know anything above the first tier! However I, can teach those who are willing the second tier. I shall need to earn more practice with the Third Tier before I start teaching it to you lads. For now, call me a Runemaster."

YEAR 95 after the disappearance
Stats:
Population: 6352 Dwarves, 524 Gnomes, 32 Elves, 108 Troll Slaves
Food: 8/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, second-tier runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings, a great celebration after every war.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 7/10
Resources: 6/10
>A. Agriculture
>B. Culture
>C. Construction
>D. Military
>E. Government and Laws
>F. Technology
>G. Exploration
>H. Finances
>I. Diplomacy
>J. Magical Matters
>>
>>2561991
>>F. Technology
>>
>>2561991
F
>>
>>2561991
F
>>
>>2561991
>E. Government and Laws
Tax
>>
>>2561991
F
>>
It is F- Technology

>A. Medicine
>B. economics
>C. Construction
>D. Instruments
>E. Animal Husbandry
>G. Aqueducts
>F. Irrigation
>>
>>2562019
E.
>>
>>2562019
>G.
>>
>>2562019
>F. Irrigation
>>
>>2562019
F
>>
>>2562019
>>F. Irrigation
>>
Further developments in irrigation are made! Underground canals are constructed. This allows us to tap into the ground water, however little there is. But, in addition to this we are able to funnel yet more water to crops, enabling them to be properly hydrated, even on the hottest days. Lastly, we standardize the flooding cycle, it appears that during the hottest months, the river floods due to the snow caps on the tall mountains melting, with this knowledge we are able to plan our farming around this.

YEAR 96 after the disappearance
Stats:
Population: 6486 Dwarves, 533 Gnomes, 33 Elves, 110 Troll Slaves
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, second-tier runesmithing.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings, a great celebration after every war.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 7/10
Resources: 6/10
>A. Agriculture
>B. Culture
>C. Construction
>D. Military
>E. Government and Laws
>F. Technology
>G. Exploration
>H. Finances
>I. Diplomacy
>J. Magical Matters
>>
>>2562051
>F. If we learn some basic chemistry, we can create simple grenades/firebombs that our roc riders can lob down on our enemies. Death from above!
>>
>>2562051
F Aqueducts
>>
>>2562051
F. Paper and ink will revolutionize the way information travels, greatly improving the amount of information that a single raven can carry.
>>
>>2562051
>>F. Technology
>>
Its F- Technology, what will we do?

>A. Medicine
>B. economics
>C. Construction
>D. Instruments
>E. Animal Husbandry
>G. Aqueducts
>>
>>2564614
B. You know what I actually want, you're just being obstinate.
>>
>>2564614
B
>>
>>2564614
C
Need to dig deeper underground
>>
>>2564614
B
>>
Another significant development is the creation of the caravan! We have pack animals, such as goats which are able to pull carts. More and more traders start to use the caravan as a means of travel, mainly because there is safety in numbers. However, it also lets them transport more materials in a faster period of time due to the ability to trade. In addition, the Fedrani to our east have formally introduced horses! While they are too big for one dwarf to ride alone, they still function as excellent pack animals to move our goods.

YEAR 97 after the disappearance
Stats:
Population: 6622 Dwarves, 543 Gnomes, 33 Elves, 112 Troll Slaves
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, second-tier runesmithing, the caravan.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings, a great celebration after every war.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 7/10
Resources: 6/10
>A. Agriculture
>B. Culture
>C. Construction
>D. Military
>E. Government and Laws
>F. Technology
>G. Exploration
>H. Finances
>I. Diplomacy
>J. Magical Matters
>>
>>2564661
E create a basic tax System
The senators will be responsible for collecting taxes within each of their districts.
The rate will be 5% of resources each citizen generates per year
These resources will be used for the benefit of the republic as a whole.
>>
>>2564699
>>2564661
backing dubs
>>
>>2564699
Actually, lack of taxes are probably a big part of why shit ain't getting done.
>>
And with that, a basic tax system is passed, with the supreme senator's approval. A more informal tax system had existed before, but wasn't truly enforced. However now we have a formal tax system enforced by the state. This fills up our coffers, with the state receiving metals from miners, food from farmers, coins from merchants and various other payments. The state then sells off the goods or simply stores them if they might be needed, giving the Serene Valley Republic a very stable source of income.

YEAR 98 after the disappearance
Stats:
Population: 6761 Dwarves, 553 Gnomes, 33 Elves, 114 Troll Slaves
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, second-tier runesmithing, the caravan.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings, a great celebration after every war.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest.
Finances: 7/10
Resources: 6/10
>A. Agriculture
>B. Culture
>C. Construction
>D. Military
>E. Government and Laws
>F. Technology
>G. Exploration
>H. Finances
>I. Diplomacy
>J. Magical Matters
>>
>>2564732
F
>>
>>2564732
F
>>
>>2564732
F
>>
>>2564732
Its F- Technology, what will we do?

>A. Medicine
>B. economics
>C. Construction
>D. Instruments
>E. Animal Husbandry
>G. Aqueducts
>>
>>2564771
G
>>
>>2564771
>>G. Aqueducts
>>
We begin to create plans to make aqueducts! Reaching from the mountain springs and other water sources in our mountains, we are able to transport the water over long distances, directly to our towns and cities! The builders immediately begin working on one for our main hold, to ensure it is supplied with water as long as the aqueduct stays intact. This can also mean that we can transport water from distant water sources to locations right inside lands where there is very little water, enabling settlements of some size to exist within the less green reaches of our lands.

YEAR 99 after the disappearance
Stats:
Population: 6903 Dwarves, 563 Gnomes, 34 Elves, 117 Troll Slaves
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, second-tier runesmithing, the caravan, aqueducts.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings, a great celebration after every war.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest. 5% tax on all resources produced.
Finances: 7/10
Resources: 6/10
>A. Agriculture
>B. Culture
>C. Construction
>D. Military
>E. Government and Laws
>F. Technology
>G. Exploration
>H. Finances
>I. Diplomacy
>J. Magical Matters
>>
>>2564771
G
>>
>>2564855
>>G. Exploration
>>
Its G- Exploration, what will we do?
>A. Mount a proper expedition
>B. Send out scouts (roll)
>C. Prospect our lands
>D. Other
>>
>>2564876
>>C. Prospect our lands
Grab your picks lads n lets get a diggin.
>>
>>2564876
C
>>
>>2564876
C. My term shall be about internal growth.
>>
We shall prospect our lands! Give me 3 1d100s (since its generals you don't get bonuses with crystal finding and resonance stuff)
DC 45 -5 Dwarven Mining techniques
>>
Rolled 99 (1d100)

>>2564891
>>
Rolled 80 (1d100)

>>2564891
>>
Rolled 1 (1d100)

>>2564891
>>
NORMAL success
Prospecting our lands reveals a wealth of other miscellaneous minerals. These miscellaneous minerals are Zinc and Nickel. Adding Zinc to copper as an alloy produces Brass, which is far more malleable and shiny, with a gold-like appearance that dwarves love, making it popular among the middle and upper classes to make them seem richer to the poorest. We also find Nickel which has a silvery look to it, and while it isn't truly silver some middle class people also use it as a placeholder for silver. It can also be used as a corrosion-resistant coating for other metals, allowing them to last longer.

YEAR 100 after the disappearance
Stats:
Population: 7027 Dwarves, 573 Gnomes, 34 Elves, 119 Troll Slaves
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, second-tier runesmithing, the caravan, aqueducts.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings, a great celebration after every war.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest. 5% tax on all resources produced.
Finances: 7/10
Resources: 6/10
>A. Agriculture
>B. Culture
>C. Construction
>D. Military
>E. Government and Laws
>F. Technology
>G. Exploration
>H. Finances
>I. Diplomacy
>J. Magical Matters
>>
>>2564883
Off to a good start, taco supreme.

>>2564895
>>2564901
nice rolls
>>
>>2564946

F. Metallurgy? Are we sick of bronze yet?
>>
>>2564946
>>F. Technology
instruments so we can have better celebrations such as one for the 100th anniversary of our founding
>>
Rolled 26 (1d100)

>>2564946
F. METAL!
FP. Mechanically separate fibres into a fine mess, mix with water, lay flat, dry. There is pulp paper, we write on it with a mixture of charcoal and water for now.
>>
Rolled 6 (1d100)

>>2564946
F.

FP: Make stuff with the elven artisans that people would like to buy.
>>
Rolled 52 (1d100)

>>2564946
Continue prospecting the mountain in the southern district and set up a mine if anything is found
>>
Rolled 96 (1d100)

>>2564946
F
Try to dig in a downward spiral again, mine whatever we find! Shiny metals or anything
>>
Rolled 31 (1d100)

>>2564996
>>2564946
Expand my Clans numbers and hold in the south and help any other clan down there

Also F
>>
Rolled 62 (1d100)

>>2564946

FP: Erect a great statue of a dwarven mage on top of our tower. Atop its stone staff is a crystal which can glow different colours, an instantly visible signal around the valley and nearby settlements.

Blue = Normal
Red = Invasion/Call to war

This year it will glow white to honour the centennial.
>>
>>2565022
Actually want to send people to the Tokrabi and see if i can get any Roc riders to join my clan
>>
>>2564979
Difficulty: Hard
Alas, you are unable to make any advances in paper, at least for the time being, mainly because it seems to be quite hard to separate fibers, at least in large amounts with your relatively low manpower, that and your people seem to be inexperienced with doing it for now, but will gain more practice as time goes on.

>>2564983
Difficulty: medium
Your elves seem to care more about magic than making stuff.

>>2564996
Difficulty: Sliding (beat medium)
You find more nickel within the LEM mine, and send in your miners to take advantage of the nickel within that mine.

>>2565020
Difficulty: Sliding (beat very hard)
Mining deep down in a spiral, you figure that as you dig deeper, something cool must be found! And indeed, you find it... A shiny yellow metal, unmistakable from the coins you have. Gold. Every dwarf's dream! Now realized to you.

>>2565022
>>2565061
Difficulty: Medium
You attempt to get Tokrabi Roc riders to join your clan. Some do join, but at the end you only get about 5 Roc Riders to join, the Tokrabi seem to take care of their Roc Riders well and reward loyalty very highly. It seems like Roc Riders are celebrities down there, being able to fly.

>>2565037
Difficulty: Hard
The statue is built, although you thought it would collapse the tower, miraculously it doesn't. The Crystal is placed in, and using fire magic to light up the crystal the proper placement can make it glow a multitude of colors. While it is visible at night, it is less visible during the day. However, people across the lake can see it during the day, meaning you have some sort of range.
>>
It is F- Technology.

ll we do?

>A. Medicine
>B. economics
>C. Construction
>D. Instruments
>E. Animal Husbandry
>>
>>2565113
A
>>
>>2565113
>>D. Instruments
We need new instruments to have grander celebrations.
>>
>>2565113
>D.
>>
>>2565113
D
>>
We begin to develop instruments! We begin to use animal skins to create something we call a drum, which a person with some sticks can create a beat which at times, can get quite catchy. In addition, we create a pipe with our carpenters! This pipe has several holes in it, which when covered can produce a variety of sounds. A combination of Drums and Pipes can produce some pretty nice music for dwarves to dance to at parties and other gatherings. The creation of instruments can also be applied in times of war, when soldiers can use drums to signal commands.

YEAR 101 after the disappearance
Stats:
Population: 7154 Dwarves, 583 Gnomes, 85 Elves, 121 Troll Slaves
Food: 9/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, second-tier runesmithing, the caravan, aqueducts, the drum, the pipe (instrument).
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings, a great celebration after every war.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest. 5% tax on all resources produced.
Finances: 7/10
Resources: 6/10
>A. Agriculture
>B. Culture
>C. Construction
>D. Military
>E. Government and Laws
>F. Technology
>G. Exploration
>H. Finances
>I. Diplomacy
>J. Magical Matters
>>
>>2565193
F
Lets Make some paper or papyrus or maybe vellum?
>>
>>2565197
support
>>
>>2565197
>>
>>2565193
>>B. Culture
Develop some folk songs
>>
>A. Medicine
>B. economics
>C. Construction
>D. Animal Husbandry
>E. Papyrus Paper
>>
>>2565218
E
>>
>>2565218
>E.
>>
>>2565218
>>C. Construction
>>
>>2565218
E
>>
>>2565218
E. If we had this a year or two ago we'd already have newspapers.
>>
File: Kraken.png (1.01 MB, 891x497)
1.01 MB
1.01 MB PNG
We begin to use a plant that is common around our lake and rivers... Papyrus. We are able to turn the Papyrus into paper and make scrolls out of it. While we are missing something that we could write with in terms of the paper, we at least have half of what is required to write with. A great advancement for our civilization!

In other, worrying news, the Kraken has shown up in the town of Toklar! It has gone on a rampage, and destroyed at least half the town, and killed two hundred dwarves! Devastating news, to know that our enemy is still out there!

YEAR 102 after the disappearance
Stats:
Population: 7082 Dwarves, 605 Gnomes, 87 Elves, 126 Troll Slaves
Food: 8/10
Technology: Copperworking, Bronzeworking, Masonry, Advanced construction methods (Standardized stone size, bricks and mortar), Animal Husbandry, Pottery, the wheel, writing, textile making, primitive irrigation, Calendar, Alcohol, Rope, Primitive blast furnace, Mathematics, The ard, astronomy, spokes, second-tier runesmithing, the caravan, aqueducts, the drum, the pipe (instrument), Papyrus Paper.
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper
Culture: Worship of stone and the titans made of stone, Shrines to the titans, Yearly celebration of Sibremas, great temple to the titans, piercings, a great celebration after every war.
Government: A republican form of government with district senators and one Supreme Senator as leader
Military: Our men are decently trained with average stockpiles of equipment. Goat Cavalry. Anti-troll tactics
Laws: Laws against Murder, Theft, Buggery, and Incest. 5% tax on all resources produced.
Finances: 7/10
Resources: 6/10
>A. Agriculture
>B. Culture
>C. Construction
>D. Military
>E. Government and Laws
>F. Technology
>G. Exploration
>H. Finances
>I. Diplomacy
>J. Magical Matters
>>
>>2565278
F
>>
>>2565278
F
>>
>>2565278
D.
Train scouts/trackers?
>>
>>2565278
>>C. Construction
We must rebuild the town of Toklar and add better defenses to deal with the krakens vile attacks
>>
>>2565291
>>2565278
backing this Lets keep some T Bows there
>>
>>2565291

Indeed, changing to this.
>>
>>2565278
Damnit! This was almost peaceful.
C?D?F? Make a big harpoon/ballistae or three. We're going to kill that big squid.
>>
>>2565318
I thought the same thing then we went to war like 3 years before my term was up
>>
Rolled 56 (1d100)

And so we fortify Toklar and rebuild. T-Bows are placed to hopefully fight off another Kraken attack, and the citizens of Toklar, while still fearful, try and return to their daily lives after that day.

However, winds shift, and new things brew. A perfect time for an event roll.
>>
File: Alberto Barbosa.png (355 KB, 395x401)
355 KB
355 KB PNG
As it appears, two events have occurred. Both of which we must respond to accordingly.
First of all, the Merfolk have come to make peace with us. (All hostilities shall cease and the borders shall remain as they are) How do we respond?
>A. Continue the war.
>B. Accept the peace
>C. Other

A strange man has approached us, asking for Aid. He claims to have the backing of a Drake nation of Heboranaz, and has the backing of the Fedrani. He does not ask for soldiers, but merely weapons and supplies. His name is Alberto Barbosa, and he wishes to retake his homeland. How do we respond?
>A. Give him the weapons and Supplies!
>B. Send him away empty handed.
>C. Give him soldiers on top of weapons and supplies.
>D. Other
>>
>>2565355
B
C
>>
>>2565355
Oh shit!
B.
C.
>>
>>2565355
B cause we dont really have a way to fight him
C Also send volunteers from clan stou (no more than 20% of the clan pop) and a single Roc Rider and extra Yethril and loker
>>
>>2565355
B
C
>>
>>2565355
>>C. Other
Offer terms of peace in exchange for information on the places they've explored.
>D. Other
Before we give him anything we need to know the story behind Alberto losing his homeland.
>>
>>2565383
same
>>
>>2565366
>>2565355
Slight addendum Send up to 40% of the clan
>>
The peace is accepted! The merfolk are ecstatic, and normal relations resume.

As for Alberto, he is ecstatic to hear that we are willing to send him troops. He is grateful to Clan Stou for sending so much. Final questions.

1. How many troops are we sending (freeform)
2. Do we want to do a war perspective or continue with civ turns?
>A. War perspective
>B. Basically skip this, civ turns
>C. Other
>>
>>2565424
>>A. War perspective
send 150 full time men to assist in this endevour.
>>
Rolled 97 (1d100)

>>2564946
In a secret chamber deep within High Hermitage away from prying eyes the Titanic Commune shall attempt to summon an Ifrit within a prepared warded room.
>>
>>2565424
>>2565436
Ill back this, with my men and the Republics we should have a couple hundred men to contribute total
>>
>>2565424
A.
>>
>>2565424
B
>>
>>2565424
A
Send 100
>>
File: Ifrit2.png (401 KB, 445x547)
401 KB
401 KB PNG
>>2565756
As the ritual begins, it is long and tenuous. LEM is involved, and it seems to be much harder than summoning a normal elemental... After hours of chanting and reciting what the whispers told Bork Baya, it had finally occurred. An ifrit had entered the world. Red skin, almost as if it were on fire. He comes out with a seemingly red-hot sword, so red that some flames were on it. He was scanning his surroundings, however your shamans had also prepared, and recited a spell of binding the Ifrit, preventing him from going on a potential rampage. His screams are loud indeed, thankfully it is deep within the High Hermitage, where few dwell. His screams seem to be one of rage, and of anger. He is bound... For now.




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