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File: Cavern battle.png (1.39 MB, 1101x577)
1.39 MB
1.39 MB PNG
Normal Failure

The battle continues, however it appears it had shifted into a stalemate, stuck between the sheer numbers of the ratmen, and our superior quality troops. In the midst of battle, it appears that the ratmen even try to crawl underneath the shield wall and attack our troops like that! Other's simply jump above and attack our troops like that! It appears that they are willing to fight and die for all of ratkind! They're simply throwing themselves at us, and we are getting overwhelmed by this.

DC 50 +15 Numbers +5 Agility -10 troll and dwarf strength -5 Superior equipment -5 Enemy disorganization
>>
Rolled 73 (1d100)

>>2774461
>>
Rolled 57 (1d100)

>>2774461
>>
Rolled 95 (1d100)

>>2774461
Revive the dead rats!
>>
The fight advances forward and we begin to react to the tide of ratmen. Those that crawl under the shieldwall now start to get stabbed by spears or cut up by swords. Those that attempt to jump above the shields are intercepted by spears and skewered like a kebab. The flow of ratmen is slowly starting to lessen, and some ratmen and troglodytes are starting to flee from the battle... The Ratmen's morale is dropping!

DC 40 +15 Numbers +5 Agility -10 troll and dwarf strength -5 Superior equipment -5 Enemy disorganization -10 T-bow
>>
Rolled 43 (1d100)

>>2774496
“COME ON LADS, LETS FINISH THEM!”
>>
Rolled 21 (1d100)

>>2774496
>>
Rolled 5 (1d100)

>>2774496
Kill every last of them!
>>
The battle continues, but now the ratman have shifted their strategy, it appears they are falling back! However, they leave some of their troops as a delaying action. While we are able to kill the troops meant to delay us, the bulk of the ratman army has escaped.

After the battle, we tally up the death numbers. 750 trolls dead, 250 dwarves. 3,000 Ratmen dead.

We've forced the ratmen out of their forward base and secured this front for some time (or so we hope). What shall we do?
>A. Return home, the job is done and the front has stabilized.
>B. Head to the next front that is in need of support.
>C. Make a decisive breakthrough where the Deep Dwarves are doing well.
>D. Pursue the Ratmen here! We shall chase them and kill them here in addition to making a breakthrough.
>E. Other
>>
>>2774526
B
>>
>>2774526
E. Use Earth magic to redirect underground rivers into known Rat areas
>>
>>2774526
B
>>
>>2774526
>>B. Head to the next front that is in need of support.
>>
>>2774526
B
>>
File: Burning ram.png (587 KB, 400x558)
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587 KB PNG
After having stabilized this front we head off to the next front in dire need of aid. After walking through long dark tunnels, the Deep Dwarf underroad system we finally come into a massive cavern with a fortress within it. It is under siege by the Ratmen and Troglodytes. It appears that they are also using 2 large Abyssal creatures. Specifically large rams who appear to be simply on fire... But the rams are unaffected by the fire. These Rams are currently battering down the gate to one of the fortresses. One of the other gates is guarded by the ratmen, to prevent the defenders from sallying out, although we could theoretically penetrate through them and enter the fortress. What shall we do?

>A. Charge at the enemy straight away! No time to spare
>B. Wait for the enemy to enter the fortress and then attack them while they are focused on the fortress
>C. Enter into the fortress through the gate that is not being battered down currently
>D. Other
>>
>>2774580
>A. Charge at the enemy straight away! No time to spare
>>
>>2774580
B
>>
>>2774580
A
>>
>>2774580
>>A. Charge at the enemy straight away! No time to spare
>>
Charge! We have no time to spare! The dwarves within the fortress are giving us supporting fire, but the Ratmen seem to be surprised!

DC 30 +15 Numbers +5 Agility -10 troll and dwarf strength -5 Surprise -5 Supporting fire -5 Superior equipment -5 Enemy disorganization -10 T-bow
>>
Rolled 76 (1d100)

>>2774610
>>
Rolled 72 (1d100)

>>2774610
>>
Rolled 2 (1d100)

>>2774610
>>
Dead heat
As the fight begins, the burning rams continue to batter down the walls slowly but surely. The ratmen do indeed adapt to our attack and start to deploy forces to intercept our charge, and while they take heavy casualties in the attempt to stop us, it blunts our assault and the battering of the wall proceeds as planned. The gate is steadily giving way. On the bright side however, the Deep Dwarves seem to be preparing to sally out themselves as soon as the gate falls down. In addition, the archers atop the fortress walls continue to unleash large amounts of arrows upon the ratmen.

DC 40 +15 Numbers +5 Agility -10 troll and dwarf strength -5 Surprise -5 Supporting fire -5 Superior equipment -5 Enemy disorganization
>>
Rolled 49 (1d100)

>>2776631
>>
Rolled 87 (1d100)

>>2776631
>>
Rolled 48 (1d100)

>>2776631
>>
Critical Success
We begin to press the enemy back, and as the gate falls down it appears that the deep dwarves are trying their best to sally out! However, the ratmen have now brought forth another weird weapon... Catapults. However, these catapults do not use any ordinary ammunition, these seem to be using decomposed rat guts, and overall some disgusting sort of ammunition. They are being shot at both our forces and the forces of the deep dwarves, and those who are hit by the catapult's ammunition are absolutely disgusted. On the other hand, we are pressing the enemy back even more, and the Deep Dwarves have taken down a burning ram.

DC 35 +15 Numbers +5 Agility +5 Catapults -10 troll and dwarf strength -5 Surprise -5 Supporting fire -5 Superior equipment -5 Enemy disorganization -10 T-bows
>>
Rolled 63 (1d100)

>>2776658
>>
Rolled 16 (1d100)

>>2776658
>>
Rolled 97 (1d100)

>>2776658
>>
Rolled 2 (1d100)

>>2776658
>>2776658
>>
As the fight progresses even longer, the second burning ram falls, and the Ratmen are steadily being pushed back into the Corridors from whence they came, however their catapults continue to fire upon us and cover us all in disgusting rat feces and their dead bodies. Some men are already starting to cough after having come in contact with these dead bodies, while others are feeling extremely weak. These ratmen are trying to spread disease through our ranks!

DC 45 +15 Numbers +5 Agility +5 Catapults -10 troll and dwarf strength -5 Surprise -5 Supporting fire -5 Superior equipment -5 Enemy disorganization
>>
Rolled 64 (1d100)

>>2776691
>>
Rolled 41 (1d100)

>>2776691
>>
Rolled 41 (1d100)

>>2776691
>>
The ratmen are forced out of the caverns, and those that are left as a rear guard are cut down by our forces relatively quickly. The deep dwarves are elated to have had some support from us and gladly invite us to come to the fortress.

After taking tallies of all who died, in total about 5,250 ratmen died in this encounter.
On our side, about 1,150 deep dwarves died while we ourselves lost 1,500 trolls and 500 dwarves.

Our army is now down to 7,000 men strong... However, a new problem is rising among the ranks. Disease, it appears that many of the dwarves and trolls that were hit by the feces and decomposing rats from the catapults are now getting many types of diseases, colds, flus, even the bloody plague is making a resurgence within the soldier population. Compounded on that, many of the wounds that our soldiers sustained are getting heavily infected... These rats have spread a pestilence among our ranks! What shall we do?
>A. Quarantine the ones diseased and leave them to die.
>B. Quarantine those diseased and attempt to treat them with doctors.
>C. Let them stay within our army, there's totally nothing that can go wrong.
>D. Send them against the rats, they will die yes, but their sacrifice will not be in vain.
>E. Other.
>>
>>2776728
>B. Quarantine those diseased and attempt to treat them with doctors.
>>
>>2776728
E/B Quarantine those diseased and attempt to treat them with doctors. And Clan Stou Provides Any and all needed herbs
>>
>>2776728
>C. Let them stay within our army, there's totally nothing that can go wrong.

dumdeedumdum
>>
>>2776728
B
D
Quarantine the sick and attempt to treat them.
If there are those that wish to volunteer to take the Ratmen down with them using the vermin's own ideas they may do so but only if they are sure.
>>
>>2776728
>>B. Quarantine those diseased and attempt to treat them with doctors.
>>
We shall attempt to treat those sick, and those that we simply cannot cure will be sent to die against the skaven, if they wish to do so.

DC 40 -5 Stou Medicine -5 Dwarven Stamina
>>
Rolled 84 (1d100)

>>2776753
>>
Rolled 90 (1d100)

>>2776753
>>
Rolled 90 (1d100)

>>2776753
>>
Almost all of the dwarves have been healed, thanks to Stou Herbalism. The unlucky few that had been beyond saving had chosen to go and die against the ratmen, we can only hope they killed as many ratmen as possible before giving up. A glorious death, even in unfortunate circumstances! However, this front has been secured.

All that is left now is to consider what we shall do now? The other fronts seem to have been stabilized thanks to our help.
>A. Press on this front, we have them on the run!
>B. Head back to a front where the war is going well, and make a decisive breakthrough!
>C. Head to help another front that may be having problems.
>D. Head home our job here is done.
>E. Other
>>
>>2776769
A
>>
>>2776769
A go to the heart of their lair
>>
>>2776769
>C. Head to help another front that may be having problems.

Let the sacrifice of our men ravage them for a while and move to aid the deep ones in peril.
>>
>>2776769
>>A. Press on this front, we have them on the run!
>>
We shall attempt to press on this front as far as we can! It appears that the Ratmen have fled deep into the earth, however we shall march in, see what we can find.

DC 45 +10 Winding Tunnels -10 Natural underground navigators -5 Dark Vision
>>
Rolled 64 (1d100)

>>2776786
>>
Rolled 52 (1d100)

>>2776786
>>
Rolled 71 (1d100)

>>2776786
>>
Rolled 19 (1d100)

>>2776786
>>
File: ratmen living areas.png (1 MB, 799x530)
1 MB
1 MB PNG
As we make our way through the winding tunnels, it is wet, moist, and damp. Our Earth Mages guide us through and widen the tunnels to allow our trolls to pass more easily. Eventually our scouts spot a major ratman nesting area, plenty of small living spaces are found within this cavern. However, in the distance we hear chanting, something about the Deceiver. The scouts say there is no major ratman military presence and that the military force must have retreated another way. All that's left here is mostly innocents, as far as we know.

>A. There is no such thing as an innocent ratman, kill them all.
>B. Let's move on, there is nothing useful here for us.
>C. Let's peacefully talk with these ratpeople.
>D. Other
>>
>>2776803
>A. There is no such thing as an innocent ratman, kill them all.
>>
>>2776803
>D
Enslave them
>>
>>2776803
A
>>
>>2776803
A
They left the breeder defenseless
>>
>>2776803
>A. There is no such thing as an innocent ratman, kill them all.
Lets make a dent in their numbers.
>>
We slaughter not just the women, but the children too. Thousands are slaughtered, and by the end of the day everyone is just exhausted from slaughtering ratmen. Most of the trolls and even some dwarves agree that slaughtering ratmen is fun, perhaps it should be made a sport. Slaughtering stuff is fun. However, an important report comes from the group that entered what appeared to be a temple area. What further fueled our rage to kill was the fact that we learned what happened to the dwarves we sent out... It appears they were captured and tortured to death here.

There, the ratmen simply worshipped an abyssal being called "The Deceiver." They kept talking about a summoning of a powerful abyssal being of sorts. Any attempts at interrogation simply yielded us the word "Bal." No other information was extracted from these ratmen. What shall we do now?
>A. Follow the tunnel leading out from this cavern towards another one.
>B. Return back to the Deep Dwarf capital to speak to them about this "Bal."
>C. Stay and hold here, perhaps we can fight any ratmen and disrupt supply lines here
>D. Hunt for the ratman military force
>E. Other
>>
>>2776836
C
"We need to alert the rest of the Deep Dwarves and call in some more lads from the surface."
>>
>>2776836
A
Destroy the temple and loot the city?
>>
>>2776836
E search the temple area for loot and establish a forward base here and send a decent sized group back to the deep dorfs for info
>>
>>2776836
>>A. Follow the tunnel leading out from this cavern towards another one.
>>
After having destroyed the temple and looting the city for what little it held, we shall proceed deeper into the labyrinth of tunnels.


DC 50 +15 Winding Tunnels -10 Natural underground navigators -5 Dark Vision
>>
Rolled 19 (1d100)

>>2776861
>>
Rolled 99 (1d100)

>>2776861
"Down we go......."
>>
Rolled 44 (1d100)

>>2776861
>>
Rolled 20 (1d100)

>>2776861
>>
File: Wheel.png (492 KB, 391x577)
492 KB
492 KB PNG
As we proceed deeper and deeper into the Labyrinths we finally reach what appears to be the capital of the Ratpeople, or so we think... It's a massive cavernous complex filled to the brink with Ratpeople of all kinds. Inside also appear to be Abyssal beings simply sitting and standing around, watching each other. Our army watches from above through small cracks. We are undiscovered yet, but we have certainly found the Ratman Capital. It is well-fortified, with stone walls and would certainly be hard to siege due to the cramped spaces which are not ideal for FYTs. Another curious matter is that they appear to be crafting powerful weapons. One of which appears to be a massive hamster wheel that has to be transported through particularly large tunnels.

What shall we do?
>A. Charge!
>B. Gather as much information as we can and get out, we can't fight them here
>C. Send in a crack squad of men to sabotage their heavy weapons and get out
>D. Other
>>
>>2776896
>>C. Send in a crack squad of men to sabotage their heavy weapons and get out

Also get several runner groups to head back to the deep dwarves capital to let them know what we found.
>>
>>2776896
>>A. Charge!
>>
>>2776900
This
>>
>>2776896
D. Search for sources of water in the area and then use earth magic to divert them to flood the capital.
>>
>>2776910
Switching to this
still have the runners go warn the other dwarves.
>>
>>2776910
>>2776896
backing
>>
We shall attempt to flood the Rat caverns! We have found a good source of water, now roll.

DC 40 -10 earth magic
>>
Rolled 97 (1d100)

>>2776931
>>
Rolled 72 (1d100)

>>2776931
>>
Rolled 12 (1d100)

>>2776931
>>
Normal success

The plan works! We unleash a tide of water from an underground reservoir upon the ratmen, and it certainly deals a significant amount of damage to the civilian part of the city, and even destroys one of the armories! However, most of the military infrastructure is still intact, due to a second layer of walls preventing most water from getting in, and on top of that there appears to be some sort of drainage system which eventually drains all of the water. This flood has killed many and damaged a bunch of buildings, so we can assume it to be some sort of victory, what shall we do now?
>A. Attack this capital!
>B. Return back to the Deep Dwarf capital
>C. Return to the Serene Valley
>D. Other
>>
>>2776959
A
>>
>>2776959
C.
We have halted their advances but lack the army to end their threat at this point.
>>
>>2776959
A
>>
>>2776959
>>B. Return back to the Deep Dwarf capital
Regroup with the Deep lads to discuss if this war needs our further assitance.
>>
>>2776959
A
>>
We shall charge against the ratmen this time! Let us end them. One and for all.

DC 55 +5 Fortifications +15 Numbers +5 Ratman Agility -10 Troll and Dwarf strength -5 Superior Equipment -10 T-Bows
>>
Rolled 67 (1d100)

>>2776976
>>
Rolled 72 (1d100)

>>2776976
>>
Rolled 56 (1d100)

>>2776976
>>
Rolled 60 (1d100)

>>2776976
>>
Our initial charge catches the enemy off guard, we kill plently of the unsuspecting ratmen, but now many of them are fleeing to the military complex and ruling complex of the city, adjacent areas which are both fortified with some serious walls. The Ratmen numbers seem to be large as yet more ratmen pour out from the nearby tunnels. However, it appears Ifrits are supporting our efforts! They start flying out of a small house that Bork Baya ran into

DC 60 +5 Fortifications +15 Numbers +5 Ratman Agility -10 Troll and Dwarf strength -5 Superior Equipment -5 Ifrits
>>
Rolled 37 (1d100)

>>2776989
>>
Rolled 78 (1d100)

>>
Rolled 58 (1d100)

>>2776989
>>
Rolled 67 (1d100)

>>2776989
>>
Rolled 95 (1d100)

>>2776989
>>
As our offensive keeps pushing, it appears that the ratmen are pushing back, and those archers on the walls are really damaging our units heavily. The issue now is that we are facing tides upon tides of ratmen smashing against our lines. Luckily, our necromancers are now starting to raise the dead, giving us some sort of support to hold the lines against the enemy. However, the Ratmen are now starting to bring up massive metal hamster wheels with spikes... It appears that those within the Hamster wheels are simply large elementals that will direct the enemy... It appears they are charging up! Many of the dwarves here suggest that we cannot win this battle. What shall we do?
>A. Retreat! Live to fight another day
>B. Focus fire on those hamster wheels with our T-bows
>C. We shall hold the line! Kill as many ratmen as possible
>D. Other
>>
>>2777012
>>B. Focus fire on those hamster wheels with our T-bows
>>
>>2777012
>>A. Retreat! Live to fight another day
>>
>>2777012
B
>>
>>2777012
>>B. Focus fire on those hamster wheels with our T-bows
"We aint making it outta here with those wheels chasing us. OPEN FIRE!"
>>
We open fire on the Wheels that are about to be sent off right at our lines, let's hope it works.

DC 50 +5 Fortifications +15 Numbers +5 Ratman Agility +10 DOOMWHEELS -10 Troll and Dwarf strength -5 Superior Equipment -5 Ifrits -10 T-bow -5 Tactics
>>
Rolled 23 (1d100)

>>2777027
>>
Rolled 1 (1d100)

>>2777027
>>
Rolled 9 (1d100)

>>2777027
>>
Our attempts to fire our T-bows at the Doomwheels fail, they start moving incredibly fast, and even run over many ratmen themselves! However, when they reach our lines, the shieldwall that was just barely holding back the tide of ratmen just crumples beneath them. The holes in the line left by the Doomwheel are swiftly exploited by the rats at that point and they start breaking apart our shield wall formation with relative ease. Needless to say, these Doomwheels and the Ratman attacks kill many dwarves and even more trolls. We are starting to take heavy casualties... What shall we do?
>A. Retreat! Flee this area
>B. Attempt to reform our line!
>C. Leave a small rear guard to valiantly give their lives so the rest can escape more easily
>D. Other
>>
>>2777043
A
Use the undead to help with our retreat
>>
>>2777043
B. Attempt to reform our line!
>>
>>2777043
>>C. Leave a small rear guard to valiantly give their lives so the rest can escape more easily
"Damned Rats!"
>>
>>2777045
This
>>
We shall retreat! Give me three rolls
DC 45 +5 Rat agility -10 Undead covering retreat
>>
Rolled 55 (1d100)

>>2777054
>>
Rolled 99 (1d100)

>>2777054
>>
Rolled 23 (1d100)

>>2777054
>>
With the help of Grayview's necromancers, they are able to hold the line and ensure that everyone is able to get out of the area. The undead delay the ratmen long enough to allow us to retreat with minimal casualties. On the bright side, we were able to retreat, although we suffered heavy losses. There are no estimates on the amount of casualties that the ratmen took, the general agreement is that they took 5,000 in casualties.

On the other hand, another 1,500 trolls and 1,500 dwarves have died leaving us with 4,000 troops total. This battle was certainly a defeat for us, the numbers of the ratmen were simply too great for us to overcome, they had a home turf advantage, and we had seen their destructive weapons of war used against us for the first time. We were not prepared.

However, as we catch our breath after having fled the scene, what shall we do now?
>A. Go home, we've suffered enough for now
>B. Return to the Deep Dwarf capital, inform them of what we have seen
>C. Go fight on another front in need of our aid
>D. Other
>>
>>2777065
B and D
Write Rats into the Book of Grudges.
>>
>>2777065
B
>>
>>2777065
>>2777073
Support
>>
>>2777065
>>B. Return to the Deep Dwarf capital, inform them of what we have seen
"We need to regroup."
>>
>>2777073
This
>>
File: Deep Dorf Kang.png (331 KB, 390x511)
331 KB
331 KB PNG
The rats are written into the book of Grudges...

Eventually, we return to the Deep Dwarf capital and inform them of what they've seen. The King of the Deep Dwarves, Dorgran Ratslayer has a few words of warning.
"The ratmen hordes are endless, at least from what I've seen. They're the most cunning pieces of shit alive and it's annoyed me ever since. The war will never end, that capital will be rebuilt in less than a year and the Ratmen's numbers will multiply. I'm not entirely sure if we'll ever win this eternal war against the Rats. However, the good news is... The Fronts have been stabilized and your job here is done."
With that, we return home, due to the fact that we simply do not have the capacity to continue this war.

In total, we lost 3,750 Trolls and 2,250 Good Dwarves, may they rest in piece deep within the earth.

Year 245 after the disappearance
Stats:
Population: 42377 Dwarves, 5715 Gnomes, 439 Elves, 211 humans, 1761 Troll Slaves
Food: 6/10
Technology: https://pastebin.com/FyfWbS4n
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper, Extended Under-Roads, Water gathering pylons, the Titan's Abode, T-Bow/FYT forgeworks, Dragon Cage (Also used as a forge), Academy of necromancy, Statue of Muratir Aezak.
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, festival of love, patterns and images in Pottery, bare knuckle boxing, goat racing, Swarm War remembrance day, Priests refuting doomsday prophets, The Festival of the Titans, Roc and Goat racing, Adventuring Dwarves fighting enemies.
Government: A republican form of government with district senators and one Supreme Senator as leader.
Military: Our men are decently trained with good stockpiles of equipment. Goat Cavalry. Anti-troll tactics, The Grand Army, War Games, Exploding Ammunition, First Legion of the Serene Valley (1,000 Dwarves), Second Legion of the Serene Valley (1,000 Dwarves) Operation Tailgate, The UnderWardens (400 Dwarves), T-bows, FYTs, Mini-FYTs.
Laws: Laws against Murder, Theft, Buggery, and Incest. 5% tax on all resources produced, the messenger system, Border check system, judicial system.
Navy: 10 12-seater Ships with Rams and some harpoons, 10 40-seater naval vessels, Diekplous and Paraplous, Merchant Fleet, 20 Biremes.
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. Navy
>K. Magical matters
>>
>>2777104
F
>>
>>2777104
D
Knowing this will keep happening we should develop rat tactics
>>
>>2777104
A. Tame the Great Mammoths of the Land of Eternal Winter
>>
>>2777104
>>D. Military
>>
>>2777104
G
Exledition deep into the winterlands
>>
Ya'll should really consider hanging out in the civ general and setup your own individual discord as well. Practically a beginner's move for anyone serious about civ.

http://discord.gg/NEffqJm
>>
>>2779330
We already have our own discord my friend.
https://discord.gg/pg3mc7

It is D- Military, what shall we do?
>A. Create a new weapon
>B. Improve on our armor
>C. Improve our weapon and armor stockpiles
>D. Create new tactics
>E. Create a new Unit of Soldiers
>F. Army reforms
>G. Other
>>
>>2783224
F I say we bump the under wardens to a full legion maybe 2
>>
>>2783224
B
>>
>>2783224
B
>>
As we continue to improve on armor, we realize that our lamellar armor is indeed perhaps enough to protect our own body, and instead we look towards protecting the head. Yes, the Corinthian helmet provides excellent head protection, but it is heavy, bulky, and restricts vision as well as hearing. Our smiths create a new kind of helmet called the Chalcidian helmet. It is far lighter, and improves vision as well as hearing immensely. While this comes at the cost of pure protection, many of our soldiers prefer it over the Corinthian Helmet due to it's lower weight.

In international news, it appears that the war against the ratmen has ended against the deep dwarves, the rats have retreated... For now.

In the lands of Eternal Winter, new developments arise as well, Mammoths are now a more frequent occurrence in addition to already existing yetis. No signs of sentient life have been found on the continent, although our dwarves do not venture far from the hold and town at all due to the environmental Dangers.

Year 246 after the disappearance
Stats:
Population: 43140 Dwarves, 5818 Gnomes, 445 Elves, 215 humans, 1797 Troll Slaves
Food: 6/10
Technology: https://pastebin.com/FyfWbS4n
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper, Extended Under-Roads, Water gathering pylons, the Titan's Abode, T-Bow/FYT forgeworks, Dragon Cage (Also used as a forge), Academy of necromancy, Statue of Muratir Aezak.
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, festival of love, patterns and images in Pottery, bare knuckle boxing, goat racing, Swarm War remembrance day, Priests refuting doomsday prophets, The Festival of the Titans, Roc and Goat racing, Adventuring Dwarves fighting enemies.
Government: A republican form of government with district senators and one Supreme Senator as leader.
Military: Our men are decently trained with good stockpiles of equipment. Goat Cavalry. Anti-troll tactics, The Grand Army, War Games, Exploding Ammunition, First Legion of the Serene Valley (1,000 Dwarves), Second Legion of the Serene Valley (1,000 Dwarves) Operation Tailgate, The UnderWardens (400 Dwarves), T-bows, FYTs, Mini-FYTs.
Laws: Laws against Murder, Theft, Buggery, and Incest. 5% tax on all resources produced, the messenger system, Border check system, judicial system.
Navy: 10 12-seater Ships with Rams and some harpoons, 10 40-seater naval vessels, Diekplous and Paraplous, Merchant Fleet, 20 Biremes.
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. Navy
>K. Magical matters
>>
>>2783304
A
>>
>>2783304
B
The Great Hunt
Each time a new supreme leader is elected a hunting expedition will be organized to celebrate the occasion.
>>
>>2783304
A
>>
>>2783362
Changing to this
>>
Rolled 4 (1d100)

We begin to create a new tradition, to establish a great hunt to celebrate the occasion of the election of a supreme senator. While it is really only the highest levels of our society that are allowed to attend this hunting expedition, it certainly will be enjoyable for everyone involved.

In other news, event roll.
>>
File: Balrog.png (518 KB, 428x463)
518 KB
518 KB PNG
It appears that several events have occurred this year, and indeed it is interesting.

The mermen have gone to war with the Dongs, challenging them for control over the seas, as far as we know the war has only begun in earnest, and both sides have not fully committed themselves.

In addition, we have received news from the Dragonforge, very surprisingly, it appears that a group of miners has unearthed a dark evil resting deep within the Earth... It is called a Balrog, and is a greater Abyssal demon. It is currently rampaging through parts of the Dragonforge, and is desperately seeking a way to the surface... The Dragonforge has stated that it will attempt to contain all damage, but to be on high alert for a massive rampaging flaming demon, they claim you literally cannot miss it.

As if things couldn't get any worse, we've stopped getting reports from our dwarven colony in the lands of eternal winter.

Year 247 after the disappearance
Stats:
Population: 43916 Dwarves, 5923 Gnomes, 451 Elves, 219 humans, 1832 Troll Slaves
Food: 6/10
Technology: https://pastebin.com/FyfWbS4n
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper, Extended Under-Roads, Water gathering pylons, the Titan's Abode, T-Bow/FYT forgeworks, Dragon Cage (Also used as a forge), Academy of necromancy, Statue of Muratir Aezak.
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, festival of love, patterns and images in Pottery, bare knuckle boxing, goat racing, Swarm War remembrance day, Priests refuting doomsday prophets, The Festival of the Titans, Roc and Goat racing, Adventuring Dwarves fighting enemies.
Government: A republican form of government with district senators and one Supreme Senator as leader.
Military: Our men are decently trained with good stockpiles of equipment. Goat Cavalry. Anti-troll tactics, The Grand Army, War Games, Exploding Ammunition, First Legion of the Serene Valley (1,000 Dwarves), Second Legion of the Serene Valley (1,000 Dwarves) Operation Tailgate, The UnderWardens (400 Dwarves), T-bows, FYTs, Mini-FYTs.
Laws: Laws against Murder, Theft, Buggery, and Incest. 5% tax on all resources produced, the messenger system, Border check system, judicial system.
Navy: 10 12-seater Ships with Rams and some harpoons, 10 40-seater naval vessels, Diekplous and Paraplous, Merchant Fleet, 20 Biremes.
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. Navy
>K. Magical matters
>>
>>2783425
G

Reestablish contact with the winterlands
>>
>>2783425
>I diplomacy
send an envoy to g dragonforge asking if they need assistance containing and killing this demon

D send a military expedition to see what happened at our winter colony
>>
>>2783443
Supporting
>>
>>2783443
>>2783425
backing
>>
>>2783435
Muh foothold s
>>
We send our envoys out into the dragonforge, and they state that the situation is being dealt with as they speak, the Worldshaper had deployed two titans and an elite battalion of "titan slayers" complete with FYTs and T-bows meant to specifically combat massive creatures such as this. The Balrog will be dealt with in due time, they simply encourage us to be on the look out and be prepared to evacuate civilians should the balrog reach the surface.

As for the military expedition we send our entire navy, and load it up with as many troops as we can, in specific we send along almost the entire first legion of the Serene Valley to Investigate. It takes some time to reach, and even the islanders themselves are worried. Once we enter the bay, we see the smouldering ruins of the town in the distance. The Hold itself is visible, and it seems to have been heavily damaged. The gate is intact on the bright side. All around we see massive footsteps in the snow, and slaughtered dwarves...

If you wish, one of your characters may be here, if you wish you can interact, and roll for an action if you deem it necessary.
>>
Rolled 28 (1d100)

>>2783513
Supervise a full sweep of the hold, try to figure out who was the culprit and where it has gone off to.
>>
>>2783513
“We’ll make theee groups.”
“Have some men try to follow those tracks and see where the attackers ran off to.”
“Have another group search and secure the town.”
“The rest will head up to the hold and see if anyone’s alive to tell us what happened.”
>>
Rolled 79 (1d100)

>>2783513
Search for survivors
>>
>>2783522
>>2783531
You two manage to find a small, hidden room within the hold where approximately 100 men, women, and children were. Most of the men are by now old, and others seem to be injured significantly. It appears that they had been living off of bare-bones rations for about two weeks now. Most of the men in fighting shape ran off to protect the town.

After interrogating the survivors, it appears that they came under attack by some giant blue-skinned creatures. They weren't affected by the cold at all. Rather, they embraced the cold... Not wearing much at all. They ravaged the town greatly, but after coming to the hold, after they couldn't break the gate or get over the walls they chose to break off the assault and flee northwest. Many people were killed, while others were hauled off in large sacks by the Frost trolls.

>>2783528
You attempt to follow the tracks, but choosing not to head too far, you find that they head far northwest, and in the distance they could see a plume of smoke rising. The Town is successfully secured, and the hold is thoroughly checked.

What shall you do?
>A. Send the First Legion to assault the area where a plume of smoke is rising
>B. Return home, but leave a military garrison here (how many)
>C. Other
>>
>>2783558
A
>>
>>2783558
A
>>
>>2783558
A.
>>
File: Snowy town.png (1.32 MB, 998x585)
1.32 MB
1.32 MB PNG
Our troops are deployed to assault the area where a plume of smoke is rising, and manage to find a small-ish town of large creatures... They're apparently giants, but bigger than your average troll. What's even more puzzling is that looking from a distance, there appears to be many dwarves walking around freely, although their skin is blue, much like that of the giants. The tracks lead to this town, so this must have been the location where they carted off the civilians to. How shall we approach this?

>A. Do a great charge! Kill all the Giants who dared to take our people!
>B. Attempt to use the element of surprise and sneak up on these giants.
>C. Attempt negotiations.
>D. Other
>>
>>2783628
A.
Mass summon Ifrits
>>
>>2783628
C
Try and speak to one of those dwarves in private and find out what’s going on here
>>
>>2783628
A
>>
We charge forward, we shall slaughter the giants who dared to take our people!

DC 35 -10 surprise -5 Dwarven Strength -5 Phalanx against big guys -5 Training -5 Superior Equipment +15 Frost Giant Strength
>>
Rolled 57 (1d100)

>>2783687
>>
Rolled 19 (1d100)

>>2783687
>>
Rolled 5 (1d100)

>>2783687
>>
The raid begins, and while we catch the frost giants off guard, they simply begin stomping us down, while we kill several, mostly unarmed frost giants they seem to be very capable of attacking us even without weapons, using their superior size to kill us with stomps and such. What's worse, is that the blue dwarves are attacking as well uttering only the words "For the Masters" which is really unsettling. However, we continue to fight on. Most of the giants still don't know what hit them and are still surprised.

DC 35 -10 surprise -5 Dwarven Strength -5 Phalanx against big guys -5 Training -5 Superior Equipment +15 Frost Giant Strength
>>
Rolled 60 (1d100)

>>2783712
>>
Rolled 61 (1d100)

>>2783712
>>
Rolled 82 (1d100)

>>2783712
>>
As we begin a renewed advance through the town, it appears that the element of surprise has disappeared, and the men within the village begin to take up arms. We have also spotted the Dwarves in sacks, they appear to be near the center of the town, just in front of what looks to be a town hall! We've properly organized ourselves into a Phalanx formation and are now fighting through the streets hoping to take down the frost giants.

DC 45 -5 Dwarven Strength -5 Phalanx against big guys -5 Training -5 Superior Equipment +15 Frost Giant Strength
>>
Rolled 6 (1d100)

>>2783770
>>
Rolled 23 (1d100)

>>2783770
>>
Rolled 47 (1d100)

>>2783770
>>
The Giants are now attempting to flank us, several of them are trying to go through the streets and around our phalanx formation to hit us from behind, meaning that we are very vulnerable. Up in the front, it appears that the frost giants are indeed formidable foes, although we have managed to kill a few of them, mostly women and children. That leaves us with the question, what shall we do?

>A. Deploy some troops to the back to prevent the giants from flanking us
>B. Keep pressing forward, kill as many giants as we can and then react to those pressing on our rear later
>C. Spread out and start fighting the giants in groups, but break the main phalanx formation to give us more flexibility
>D. Other
>>
>>2789072
A
>>
>>2789072
A.
>>
As we redeploy some troops to form a phalanx against the enemy, the giants are now upon us! We must hold!

DC 15 -10 numbers -10 T-bows -5 Dwarven Strength -5 Phalanx against big guys -5 Training -5 Superior Equipment -5 Bork Baya -5 Tactics +15 Frost Giant Strength
>>
Rolled 53 (1d100)

>>2789119
>>
Rolled 40 (1d100)

>>2789119
>>
Rolled 14 (1d100)

>>2789119
>>
We continue to press through the Frost Giant's superior strength, stabbing some in the bellies, while others are killed by being stabbed so many times that they simply cannot take the pain. Our T-bows are also effective, especially when they hit the heads of the Giants. The attempted flanking attack is intercepted by our troops as well, and is quickly stopped. The amount of Frost giants attacking us is slowing down, it appears that they are throwing all they have in this attack!

DC 15 -10 numbers -5 Dwarven Strength -5 Phalanx against big guys -5 Training -5 Superior Equipment -5 Bork Baya -5 Tactics +15 Frost Giant Strength
>>
Rolled 85 (1d100)

>>2789158
>>
Rolled 47 (1d100)

>>2789158
>>
Rolled 40 (1d100)

>>2789158
>>
As we continue to press forward, we seem to be now steamrolling the giants, who are not putting up any meaningful resistance against our Phalanx, they appear to be incapable of breaching our formation. We continue to keep killing these giants, these appear to be the last ones remaining!


DC 15 -10 numbers -10 T-bow -5 Dwarven Strength -5 Phalanx against big guys -5 Training -5 Superior Equipment -5 Bork Baya -5 Tactics +15 Frost Giant Strength
>>
Rolled 72 (1d100)

>>2789180
>>
Rolled 52 (1d100)

>>2789180
>>
Rolled 27 (1d100)

>>2789180
>>
Rolled 79 (1d100)

>>2789180
>>
At last, we manage to take down the last of the Frost Giants, in total we only took about 100 casualties/losses. However, all that's left is an empty town before us, and the sacks of dwarves. What shall we do?

>A. Free the Dwarves!
>B. Loot, then free the dwarves!
>C. Burn down the entire village and leave with our dwarves
>D. Other
>>
>>2789212
B
>>
>>2789217
This
>>
>>2789212
B
>>
We shall loot the area! A 1d100 to those participating in the looting, and it would be nice if you specified what you were searching for.
>>
>>2789212
B.
>>
Rolled 100 (1d100)

>>2789252
Lore
>>
Rolled 50 (1d100)

>>2789252
A war bride
>>
Rolled 53 (1d100)

>>2789252
>>
Rolled 19 (1d100)

>>2789252
Magic trinket
>>
Rolled 88 (1d100)

>>2789252
Something pretty for my house
>>
>>2789267
After some thorough looting, you find a small book complete with information on the Frost Giants. It appears that this landmass is called Thalanheim. This appears to be the homeland of the Frost Giants, who have been unified under a leader known only as "The Lord of the Lost Lands." The frost giants are the predominant race on this continent, however there is a significant dwarven presence here. There are also humans and elves here as well, although the humans and elves are smaller in number. Far smaller. The frost giants have formed their own nation that in the book are also named "Thalanheim." The frost giants also possess a unique skill named "Enthralling." Frost giant magicians, given time to perform a ritual can turn other races into mindless thralls to do their bidding for them. We have no idea how large the nation or continent is in and of itself, but it is certainly large. This entire continent is engulfed in eternal winter, and all the giants, as well as the humans and elves all worship a deity known as "The Binder." The Dwarves worship a deity known as "The Worldshaper."

>>2789267
You manage to find a small frost giant female cowering in the corner of a small house, you take her in chains.

>>2789268
You manage to find a frost dagger, imbued with some water magic clearly meant for a giant magician

>>2789290
You find a pendant with a water rune on it, you don't know exactly what it does

>>2789313
You find an exquisitely decorated Mammoth Rug on the floor, which you choose to steal.

Once you recover the dwarves, it appears they were going to undergo a ritual known as "The Enthralling" where they would become mindless servants! Luckily for you, you prevented that ritual from happening just in time. What shall we do now?

>A. Return home, leave a military garrison (How many troops?)
>B. Keep our military here, and go back to civ turns
>C. Leave no garrison, go home
>D. Other
>>
Rolled 99 (1d100)

>>2789252
any information on who these guys are and maps of the area
>>
>>2789388
You find a book similar to the one Bork Baya Found, but you also find maps of the surrounding area, revealing several frost giant settlements.
>>
>>2789385
A. 500 plus raise Ice Giant zombies to act as protectors.
>>
>>2789385
>>2789404
Backing this
>>
>>2789385
>>2789404
Supporting this and add on 50 soldiers for anything the zombies might not be able to handle
>>
>>2789404
Sure.
>>2789419
We are placing 500 soliders here already plus zombies
>>
After having left a garrison of 500 and some ice giant undead at the lands of eternal winter, we return home... In time, everything shall be rebuilt.

As we return home, we receive saddening news. The Balrog was slain indeed, however the victory was bittersweet, for one of the Titans had died, giving his life to ensure that the Balrog would not be released into the surface to wreak yet more havoc.

In elven-related news, it appears that they too have developed a "repeating T-bow" it appears the arms race between the Drakes and the elves is ramping up greatly.

Year 248 after the disappearance
Stats:
Population: 44507 Dwarves, 6138 Gnomes, 464 Elves, 227 humans, 1907 Troll Slaves
Food: 6/10
Technology: https://pastebin.com/FyfWbS4n
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper, Extended Under-Roads, Water gathering pylons, the Titan's Abode, T-Bow/FYT forgeworks, Dragon Cage (Also used as a forge), Academy of necromancy, Statue of Muratir Aezak.
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, festival of love, patterns and images in Pottery, bare knuckle boxing, goat racing, Swarm War remembrance day, Priests refuting doomsday prophets, The Festival of the Titans, Roc and Goat racing, Adventuring Dwarves fighting enemies.
Government: A republican form of government with district senators and one Supreme Senator as leader.
Military: Our men are decently trained with good stockpiles of equipment. Goat Cavalry. Anti-troll tactics, The Grand Army, War Games, Exploding Ammunition, First Legion of the Serene Valley (1,000 Dwarves), Second Legion of the Serene Valley (1,000 Dwarves) Operation Tailgate, The UnderWardens (400 Dwarves), T-bows, FYTs, Mini-FYTs.
Laws: Laws against Murder, Theft, Buggery, and Incest. 5% tax on all resources produced, the messenger system, Border check system, judicial system.
Navy: 10 12-seater Ships with Rams and some harpoons, 10 40-seater naval vessels, Diekplous and Paraplous, Merchant Fleet, 20 Biremes.
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. Navy
>K. Magical matters
>>
>>2789455
F
>>
>>2789455
G.
Encourage immigration to the Winterlands from all Dwarven nations for our colony.
>>
F
>>
>>2789463
Supporting
>>
>>2789455
F
>>
It's F- Technology, what shall we do?

A. Medicine
B. Maths
C. Geology/Prospecting
D. Astronomy
E. Economics
F. Agriculture
G. Shipbuilding
H. Smithing
I. Transportation
J. Other
>>
>>2789491
C
>>
>>2789491
H
Make stronk armor to help against tbows
>>
>>2789491
>>2789497
Backin Stronk
>>
>>2789497
Sure
>>
>>2789507
Think of the goat armor we can make after this
>>
File: 2dd.jpg (37 KB, 600x600)
37 KB
37 KB JPG
>>2789509
>>
We continue to delve deeper into researching smithing, and end up improving our smithing capabilities in the form of magical metals! We improve our blast furnaces first and foremost, by improving their capabilities to produce hotter flames, because magic metals typically require more heat than mundane metals. As a result, we improve our blast furnaces and augment them further improving our metallurgy.


Year 249 after the disappearance
Stats:
Population: 45308 Dwarves, 6138 Gnomes, 464 Elves, 227 humans, 1907 Troll Slaves
Food: 6/10
Technology: https://pastebin.com/FyfWbS4n
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper, Extended Under-Roads, Water gathering pylons, the Titan's Abode, T-Bow/FYT forgeworks, Dragon Cage (Also used as a forge), Academy of necromancy, Statue of Muratir Aezak.
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, festival of love, patterns and images in Pottery, bare knuckle boxing, goat racing, Swarm War remembrance day, Priests refuting doomsday prophets, The Festival of the Titans, Roc and Goat racing, Adventuring Dwarves fighting enemies.
Government: A republican form of government with district senators and one Supreme Senator as leader.
Military: Our men are decently trained with good stockpiles of equipment. Goat Cavalry. Anti-troll tactics, The Grand Army, War Games, Exploding Ammunition, First Legion of the Serene Valley (1,000 Dwarves), Second Legion of the Serene Valley (1,000 Dwarves) Operation Tailgate, The UnderWardens (400 Dwarves), T-bows, FYTs, Mini-FYTs.
Laws: Laws against Murder, Theft, Buggery, and Incest. 5% tax on all resources produced, the messenger system, Border check system, judicial system.
Navy: 10 12-seater Ships with Rams and some harpoons, 10 40-seater naval vessels, Diekplous and Paraplous, Merchant Fleet, 20 Biremes.
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. Navy
>K. Magical matters
>>
>>2789537
G.
Encourage immigration to the Winterlands from all Dwarven nations for our colony.
>>2789477 #
>>
>>2789542
This
>>
>>2789542
Support
>>
>>2789537
>>2789542
backing
>>
We encourage immigration to the winterlands from all dwarven nations, and really, it is mainly the poor and destitute that come there to try to make their fortune, at least from the other nations. As for our own people, hundreds of people migrate, forcing the people there to both expand the town, the port, and the hold. Many are curious as to how this new land is and of course wish to make their fortune in crystal mining. While the recent raid did worry many people, the larger garrison at the Winterlands certainly ease many people's worries.

It is also faction project time.

Year 250 after the disappearance
Stats:
Population: 46123 Dwarves, 6249 Gnomes, 470 Elves, 231 humans, 1945 Troll Slaves
Food: 6/10
Technology: https://pastebin.com/FyfWbS4n
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper, Extended Under-Roads, Water gathering pylons, the Titan's Abode, T-Bow/FYT forgeworks, Dragon Cage (Also used as a forge), Academy of necromancy, Statue of Muratir Aezak.
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, festival of love, patterns and images in Pottery, bare knuckle boxing, goat racing, Swarm War remembrance day, Priests refuting doomsday prophets, The Festival of the Titans, Roc and Goat racing, Adventuring Dwarves fighting enemies.
Government: A republican form of government with district senators and one Supreme Senator as leader.
Military: Our men are decently trained with good stockpiles of equipment. Goat Cavalry. Anti-troll tactics, The Grand Army, War Games, Exploding Ammunition, First Legion of the Serene Valley (1,000 Dwarves), Second Legion of the Serene Valley (1,000 Dwarves) Operation Tailgate, The UnderWardens (400 Dwarves), T-bows, FYTs, Mini-FYTs.
Laws: Laws against Murder, Theft, Buggery, and Incest. 5% tax on all resources produced, the messenger system, Border check system, judicial system.
Navy: 10 12-seater Ships with Rams and some harpoons, 10 40-seater naval vessels, Diekplous and Paraplous, Merchant Fleet, 20 Biremes.
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. Navy
>K. Magical matters
>>
>>2789558
A

FP The Clan Stou's air mage roc riders continue their training in air magic hoping to push the bounds
>>
Rolled 96 (1d100)

>>2789566
>>2789558
>>
File: obIvzT4H87A.jpg (63 KB, 400x400)
63 KB
63 KB JPG
>>2789558
K

FP: auto 50 Increase the defenses of the hold from the entrances, underdark, and inside
>>
Rolled 67 (1d100)

>>2789558
Mammoth taming and herding
>>
Rolled 45 (1d100)

K

FP: Improve the clan's Hall, including decorating it with the nice rug
>>
>>2789566
Difficulty: Hard
Clan Stou's air magicians work hard researching further air magic, and with some help from the Dragonforge and Tokrab, Stou is able to acquire up to level 6 Air magic!

>>2789568
Difficulty: Medium
Your defenses are increased, with the walls being further reinforced. The FYSs that were ordered are now fully mounted and prepared to protect the hold (There are 6 of them). On top of that you also reinforce the wooden gate with metal. The Underdark entrances also get themselves gates to protect from ratmen. Overall your Hold is must more fortified now, and the people inside are safe.

>>2789569
Difficulty: Hard
While it is difficult to tame a Mammoth, you manage to tame a mammoth, and it is quite large in size! It appears that Mammoths vary in size, with the largest being able to theoretically support a platform upon which dwarves could walk around or sit on. While it is very hard to herd mammoths, efforts are underway to see how we can better tame and herd them. Ultimately, with our current ship technology it will be almost impossible to transport the Mammoths back to the Serene Valley, and since these Mammoths are accustomed to very cold temperatures, many ask whether or not they'll survive the Serene Valley's temperatures.

>>2789610
Difficulty: Medium
You continue to improve the clan's hall, decorating it and adding more space for people to live inside. The rug is also a great addition to the hall.
>>
Rolled 47 (1d100)

>>2789558
>>K. Magical matters
Try to build up good relations between the dong penninsula and serene valley by offering good trade deals.
>>
>>2796764
Difficulty: Medium
Many of the Dongs take a liking to you as well as the Serene Valley. It was the Serene Valley that removed the enemy of Heboranaz, at least for a while. Regarding their war, it appears they are the dominant naval power in the southern seas, second only to the mermen who do not use ships, therefore do not really have a conventional navy, meaning the Dongs are the strongest navally. It's a bit complicated but you eventually get it. They appear to be fighting with the mermen, and the issue with this is that the Mermen have an advantage over them. So far the fight has been going in the Mermens' Favor.

It is K, Magical Matters. What shall we do?
>A. Set up a state-run magical school
>B. Research Magic (Specify what kind)
>C. Runeforges
>D. Other
>>
>>2796773
>>A. Set up a state-run magical school
>>
>>2796773
C
>>
Here.
>>
>>2796773
B Necromancy
>>
A
>>
>>2796773
A sorry about lack of link in other.
>>
>>2796773
C
>>
>>2796822
>D

Make a 3rd legion and 20 more of the larger ships
>>
We begin to construct a state run magic school, right in the heart of Koropolis! This school certainly is different from the Academy of Necromancy, here the elemental schools are taught. Water, Air, Fire, Earth, and Light. We do not know enough about Dark to teach it in the school, but it is expected that once Dark is thoroughly researched it will also be added in the curriculum. Plenty of students (usually those from the upper classes) plan to enroll in this school.

In international news, Heboranaz has demanded Bereksus from Jerefemen. Jerefemen declined the offer, and from what we can tell Heboranaz had backed down. However, Operation Tailgate Agents inform us that Heboranaz has been selling large amounts of weapons to the Mermen fighting the Dongs, and in addition to that they have sent their entire navy as "mercenaries" to help fight the Dongs.

Year 251 after the disappearance
Stats:
Population: 46953 Dwarves, 6361 Gnomes, 477 Elves, 235 humans, 1984 Troll Slaves
Food: 6/10
Technology: https://pastebin.com/FyfWbS4n
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper, Extended Under-Roads, Water gathering pylons, the Titan's Abode, T-Bow/FYT forgeworks, Dragon Cage (Also used as a forge), Academy of necromancy, Statue of Muratir Aezak.
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, festival of love, patterns and images in Pottery, bare knuckle boxing, goat racing, Swarm War remembrance day, Priests refuting doomsday prophets, The Festival of the Titans, Roc and Goat racing, Adventuring Dwarves fighting enemies.
Government: A republican form of government with district senators and one Supreme Senator as leader.
Military: Our men are decently trained with good stockpiles of equipment. Goat Cavalry. Anti-troll tactics, The Grand Army, War Games, Exploding Ammunition, First Legion of the Serene Valley (1,000 Dwarves), Second Legion of the Serene Valley (1,000 Dwarves) Operation Tailgate, The UnderWardens (400 Dwarves), T-bows, FYTs, Mini-FYTs.
Laws: Laws against Murder, Theft, Buggery, and Incest. 5% tax on all resources produced, the messenger system, Border check system, judicial system.
Navy: 10 12-seater Ships with Rams and some harpoons, 10 40-seater naval vessels, Diekplous and Paraplous, Merchant Fleet, 20 Biremes.
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. Navy
>K. Magical matters
>>
>>2796830
>>I. Diplomacy
Open negotiations with the Dongs about giving our own mercenaries to aid them in keeping their waters safe.
>>
>>2796830
A Invest in underground farming technology to help numbers of dwarves grow.
Your 1d100 resulted in 81 (81)
>>
>>2796836
Supporting
>>
>>2796836
Support
>>
Regarding the Dongs, they are requesting naval ships, there is no worry about the Mermen coming on land, however at sea the Dongs have already lost plenty of ships and would like to have more. They will pay well for support. How shall we support them?
>A. Send land forces (How many) and all of our navy!
>B. Send our entire navy, no land forces
>C. Send some of our navy (Specify how much)
>D. Other
>>
Rolled 50 (1d100)

>>2796830
>>2796838
Same as first. Thanks again Kroeger.
>>
>>2796863
>D

I propose we send half of our navy and raise a new legion, the 3rd, which will be better trained at naval warfare for this conflict
>>
>>2796868
Supporting
The academy that Stou and I own could be the main training ground for the new legion
>>
>>2796868
supporting
>>
Half our navy is deployed to help the Dongs in the fight against the Mermen and the Heboranazi Drakes, while our Third Legion will be raised in due time. We are not sure how long it will take until the Third Legion is fully raised, and it might take long enough for them to miss the war entirely. It will be useful for naval engagements certainly. The Dongs pay us well for our support.

Internationally, It appears that Troll attacks on the Northern Walls have been rising. Troll attacks against the United Dominion have also been reported. Meanwhile in Stagmun and Rothan, both border states between the Trolls and the dwarven heartlands, a worship of a being known as "The Deceiver" has arisen, and the Dragonforge has sent "Inquisitors" meant to deal with these beliefs accordingly.

Year 251 after the disappearance
Stats:
Population: 47799 Dwarves, 6476 Gnomes, 484 Elves, 239 humans, 2023 Troll Slaves
Food: 6/10
Technology: https://pastebin.com/FyfWbS4n
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper, Extended Under-Roads, Water gathering pylons, the Titan's Abode, T-Bow/FYT forgeworks, Dragon Cage (Also used as a forge), Academy of necromancy, Statue of Muratir Aezak.
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, festival of love, patterns and images in Pottery, bare knuckle boxing, goat racing, Swarm War remembrance day, Priests refuting doomsday prophets, The Festival of the Titans, Roc and Goat racing, Adventuring Dwarves fighting enemies.
Government: A republican form of government with district senators and one Supreme Senator as leader.
Military: Our men are decently trained with good stockpiles of equipment. Goat Cavalry. Anti-troll tactics, The Grand Army, War Games, Exploding Ammunition, First Legion of the Serene Valley (1,000 Dwarves), Second Legion of the Serene Valley (1,000 Dwarves) Operation Tailgate, The UnderWardens (400 Dwarves), T-bows, FYTs, Mini-FYTs.
Laws: Laws against Murder, Theft, Buggery, and Incest. 5% tax on all resources produced, the messenger system, Border check system, judicial system.
Navy: 10 12-seater Ships with Rams and some harpoons, 10 40-seater naval vessels, Diekplous and Paraplous, Merchant Fleet, 20 Biremes.
Finances: 8/10
Resources: 6/10
>A. Agriculture
>B. Culture
>C. Construction
>D. Military
>E. Government and Laws
>F. Technology
>G. Exploration
>H. Finances
>I. Diplomacy
>J. Navy
>K. Magical matters
>>
>>2796915
It's year 252 btw
>>
>>2796838
Your investments in underground farming technology go well. You start to breed plenty of Mushrooms in the underground. The most notable innovation is that you are able to acquire a breed of Mushroom called Darkwort that is very edible, and capable of growing three times as fast as normal mushrooms.
>>
>>2796915
F
>>
Rolled 23 (1d100)

>>2796915
C Construct vast underground caverns to help get farming operations to where we can sell on trade routes or help the military with supplies.
>>
>>2797016
You vote then a sub menu is usually posted like this one >>2789491
for when we all voted for technology
>>
>>2796915
F
>>
>It's F- Technology, what shall we do?

>A. Medicine
>B. Maths
>C. Geology/Prospecting
>D. Astronomy
>E. Economics
>F. Agriculture
>G. Shipbuilding
>H. Smithing
>I. Transportation
>J. Other
>>
>>2799473
H.
>>
>>2799473
H
>>
>>2799473
A
>>
>>2799473
C
>>
After some thinking, our people realize that in order to standardize our way of production, we need to also standardize the casts and the way we construct things. As a result, we begin to create Molds out of clay and earth. These molds ensure that our casts and our smithing is standardized, and reduces the possibility of Error when our dwarves continue to Smith.

In other news, The Drakes have gone to war with the elves once more, seeking to take over the rest of the lands in Manstetus, and seeking to annex the entirety of the southern edges of the mana wastes, increasing their power yet more.

In addition to this, The Dragonforge has started its own campaign against the ratmen, seeking to take over areas where the ratmen have made their nests and expand dwarven influence in the underground.

Year 253 after the disappearance
Stats:
Population: 48659 Dwarves, 6592 Gnomes, 490 Elves, 243 humans, 2064 Troll Slaves
Food: 6/10
Technology: https://pastebin.com/FyfWbS4n
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper, Extended Under-Roads, Water gathering pylons, the Titan's Abode, T-Bow/FYT forgeworks, Dragon Cage (Also used as a forge), Academy of necromancy, Statue of Muratir Aezak.
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, festival of love, patterns and images in Pottery, bare knuckle boxing, goat racing, Swarm War remembrance day, Priests refuting doomsday prophets, The Festival of the Titans, Roc and Goat racing, Adventuring Dwarves fighting enemies.
Government: A republican form of government with district senators and one Supreme Senator as leader.
Military: Our men are decently trained with good stockpiles of equipment. Goat Cavalry. Anti-troll tactics, The Grand Army, War Games, Exploding Ammunition, First Legion of the Serene Valley (1,000 Dwarves), Second Legion of the Serene Valley (1,000 Dwarves) Operation Tailgate, The UnderWardens (400 Dwarves), T-bows, FYTs, Mini-FYTs.
Laws: Laws against Murder, Theft, Buggery, and Incest. 5% tax on all resources produced, the messenger system, Border check system, judicial system.
Navy: 10 12-seater Ships with Rams and some harpoons, 10 40-seater naval vessels, Diekplous and Paraplous, Merchant Fleet, 20 Biremes.
Finances: 8/10
Resources: 6/10
>A. Agriculture
>B. Culture
>C. Construction
>D. Military
>E. Government and Laws
>F. Technology
>G. Exploration
>H. Finances
>I. Diplomacy
>J. Navy
>K. Magical matters
>>
>>2799504
I. War the Drakes
>>
>>2799504
>>2799511
Support
>>
>>2799511
A
>>
>>2799504
Delcare war on Heboranaz
>>
>>2799504
D
Try to steal a blueprint of the repeating tbow
>>
>>2799537
This
“We cannot fall behind in the race of armaments.”
>>
>>2799537
And produce mass mini fyt
>>
More Mini FYTs will be made, but now to steal a blueprint of the repeating T-bow

DC 60 -10 Operation Tailgate presence +20 Closely Guarded Secret
>>
Rolled 12 (1d100)

>>2799544
>>
Rolled 40 (1d100)

>>2799544
>>
Rolled 63 (1d100)

>>2799544
>>
Operation Tailgate agents fail to acquire the T-Bow, but at least they are not discovered, which would give the Heboranazi drakes a reason to go to war with us later...

As for the Drake-Elf war, both sides appear to be in a deadlock as of right now, with neither side having an advantage over the other. It is too early to tell who will come out victorious in this war.

Year 254 after the disappearance
Stats:
Population: 49535 Dwarves, 6711 Gnomes, 497 Elves, 248 humans, 2105 Troll Slaves
Food: 6/10
Technology: https://pastebin.com/FyfWbS4n
Constructions: Great Temple, High Hermitage, Runesmith Academy, Great Northern Wall, Great Forge, statue of the worldshaper, Extended Under-Roads, Water gathering pylons, the Titan's Abode, T-Bow/FYT forgeworks, Dragon Cage (Also used as a forge), Academy of necromancy, Statue of Muratir Aezak.
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, festival of love, patterns and images in Pottery, bare knuckle boxing, goat racing, Swarm War remembrance day, Priests refuting doomsday prophets, The Festival of the Titans, Roc and Goat racing, Adventuring Dwarves fighting enemies.
Government: A republican form of government with district senators and one Supreme Senator as leader.
Military: Our men are decently trained with good stockpiles of equipment. Goat Cavalry. Anti-troll tactics, The Grand Army, War Games, Exploding Ammunition, First Legion of the Serene Valley (1,000 Dwarves), Second Legion of the Serene Valley (1,000 Dwarves) Operation Tailgate, The UnderWardens (400 Dwarves), T-bows, FYTs, Mini-FYTs.
Laws: Laws against Murder, Theft, Buggery, and Incest. 5% tax on all resources produced, the messenger system, Border check system, judicial system.
Navy: 10 12-seater Ships with Rams and some harpoons, 10 40-seater naval vessels, Diekplous and Paraplous, Merchant Fleet, 20 Biremes.
Finances: 8/10
Resources: 6/10
>A. Agriculture
>B. Culture
>C. Construction
>D. Military
>E. Government and Laws
>F. Technology
>G. Exploration
>H. Finances
>I. Diplomacy
>J. Navy
>K. Magical matters
>>
>>2799574
I
Declare war on Heboranaz
>>
>>2799579
Call a meeting with possible allies to gather aid in declaring war on the drakes since they’re likely to join in together.
Well declare war after depending on how well the meeting goes
>>
>>2799579
Do eet
>>
We have chosen to declare war on Heboranaz!

We have three legions of the Serene Valley (Three Thousand Men) along with 400 Underwardens.

We can conscript 8,983 Dwarves, 1,677 Gnomes, 173 Elves, and 200 Humans

From our troll allies, we can conscript 14,436 Trolls.
However, our troll allies have stipulated that we conscript no more than 10,000 trolls total, as they wish to conserve their populations.

The only ally that will help us in this Endeavour is a dragonforge, which has promised 1,000 men.
Should Bork Baya drag in his part of the United Dominion into the war, we will have another 2,000 dwarves at our disposal.

Shall we accept this aid, and how many shall we conscript?
>>
>>2799598
We shall accept the aid. Ask the dragonforge is they are willing to send any artillery alongside their 1,000 soldiers.

Rally all 3 legions, conscript 4,500 dwarves, 300 gnomes, 30 elves (particularly mages) and 10,000 trolls.
>>
>>2799604
This.
>>
>>2799604
This
>>
File: Dong peninsula.png (286 KB, 1644x912)
286 KB
286 KB PNG
Our men are marshalled! Dwarfdom goes to war again.

The Dragonforge accepts and sends two of its best FYTs to come along as well.

In total, the army is 17,830 Soldiers.

After Several Days of Marching through Fedran we end up in Jerefemen who have kindly agreed to let us through, but have chosen not to participate in the war unless they are attacked.

Our army is currently stationed around Jerefemen. Our Operation Tailgate agents state that Heboranaz currently has 5,000 drakes and 5,000 Kobolds on the Frontlines. It is also expecting support from other Drake nations, the numbers they are sending is unknown. As we camp near Jerefemen a messenger is sent out with a Declaration of War.

What shall we do?
>>
>>2799640
March the main army east in the direction of Bereksus and the Drake settlements aroud the tin mine. Keep the 3rd legion and our navy in reserve at Hendoa.

Send a message to the Dongs to join us in this war against the Drakes or to at least allow us to use their lands to station ships and troops for operations against the Drakes.




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