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  1. - Top - End - #1
    Ogre in the Playground
     
    DMBlackhart's Avatar

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    Default Quest of Lineage: The Dwarfhome! (IC)

    TURN 1

    The Windrider Clan
    A verdant world of green and blues, the Sea of Grass has been called home by your dwarven kin for decades or more. However all good things seem to one day come to an end. And as the sun sets, the darkness begins to creep. On this day a terrible fate has come to your people. Carried on the winds and the song like calls of birds is an omen. A terrible, vile, and powerful force is on the march. And your home stands in it's way. The signs have already begun to shown. Dwarf's who wander too far at night are found hours or days later, their torn and bloodied personal affects signature to whatever terror had slain them. Animals both small and great turn up as corpses more frequently than they used to. The grass begins to die on the far western edge of your Sea of Grass. Darkness is coming, it's envoy is death.

    The Dirclaw Tribe
    Rumor spreads among the people, the septs, and the council itself. Rumors of great reward! Of mysterious caverns, deeper than your own homes, darker than that which absolute blindness could grant. Promising riches and minerals of such glorious and alien nature as to entice even the humblest of Dwarves. But where to begin your search for this rumored treasure? Or if you should undertake such a daunting quest at all...
    Spoiler
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    I didn't see a mention of a coastal region, I am going to assume you chose caverns as your dwarf's new home?


    Buhanin
    Your people are content. Age and time has brought wisdom, peace, and experience. But it was not given, rather taken. Taken by sword, revealed in the blood of each foe slain, and hammered into your minds by gruesome realization. The Buhanin may be a unified force, but it is not without it's scars. Regret, anger, and disloyalty show in your populace. Open rebellion is still not a recognized threat, but just because you have obtained peace, and safety does not mean you are happy...

    The DeepVein Clan
    Earth would prove to be your blanket in the cold winters, stone being the wall you raise to make your homes, and dirt-filled dust the freshest scent your people know. Living in the rocky and harsh mountains meant many trials for your people. But it came with it's own perks. You were well protected, often from all sides, few could truly threaten you. Food wasn't too scarce, for those who knew how to look for it. And you would want little in the way of land and luxury, as you had an entire stony corpse to lay claim to. Your people would be very happy here.

    Spoiler
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    As I saw no mention of an ancient gorge in the original threat, I will assume you meant to pick something along the lines of the mountains for your people's home.


    Dwerrow
    The Dwerrow lived deep, and loved dark. They would delve, and dig, and desire. In the rocky crags and arid peaks is where you felt most home. Each stone more familiar to you than the names of individual animals. But no world is perfect. And your secluded paradise is not without it's own troubles. Vicious things, delving deep from within YOUR mountain, had mad appearance in recent years. "Goblins" they called themselves. Their tounge was weird, and you understand little of their culture. They seem brutal, reckless, and stupid. Would they try to take your Dwarfhome? Or would they be nothing more than annoying neighbors. Only time can tell.
    Spoiler
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    The DeepVein were unclear on their home choice, and have been put into the mountains alongside your own clan. You do not begin play with knowledge of them, but it will take little effort to discover their influence on your home.


    Nason
    Your people have lived on, beside, and under the ocean for centuries. Perhaps they developed from some entity that once claimed the dark, mysterious depths of the ocean as it's domain. Perhaps they are simply travelers from some far off realm, now come to test their mettle. Whatever the origin is, you are here, and this is your home. ice chills you to the bone in the winter seasons, and the cold crushing influence of the ocean does little to improve this the rest of the year. Despite this your people are happy, at least as well as they can be. Their thirst for knowledge unending will be rewarded well in such a vast and mysterious realm.

    Boatmurdered
    You are the Boatmurdered. And you are surpreme! Let none other doubt this claim. Let no other creature, of any race defy you. Let all the world know the name Boatmurdered, and fall to their knees in awe!


    NOTE TO ALL PLAYERS: Icilia has proved accurate in the statement that my math was off. And his/her proposed formulae will be the one utilized for the remainder of the game.
    Last edited by DMBlackhart; 2013-03-18 at 02:14 AM.

  2. - Top - End - #2
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    AssassinGuy

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    The DeepVein are happy with there new land. But to sit still would be to be forsaken. The clan must prepare for worse to come, but they will be ready.

    The Elders release just under half the population to their own desires, but being a people of the land, the Elders know that they will spend free time growing food.

    The rest of the population are set to tasks the Elders deem necesary to continue their exsistance.

    ACTION BREAKDOWN
    Spoiler
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    -225 Dwarves are made into civilians. *Just to check for the next turn, these civilians would be able to produce food to support other dwarves, but would consume none themselves, as they would make their own. Is that correct?*

    -100 Dwarves begin mining into the mountain, collecting resources and preparing the tunnels for the Dwarves to live in. (Resource collected 130)

    -50 Dwarves follow the miners, working the caves to make them safe to live in, and nice to look at.

    -70 Dwarves begin meditation rituals, pondering the unique feeling that all DeepVein feel. A few Elders whisper a name for this special feeling, calling it "Magik." *7% chance of discovering something about this trait*

    -75 Dwarves wander around the entrance to the caves, interacting with the native animals, and bonding with the land. They are tasked with making sure that the animals are not too upset by the DeepVein's activities. *Effectively, they are focused training. Anything to do with interactions with animals or nature. 7.5% chance if possible*


    OTHER
    Spoiler
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    The formula was this: (Commited Pop x (1 + (Skill / 10))) = Total Production

    Thank you for that by the way. Is this only for food, or for ALL production? I'm assuming all for the moment.

  3. - Top - End - #3
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    Default Nason It was a time of rejoicing under the ice. The surviving Nason people were now

    Nason

    It was a time of rejoicing under the ice. The surviving Nason people were now all assembled in their new/old home city. After consulting with the Sages, the IceKing decreed an official celebration.

    Teacher Eolacs smiled to the IceKing, "This maybe what they need now. It will drain the last of our food. Soon, you must send them into the snow and ice once more."

    Curiosity claimed a lot of the Nason. They rushed to try and be the next to reveal one of the city's secrets. Others took the opportunity to find pleasurable ways to remove the chill from their bodies.

    Spoiler
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    50 people trying to discover a new field of knowledge.
    50 civilians
    Spoiler
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    Hope I understood that right about food resources not being required in the first turn.

    Avatar kindly provided by Ceika. Thanks Ceika.

    Ignore any *. Phone tends to stick a few in when I cut and paste.


  4. - Top - End - #4
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    BlueKnightGuy

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    Spoiler
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    I was planning on caverns by the sea. If that is not possible can I change my fishing and boatmaking skills as those would be useless and wouldn't make any sense of how they developed if I weren't by water?

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    Dwerrow

    The Dwerrow were agitated. While they did not live as one with their land, theirs was a fairly harmonious existence, and the new menace posed by these new “goblins” was causing concern to all the Thanes, and had become the biggest headache plaguing the current King, Durokh. He had consulted the priestesses, but there was no prophesy or omen that concerned such vicious creatures, and so he had turned to the Thanes. Some, such as Balon of Amethyst Peak, advocated war, that the Dwerrow begin to spread the means of battle beyond the Thanes, and train an army. Others, such as Ordov of the Sentinel, argued that the Dwerrow should turn to defense, rather than offense, and build a place where they might feel safe.

    King Durokh eventually chose the latter, and mobilized his people in a way that had never (or at least not in living memory) been done before. Those with particular skills were sent out, to gather extra stocks of food should their future prove haggard, or to make new clothes and tools; but many were given the task of digging into the side of the King’s own mountain, Hawk’s Nest. They all had experience mining, as all Dwerrow dwelt beneath the hard, protective rock of the mountains’ walls, but never had a hall like this been conceived of. Ordov was tasked with leading the miners, whilst others followed in the miners’ wake, gathering discarded ores to make more tools, or slabs of stone large enough to be worked by the skilled masons. This new hall was to be a safe vault, but it was to be a home as well, and as such the Dwerrow made everyday items to make their lives within more comfortable.

    Aware of the danger presented by the goblins, King Durokh appointed Balon and some few other Thanes to take their finest warriors and stand vigil over the mine. Those with keen eyes would watch protectively, to alert the other dwarfs if danger came, and to fight back any who dared attack the Dwerrow people.

    Actions:
    Spoiler
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    - 150 Dwarfs will be designated as civilians (30%)

    - 25 dwarfs will forage for food both above and below ground, to help safeguard against future calamity. (resource collected: 30)

    - 50 dwarfs will trap local animals for food storage for the future and for their hides. (resource collected: 60)

    - 25 dwarfs will be leatherworkers, working with the hides brought in by the trappers. (resource collected: 30)

    - 150 dwarfs will work as miners, creating a single large hall adjacent to the hall of the King’s family.

    - 50 dwarfs will be masons, working on the stone produced by the miners to create mundane items such as doors for the new hall, as well as chairs, tables, etc. (resource collected: 60)

    - 25 dwarfs will work metal that comes from the mining efforts, producing better mining equipment such as picks and shovels. (resource collected: 30)

    - 25 dwarfs will stand vigil guarding the new mining efforts, wary of the new “goblin” threat.
    Garruk Wildskpeaker Avatar by Bradakhan

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    Windriders

    In the grand tent-city of the Windriders, the Falconking gazed across the Sea of Grass, spear in hand. He felt the wind rush past his hair, and breathed in the soft scent of his home. The breeze briefly cleared his mind, but he had many things to think upon. There was a darkness coming upon the Sea of Grass, and Stepan could not know its nature. Dwarves were dying, and prey was growing more scarce. These were troubling times indeed.

    Stepan called to him fifty of his strongest warriors, to have their council. It was agreed that fifty of the clan would go west, bearing the spears of the hunt and astride their mighty horses, to see what could be found of this mysterious darkness which came upon their land. The others would continue as normal-hunting, making, and taking care of the horses. Stepan returned to his tent, and the first warband of the Windrider made their way to the dying grass in the west.

    Spoiler
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    Sending a band of fifty dwarves, armed with masterfully crafted spears and astride their horses, to the west to investigate the dying grass.

    One hundred dwarves are assigned as civilians.

    One hundred and fifty are assigned as hunters.

    One hundred are assigned as weapon-makers.

    Ninty are assigned to take care of the horses, and asure their productivity.

    Ten think on the nature of the spirits, and begin to explore their connection to the land(Trying to discover a new skill. Only 1% chance, but hey.)
    ATTENTION ANYONE WHO I'M PLAYING WITH:
    No news is good news.

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    Barbarian in the Playground
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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    Boatmurdered

    It was with pickaxes in hand and shovels at the ready that they assaulted the craggy face of the mountain. Twin rivers of fire and lava ran in parallel lines, each one veering off the steep faces of the plateau they were on. The savage wilderness spread out around them, but they were not normal dwarves. Nay, they were every bit as insane as the rest of the lands they now sought to cultivate. As the dwarves above prepared to farm and brew, the rest quickly dived forward, up, and down into the mountain face.

    Spoiler
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    300 Dwarves dedicated to farming mushrooms, wheat, and animals above ground for the provision of food.
    200 Dwarves to strike the earth, digging into the side of a mountain, creating a large front entrance, a massive archway and front entrance. They'll also aim to dig out smaller caverns for housing in the mountains, leading right in from the cave. The necessary rooms and smaller caves to house one thousand dwarves, in fact.

  8. - Top - End - #8
    Barbarian in the Playground
     
    BlueKnightGuy

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    The Dirclaw Tribe


    The septs were tired from their long march from the forest, but they had finally arrived at the land the scouts had found. The Council of Elders overlook what is to be their new home. The ocean has already done part of their work for them, wearing away at the rock. Still, much will need to be done to make the caverns habitable.

    The people are tired, but there is still much work to be done. Rest must be earned.


    Spoiler
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    100 civilians, only the very old and very young.

    500 at work on excavating the caves. Production: 600

    200 building ships that will be needed for fishing and exploration once the tribe is settled. Production: 220

    100 starting what the Dirclaw tribe expects to be productive farms. Production: 110

    80 attempt to improve mining/excavation skill (8%)

    20 stand watch over the civilians. They scout more than guard. If enemies are spotted, they will rally the dwarves excavating, not try to fight the battle themselves.

  9. - Top - End - #9
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    DMBlackhart's Avatar

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    TURN 2

    The Windrider Clan
    Your people were distraught to see two, horseless, wounded, and nearly dead dwarves return to your settlement. As you saw to their needs and recovery, they wove a story that would insight fear and confusion among your people. Tales of a dark force to the west. Of beastial creatures with dark, lifeless eyes and powerful forms. They had no structured culture or settlement like your own, and seemed nomadic. They were on the move, and their very presence caused grass to die and turn brown. Animals would flee, or be consumed by the force, far too quickly to leave much for yourselves.
    Spoiler
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    • Of the fifty men in the scouting party, only two returned alive. They had a story to tell...
    • 175 units of food were gathered from the hunt.
    • 40 excellent quality weapons were produced. (see notes)
    • Horse breeding goes well.
    • No new skills have been realized.


    > Of the fifty men to go out scouting, only two returned. Their story is one of mystery and confusion, terror and excitement. They ran into a mysterious force. A band of creatures, unlike the dwarves in color and shape. Their bodies were built large, more fierce than a dwarve's. Their eyes were a dark, pupil-less black. They seemed to shift from moving on all fours, to just their hind legs. The force your men ran into wasn't large, but for their small numbers it was definitely fierce! The monsters, whatever you name them, are close to your own settlement. But You don't expect an attack for a few months. (2 turns minimum).

    > Your men need materials. Stone, Wood, Leathers. Something to produce their tools and weapons from, otherwise quality and quantity will begin to suffer.


    The Dirclaw Tribe
    The Dirclaw are proud and strong... And tired. But despite your long journey, you make the best of the situation. Already your homes are coming together, rare minerals are being unearthed, and production goes well. Soon your civilization will be a mighty one, which knows no equal!
    Spoiler
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    • The Excavation project goes well. You produce a hefty amount of stone (600 units), and clear enough space to make some fine living quarters for your people. They should want not for comfort. (see notes).
    • With no wood or other materials to craft ships, your people find boat making tasking. Regardless a few of lesser quality manage to be produced. (2 boats of poor quality).
    • Farming is easy for your people, and with the space cleared from excavation, little room is wasted, and production goes well. (110 units of food).
    • Your dwarves work tirelessly to improve their mining techniques. So far there have been no break throughs.
    • The watch you have stationed notice nothing unusual.


    > Your dwarves discover a few chambers of particular interest. A coal vein was found early on. As well as a small unworked chamber of earth that houses many shimmering, red and yellow gemstones.


    VACANT
    VACANT

    The DeepVein Clan
    The first of many long days passes. The days become weeks, and the weeks lead into a month. Your people begin to grow strong, and healthy. Rich in earthen minerals, and kept well fed. There are few problems they face, that they can not overcome.

    Spoiler
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    • Your dwarves begin to work the earth. Digging deep and down, into the dark depths below. Already baskets full of stone and earth are removed, giving you ample resources for other projects. (130 units)
    • Safety first, this seems to be a good motto as your dwarves have suffered no cave-ins or accidental deaths.
    • Nothing new is learnt in the way of magiks.
    • The local Fauna of the region seem relatively undisturbed by your presence. More hostile creatures may attack, but your dwarves manage to quiet them for the time being.



    Dwerrow
    The Dwerrow people expand, grow, and take hold on their realm. They are mighty, and their kingdom stands tall over the lands below. Few can claim such decadence and decorum as the Dwerrow!
    Spoiler
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    • Your dwarves production goes well. (You recieve the listed amount of production)
    • The new hall installed in your mountainous home was made with haste, skill, and precision. You haul away a load of stones and earthen materials for later storage, beaming with joy at the presence of your new chamber. (+180 stone units)
    • Your masons work around the clock to furnish your kingdom. Having crafted 60 basic, stone structures. (Chairs, tables, doors,etc.) (-60 stone units).
    • Unfortunately no new ores were found in which to smelt and produce metals.



    Nason
    Your people work slow, and not much is accomplished. But they are durable and stoic. They will last. Come the harshest seasons they will endure.
    Spoiler
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    • No new skills have been realized this turn.



    Boatmurdered
    Your people's kingdom is off to a good start. Food comes flowing in, stone is plentiful, and peace is known. However a story begins to circulate among your people, of the one hapless dwarven fool, who managed to die fighting a carp this past week. While your people have seen no major casualties, this was embarrassing none the less.
    Spoiler
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    • Agriculture expands for your people, promising enough food and resources to sustain themselves for the long haul. (+360 units)
    • Mining goes well, and the first of your people's dwarven halls comes to existence. A large collection of stones and minerals sits just outside the cavern complex. (+260 units)
    • A dwarf does the amazing! The impossible! The idiotic! He heads to the nearest body of water in hopes of gathering water for his fellow dwarfs. Only to fall in, slipping on loose stones, and being consumed by the violent and vicious carp that inhabit it. (-1 dwarves)

    Last edited by DMBlackhart; 2013-03-21 at 02:34 PM.

  10. - Top - End - #10
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    Fremen's Avatar

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    Dwerrow

    The edicts of King Durokh had turned out well, for the Great Hall was vast, and the Dwerrow were right to take pride in it. It was no barren hole, either, for many had worked hard, and the hall had many basic amenities for those who would dwell within. It was far from complete, and King Durokh had many plans for what he saw as the greatest legacy to his people, but it was functional now, and he wished to emphasize the merits to his people.

    As such the command was given to the thanes, to bring the families together, to live as one in the Great Hall. There was reluctance, for the many peaks were long time homes to generations, but the leaders of the Dwerrow led by example, and so they were trusted. The Dwerrow moved from their caves to the their grand new home, taking their things with them, and settling in. Although they were a people who identified by family, they were no great feuds here, and they all took pride in being Dwerrow.

    Cautious of the potential dangers of such a move, King Durokh ordered a great many of his people to seek out food, most of them beneath the earth, both with traps for the animals, and gathering mushrooms and other edibles. Wary of the dangers such a great movement posed, Durokh ordered a guard be kept, that the thanes themselves act as protectors of the people as they moved to their new home.

    Actions:
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    - 150 dwarf civilians (unchanged)

    - 150 dwarfs will forage for food (180 resources)

    - 150 dwarfs will trap for food (180 resources)

    - 10 dwarfs will continue to expand the Great Hall as miners

    - 30 dwarfs will continue to work the stone, to create supports for the Great Hall, and fortified doors to protect it should it ever choose to close its gates.

    - 10 dwarfs will escort the families as they make their way to the Great Hall, and will continue to keep vigil as guards.
    Garruk Wildskpeaker Avatar by Bradakhan

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    AssassinGuy

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    With the construction of the caves coming along well, the Elders begin moving dwavers into the caves. Many civilians desire to help the people, so the Elders point them to the fields.

    The Elders also think of the safety of the people, and instruct some of the people to begin to make friends with the native animals.
    Spoiler
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    -225 Dwarven civilians move into the caves, and in their free time produce large amounts of extra food. (315 Food)

    -50 Dwarves continue to mine into the mountain, building meditation halls as well as more dwellings (Resource collected 65)

    -25 Dwarves follow the miners, working the caves to make them safe to live in, and nice to look at.

    -50 Dwarves work as masons, fashioning doors and furniture for the people.

    -75 Dwarves continue to meditate on the mysteries of "Magik" *7.5% chance of discovering something about this trait*

    -75 Dwarves continue to patrol outside the caves, and begin to interacte with the native animals, hopefully creating a new ally *7.5 % chance of new animal related skill. If possible*

  12. - Top - End - #12
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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    For all of their enthusiasm, the common Nason had not uncovered any new knowledge in the ancient city. The IceKing thought a more focused effort could still be productive and so asked the 10 Sages to continue the search for hidden knowledge whilst the other Nason returned to other tasks.
    The search had revealed some broken statuary. The IceKing decided that the current generation should have their own art. He told the best Ice Carver to prepare ice statues of mighty bears in each of the entrance tunnels and to use his judgement as to how best to further enhance these tunnels.

    With the depletion of their food reserves, as Eolacs had predicted, it was necessary to return to hunting and fishing. The majority of the Nason made the trip to the cold surface to gather food for the tribe.

    Spoiler
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    10 Sages focused on discovering new knowledge
    10 ice carvers carefully carving out the ice to reveal more of the city, putting aside anything of interest for the sages, to allow space for future growth.
    1 ice carver crafting ice sculptures of bears at each entrance and decorating the entrance tunnels
    39 fishing
    40 hunting
    Avatar kindly provided by Ceika. Thanks Ceika.

    Ignore any *. Phone tends to stick a few in when I cut and paste.


  13. - Top - End - #13
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    BlueKnightGuy

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    The Dirclaw Tribe


    The elders are pleased with the progress. The civilians should now be safe inside the caverns and farming was going well. The discovered resources would be a boon for the clan.

    The boats were a problem though. The tribe, inexperienced as they were, were unable to construct enough good boats. Something will need to be done about that.

    Turn:

    Spoiler
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    230 dwarves as civilians.

    300 dwarves farming. Produces 330 food.

    150 dwarves sent on a hunting expedition. 165 food.

    150 dwarves fishing. 165 food.

    100 dwarves attempt to improve mining ability. 10%

    50 dwarves begin mining coal. 60 coal

    10 dwarves begin mining gems. 12 gems

    10 dwarves stand watch over the civilians, runners ready to alert the rest of the tribe.


    Spoiler
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    Im assuming the food from last turn was stored and can be used this turn. If that is not true, I'll need to change some things so my people don't starve.
    Last edited by Shinovar; 2013-03-22 at 11:15 AM.

  14. - Top - End - #14
    Barbarian in the Playground
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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    Boatmurdered

    Carp! The most accursed of all foul creatures, and while the front entrance had been completed, there was much more work to be done! Delegating some of the workers towards civilian work, the dwarves would continue their mining, fashioning a crude totem of a carp near the front of the new cavern complex, even as they moved their operations inside. The deadly carps would never get them within these caverns.

    Unless they became Abyssal Land Carp. Then it would be a whole 'nother ballgame... of evil!

    Spoiler
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    100 Dwarves to become civilians in the new main entrance of Boatmurdered.
    200 Dwarves dedicated to farming mushrooms, wheat, and animals above ground for the provision of food.
    200 Dwarves to strike the earth, digging deeper the side of a mountain, this time seeking out Wyrdstone deposits, so they might craft greater enchantments yet in due time!

  15. - Top - End - #15
    Ogre in the Playground
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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    Windriders

    Stepan once more spoke with the two survivors of the scouting mission. No, they hadn't gotten a good look at the attackers. Yes, the grass seemed to die as they stepped on it. Yes, there had been no other survivors.

    Stepan had to make a tough decision. The Sea was their home. It had been since as long as any of their stories told. Since Great Mother Earth and Great Father Sky had set down their spears and joined together, the dwarves had lived here, in the Sea of Grass. And now something was coming to take their home from them. Whispers ran through the camp. Some said it was a curse, others a test, others a punishment. Stepan didn't know what to think. But he knew his people were in danger.

    It was decided that the clan would move early this season. They would head south and east, trying to move out of the path of the monsters. As they went, they would continue as they always did. They would hunt, and gather, and do their best to stay alive.

    Spoiler
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    The clan is on the move. A general south-easterly direction, in an attempt to get out of the way of whatever this is.

    Assignments for 452 dwarves.

    200 are civilians. They will also focus on hunting, as per the Skill-of-three-or-more rule.

    52 dwarves go to gather materials for crafting. Wood, loose stone, etc.

    50 dwarves craft weapons.

    50 dwarves tend to the horses.

    100 dwarves, led by Falconking Stepan, begin praying to Mother Earth every dusk, and Father Sky every dawn, trying to gain insight as to the nature of their enemies, as well as anything they might be able to use to protect themselves.
    ATTENTION ANYONE WHO I'M PLAYING WITH:
    No news is good news.

  16. - Top - End - #16
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    DMBlackhart's Avatar

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    TURN 3

    The Windrider Clan
    Times were hard on the move. Every step you took, took you further to the edge of the Sea of Grass. While the grass was healthier this far out, it didn't seem to stop the constant onslaught of whatever these invaders were. Animals continued to pile up in mass. Your food supplies and hunting grounds were threatened. You awake one morning, taking account of your supplies. While your people boasted enough weapons to repel a serious threat, your goods and foods were dangerously low.
    Spoiler
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    • Your men hunt as you stay on the move, bringing in enough food to survive, but not much to thrive upon. (220 units of food)
    • Keeping on the move means a constant flow of differing resources and supplies. However your nomadic ways prevent much in the way of exceptional production. (47 units of "materials").
    • Your dwarves work tirelessly while moving eastward, However the few supplies that were gathered we not enough to make all the tools your men were capable of. (47 "weapons" crafted) (-47 "materials" lost).
    • Your horses are kept healthy and clean. (-75 units of food)
    • Expand on your last action please. I don't understand what you're trying to achieve.
    • A dwarves gotta eat. (-252 units of food) (68 units remain).



    The Dirclaw Tribe
    This season was met with disaster. The Dirclaw saw the end of many lives. And to add more worry to your already concerned populace, a mysterious scent continues to plague you on the horizon. And yet no sign of invaders or alien forces could be found.
    Spoiler
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    • There is still no improvement to your mining abilities. At this rate it'd be some months before you saw a breakthrough.
    • The winds carry an ill omen. The smell of smoke on the horizon worries your people. There is not a grey cloud in the sky, nor any darkness on the horizon, and yet the tell-tale scent of smoke and fire can be smelled upon leaving your caves...
    • A Dwarve's gotta eat. (-760 units of food) (320 dwarves begin to starve.)
    • Of the 320 dwarves that went hungry, thankfully only 121 had died from Starvation) (-121 population).



    Haligonians
    Your people are young still. And have much promise. They will soon leave their mark on the world, and in history, or die out along the way.
    Spoiler
    Show

    What region did you specify your dwarves starting in?


    The DeepVein Clan
    Another season passes, and your people prepare for a long and terrible winter to come. Already the caves become chilly, but are cozier than ever with their new furnishings and accommodations. One did your people come close to the fearsome throes of starvation. However your industry seems to be keeping supplies constant enough. Long live the glorious Deepvein Clan!

    Spoiler
    Show

    • Food production goes decently. (+259 Units)
    • Of the men to enter the caves, intent on exploring and expanding your region, a few did not return. Of the Twenty-five workers and the Fifty miners to enter, Eleven never reported back. It was not too much later that their bodies were found in cave ins. (-11 population).
    • Wonderful new conveniences are designed for your people (-50 stone units. +50 furnishings)
    • Progress is slow, but constant on both your skill attempts. There will be no results for some seasons however.
    • A dwarve's gotta eat. (-275 units of food) (40 remain)



    Dwerrow
    Your people thrive in their mountainous home. Expanding, exploring, and improving upon themselves. They have little to fear and few cares in the world!
    Spoiler
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    • Your production goes well. Few flaws get in the way. (You receive the listed amount of production).
    • A Dwarves gotta eat (-350 units of food) (100 remains).



    Nason
    Slowing the city is unearthed from the ice. Allowing room to explore and expand. Your sages work tirelessly, but it will be some seasons still before a breakthrough is reached. Decoration liven up your Dwarfhome, but it will do little so far out in this frozen wasteland, where there seems to be too few predators or visitors.
    Spoiler
    Show

    • No new updates.



    Boatmurdered
    The seasons wore on, and the first of many blood-filled years was nearing it's end. Your people continue to work in earnest. Digging deeper, eating viciously, and working harder. It seems all for not, when at the end of the season one of your dwarves comes screaming from a cavern. He seems to be soaked in blood, his OWN blood.
    At first, worry besets your people, fearing another deadly invasion, such as the one from the "Carp and the Fool", an already best seller among your people.
    But no, the man had simply bit his tounge (clean off) in the excitement of his newest discovery, WYRDSTONE! He had done it, he had found you the resource your people so greatly craved!
    Spoiler
    Show

    • You discover a source of Wyrdstone! It seems small and will not provide much, but any amount helps.
    • A certain moronic dwarf had chewed his tongue clean off.




    NOTICE TO ALL PLAYERS: - Each turn will now encompass 1 "season" (3 month period). The next turn will be the winter months. So prepare accordingly.

  17. - Top - End - #17
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    LPlate's Avatar

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    Nason

    There was a sense of frustration among the Sages that no knowledge of immediate value had been discovered. The hunters were mumbling about how difficult their task was. The carvers were complaining about the futility of expanding the usable portions of the city if the tribe itself was not expanding. After consulting with the Sages, the IceKing decided that it was understandable that no breakthrough had yet been achieved in relearning the lost secrets - there simply wasn't enough people investigating the ruins. To increase that number effectively, meant that more food was required and for this reason the direction of research was changed.
    Eolacs and some of the Sages went with the hunters to evaluate the methods they currently used and also studying all aspects of the local prey. The remaining Sages sifted through what had been uncovered in the city to see how the original Nason had hunted.

    Spoiler
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    15 people trying to improve knowledge of Hunting (Lore Miner trait may apply)
    40 fishing Civilians
    45 hunting
    Last edited by LPlate; 2013-03-25 at 08:11 AM. Reason: Just read that line about the Winter months
    Avatar kindly provided by Ceika. Thanks Ceika.

    Ignore any *. Phone tends to stick a few in when I cut and paste.


  18. - Top - End - #18
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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    The High Captain looked out at his people and smiled. "Today is a great day. Today we shall begin work on our greatest achievement. An underwater tunnel system in which we shall be able to live in through the tough winter months. We will also need food to be able to survive." With that decree they went to work. He would have to stop trading for now and the same with their piracy but survival was more important than short term gain.


    Spoiler
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    300 civilians going fishing 390 food to be produced. 100 people digging a hall in the bottom of the ocean near the island for them to live in (collecting up the resources as well). 50 researching into how to make better underwater crossbows. 40 guarding. 10 people working to make stone doors to the hall.

  19. - Top - End - #19
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    AssassinGuy

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    DeepVein Clan

    The elders hold a long pray for the clan for those whom did not return.

    "May those who no longer walk with us, now walk forever with those who walked before us. They are free from these bounds, but shall guide us forth."

    The elders, concerned about these deaths and the onset of winter, turn to the people and release most of them from their duties. They may still work to make more food for the people, but otherwise, this time is thiers.

    Spoiler
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    389 Dwavers are designated as civilians who will spend free time on food. Total Production: 492

    75 Dwarves continue to meditate on the secrets of magik, now safe in their medition halls. 7.5% chance of learning something about magik.

    25 Dwarves continue to work with the animals of the mountain, helping care for those caught out. 2.5% chance of learning an animal related skill.

    ALSO: 200 food (assuming my food total is correct, and the 100 other dwarves have food) will be feed to animals in need, to help founding relationships with animals. Whether this will give me a bonus, reward or nothing is up to you, but I will do it anyway.

  20. - Top - End - #20
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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    Dwerrow

    Comfortable in their new home, the Dwerrow Thanes met with their king, raising concerns about how this new way of life would alter much of their world. King Durokh listened to them carefully, and called to the priestesses to offer council to the assembled leaders of their people. The priestesses made offerings to the spirits and consulted their oracles, bringing mixed tidings to the king: what had been done could one day profit the Dwerrow far more than any king before, but if they did not learn to live a new way in their new world, then King Durokh's Great Hall would become their tomb.

    This spurned the leaders into action, and King Durokh immediately sought out those who were most responsible for ensuring that his people were fed. Prior, it had often been a purely family affair in looking after food, but this was no longer the case, and so the king appointed those Thanes who had proven most deft in overseeing food production to spread their influence over all those charged with feeding the tribe.

    Nervous of the potential ill-omens, the Dwerrow took to closing their great doors more often then not, and whenever they did stand open, the remaining Thanes stood as armed guards, half to fight off any would-be attackers, and half to ensure that the gates would be closed, protecting those within.

    Actions:
    Spoiler
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    - 80 Civilians

    - 175 Dwarfs will trap for food

    - 175 Dwarfs will forage for food

    - 10 Dwarfs will stand guard over the gates of the Great Hall

    - 60 Dwarfs will attempt to improve foraging techniques, primarily focusing on underground (ex: mushrooms)
    Garruk Wildskpeaker Avatar by Bradakhan

  21. - Top - End - #21
    Barbarian in the Playground
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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    Boatmurdered

    Well, madness and brilliance were two sides of the same coin. As it was, the small amounts of the magical stone were hastily tucked away as the civilians acclimated to the small area excavated beyond the main gate, the mining shafts scouring the future fortress designed well in advance. Entire sections of their future city had been planned out in advance, the caverns as much for excavation of resources as ostentatious purposes.

    While the Carp God remained a mortal foe, and the miner who bit his own tongue off a sign of the Carp God's fury, the dwarves at large were busy at work. Mining, tending to the food stocks, and more. Now the dwarves shifted their attention from excavation of the precious arcane rock and onto building something truly stupendous... Something downright dwarfy.

    Spoiler
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    99 Dwarves to continue civilian duties
    200 Dwarves dedicated to farming mushrooms, wheat, and animals above ground for the provision of food.
    70 Dwarves to continue mining operations, focusing on extracting iron ore and coal.
    30 Dwarves to focus upon metallurgy, using iron ore and coal excavated to produce steel.
    100 Dwarves to focus on digging into the nearby river, using their engineering knowledge to construct a series of stone floodgates along the way, as well as several large caverns. The caverns are to be used for indoor farming of mushrooms and cave wheat, plus other underground-friendly crops.

  22. - Top - End - #22
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    DMBlackhart's Avatar

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    TURN 4

    The Windrider Clan
    The mysterious monstrous horde approaches. By late spring or early summer your people will be set upon by their malevolent kind.
    Spoiler
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    • No change this turn.



    The Dirclaw Tribe
    Icy chill besets your people. The winter is harsh but survivable.
    Spoiler
    Show

    • No change this turn.



    Haligonians
    The chilling winter months had some mixed results. Living where you do, your island rarely see chilling winds or seas, and snow is unheard of. Regardless winter meant colder water, and less activity. Despite facing none of the problems as other dwarves, your people manage to come out behind this season. Over half the men you assigned to dig you a large underground complex had died in the construction, and most of the complex had flooded and become inaccessible. Only a small, livable space remained usable.
    Spoiler
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    • Your people work tirelessly fishing and preparing meals to keep your dwarfy workers happy. (360 units of food gained)
    • Working under water is difficult, and takes much more time than you expected. The work of 100 men produces results of maybe 20 or 30 working on the surface. (A small space is produced, and 58 dwarves have perished during construction, another 20 are injured and will need a few months to heal (1 turn).
    • Of the few men who did not perish in the ocean-floor construction, only a handful managed to harvest worthwhile resources. (+12 stone)
    • Your men set to work refining underwater capable crossbows. So far progress is slow. It'll be years before results are seen.
    • A dwarves gotta eat. (160 units of food remain.)



    The DeepVein Clan
    The winter seasons went well. Your animal friends all but disappeared, most going into hibernation. Food production continued to be plentiful and strong. Your scholars stress over the lack of progress in developing "Magick". Even their relations with animals have yielded little success.

    Spoiler
    Show

    • Food production goes well. (+451 food units)
    • The secrets of Magick was going slow. Those who meditate feel a disturbance, hinting at their progress in this task. However it feels week, and it has been a year since first this undertaking began. They do not expect a break through for another few years at this rate.
    • Eureka! You have learned to commune with the animals. At least, to an extent. While you do not have any mystical sway over nature and it's kind, you know how to interact with animals, beasts, and other such creatures. (You have unlocked Animal Husbandry at a rank of 1). See notes.
    • After your animal friends have been fed and cared for, you find yourselves with a surplus of food still. (151 units remain).

    NOTE:Animal Husbandry is a skill used to tame, harvest, and otherwise manipulate wild animals, and turn them domestic. You can use this in any way you see fit, but it's primary function is for creating mounts, worker animals, livestock, pets, etc. This will NOT apply to some creatures.


    Dwerrow
    The season had gone ok, given the difficulties. With winter setting in there was fewer game to trap, and less fruits and vegetation to forage for. The same strange, foreboding omen lingers in the air still, even though a year has passed. Your food stores have shrunk considerably, but your people have yet to starve.
    Spoiler
    Show

    • Between Foraging and Trapping you earned a fair supply of food. (306 units gained)
    • Trapping is proving ineffectively as of late. All the wild things of the wild are disappearing. Either dying, missing entirely, or turning feral. Fewer and fewer trappers come back with a pelt or hunk of meat for your people.
    • Work on developing new foraging techniques goes poorly. At this rate it'll take years before anything significant is learned.
    • A dwarves gotta eat! (30 units of "food" remaining)



    Nason
    Your people toil away endlessly in the cold wasteland. Their time spent, largely, feeding themselves. Knowledge acquisition is going poorly. While some of your ancient home has been unearthed, digging deeper, further, and longer may prove beneficial if you can happen upon some lost lore or knowledge.
    Spoiler
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    • Your people ponder long and hard on the matter, and from what little knowledge they retain, they know of ways to expand their hunting abilities. These practices are ancient however, and will need more time to be implemented fruitfully.
    • Between the two tasks, your people draw in a small bounty of food. (106 units gained).
    • A dwarves gotta eat! (46 units of food left)



    Boatmurdered
    Your people rejoice as they have managed to construct an engineering marvel. Floodgates, constructed to hold back the torrental power of the nearby rivers, and the ferocity of the dreaded Carp God! Home sweet home, your people say, as space is cleared out and bodies are piled outside the front door.
    Spoiler
    Show

    • Your people land a decent haul of food, but sadly less than they hoped. The winter months promised to be harsh and unforgiving. (+260 units of food)
    • Ore and metals are plentiful in your mountinous home! (+91 "ore" units)
    • Of your 91 units of ore collected, 39 had been removed to produce an equal number of steel ingots! (+31 steel)
    • The floodgates hold as production continues on your fortress. New caverns are dug, left unfurnished but spacious. Water from the river above drips down in trickles, but does not threaten to flood your home anytime soon!
    • A dwarves gotta eat! (0 food units remain).
    • Your people are beset by famine as your food stores run out half way through the winter. Of the 130 dwarves who had not enough food to eat, only 47 perished from the lack of nurishment. Another 17 lay bed-ridden and ill from lack of food. (They will be unusuable for 1 turn).

    Last edited by DMBlackhart; 2013-04-01 at 12:42 AM.

  23. - Top - End - #23
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    BlueKnightGuy

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    The smoke concerns the clan. The Speaking elder calls a meeting of the Sept chiefs and they decide to call for volunteers to investigate.
    The chiefs are also concerned about how hard food is to come by. They have managed to keep everyone fed, but they have little resources to spare on anything else. The council decides to attempt to teach the civilians to work the earth so the working population can be devoted to food.

    Spoiler
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    All that means is I am going to continue to try to improve mining to 3 so my civilians can do it. It will be slow since almost everyone is gathering food, but its all I can do.



    Turn:

    Spoiler
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    230 civilians
    400 dwarves farming: 440 food
    150 dwarves fishing: 165 food
    150 dwarves hunting: 165 food
    20 dwarves investigate the smoke
    10 dwarves mine coal: 12 coal
    40 dwarves attempt to improve mining (4% chance)

  24. - Top - End - #24
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    AssassinGuy

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    With the arrival of spring, the elders turn their mind to advancement. They are pleased to hear of the success of those few dwarves that braved the winter and learnt how to work with animals.

    The elders decide to have bonded animals for the people. Animals that represent the inner personality of each dwarf. They also decide to commit more resources to "Magik." Although the lack of discovery concerns some, the elders preach that commitment to the ancients is the way to furthering the people.

    Spoiler
    Show

    249 Dwarves are designated as civilians, and spend their free time producing food. 315 Food
    100 Dwarves continue to mediate on the secrets of Magik. 10% to learn something about Magik.
    50 Dwarves continue to work with animals, hoping to further their knowledge of how to interact with animals. 5% to further Animal Husbandry
    50 Dwarves begin the process of bonding animals to dwarves. 55 Animals bonded to dwarves.
    25 Dwarves mine out caves as storage facilities.
    25 Dwarves work on turning stone into furniture.

  25. - Top - End - #25
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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    Dwerrow


    Winter had been harder than usual, and the Dwerrow Thanes were worried about their meager food supplies. King Durokh shared their concerns, and consulted the priestesses for guidance. The omens were unclear, and there was much debate on how to proceed, but Durokh was conservative, and worried about the basic needs of his people. He ordered that most of his people work to replenish the dwindling stores, in case of hardships to come, but for a select few, he had a special task.

    These dwarfs, led by the Thane Ordov, would travel down the mountain slopes and seek out others, be they dwarf, goblin, or something new. They were tasked with learning new ways to cultivate food, to diversify what the Dwerrow were capable of.

    Actions:
    Spoiler
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    - 50 Civilians

    - 300 Dwarfs will forage for food

    - 120 Dwarfs will trap for food

    - 5 Dwarfs will stand guard over the Great Hall

    - 25 will venture down the mountain slopes in one group, searching for someone to help them learn more food-gathering techniques
    Garruk Wildskpeaker Avatar by Bradakhan

  26. - Top - End - #26
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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    Nason

    "...Knowledge is true wealth. While we may not have improved our hunting techniques yet, we have learned enough to know that those techniques can be improved. This is the wealth we have gained, for this knowledge will encourage us in our endeavours until we succeed."

    With those words, the IceKing ended his speech to the Sages and their assistants, driving them on in their search for ways to improve the Nason's hunting.
    Spoiler
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    20 people trying to improve knowledge of Hunting (Lore Miner trait may apply)
    40 fishing Civilians
    40 hunting
    Avatar kindly provided by Ceika. Thanks Ceika.

    Ignore any *. Phone tends to stick a few in when I cut and paste.


  27. - Top - End - #27
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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    The Haligonians
    The captain frowned as he heard about the losses to his people. Who could have predicted a cave in. On the bright side now that they had a head into the underground they could brace against the wall and keep mining. At least they had a place to sleep in case of storms now. He decided to keep working on it but he needed to start trade back up with the extra food if he wanted his nation to keep his nation profiting.


    Spoiler
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    220 civilians fishing to make 264 food.
    10 civilians (does this count as seafaring?) gone trading with 75 food (not counting the food needed for survival if they don't count) and 10 civilians guarding go with them (how will trade work in this? Do the dwarves know anyone who they can trade with and if so what ones are within the range of them?) aiming for water proof items such as gold or furniture. (Would naval combat count for the guards?)
    100 people working on the underwater base. Also how much stone did it take to make the stone doors/will take if they aren't finished?
    40 civilians guarding (would naval combat count as this?)
    42 researching how to make better underwater crossbows 4.2% chance
    Note 2 of the researchers would go to making the stone doors if those haven't been finished yet.

  28. - Top - End - #28
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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    Boatmurdered

    Spoiler
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    350 Dwarves to continue agricultural duties to feed those starving.

    86 Dwarves to set to work on establishing a large smeltery and forge, intended to function on a large enough scale to process 200 units of steel at a time.

  29. - Top - End - #29
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    DMBlackhart's Avatar

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    TURN 5

    The Windrider Clan
    0010101011101010
    Spoiler
    Show
    • No change this turn.



    The Dirclaw Tribe
    Your dwarves discover something weird and terrible on the horizon. Another tribe of, creatures. Taller, leaner, and more numerous than your own. They hunt and gather food in the surrounding area with speed unmatched, which leaves little for your own people.
    Spoiler
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    • Food production goes decently, leaving you with scarcely enough to get by.
    • A Dwarve's gotta eat. (0 units remaining).
    • Of 20 dwarves sent to investigate the mysterious smoke on the horizon, all returned alive and well. But with terrible news. Some new creature, not dwarves, in the same way the Dirclaw are Dwarves. But something weirder. They have pale skin, lean and lacking the same girth and strength the Dirclaw have. Their face and bodies are less hairy than yours, with only the tops of their heads often sporting hair. Their clothes and apparel are odd, but not too differing of your own styles. They walk upright like you, and use tools like you. A small wood and stone settlement of these creatures has been built only a months march from your caves.
    • Strangers on the shores! Spring seems to be quite the season for strange and new happenings. Boats, massive in size and shaped like barrels land on your coasts, unloading strange, stocky creatures much like yourselves. They call themselves the Haligonians, and also proclaim to be "dwarves".



    Haligonians
    Spoiler
    Show

    • Your convoy hit shore somewhere far off. By sailing they reach this new land in a month, and the return trip takes another month. Nearly the entire season is lost to these men, but good trade has been brought along with. They land ashore on some new, larger landmass, MUCH more expansive than your island. On this coastline there are a number of caves and natural rock outcroppings. As you approach, new creatures come to the fore, revealing them to be the "Dirclaw" tribe. They profess to be "dwarves" much like your own people.
    • A Dwarves Gotta Eat (282 units left).
    • Doors and furnishings begin to litter your aquatic city. (All stone units lost) Leaving them decadent enough to make even the pickiest dwarf satisfied, for now.
    • (Do you have any stone working/mining/smithing/etc skills? I am not seeing any. And they'll help drastically with miner survival) Results pending.



    The DeepVein Clan

    Spoiler
    Show

    • Food Production and A Dwarves Gotta Eat (216 units of food remain)
    • Your eyes are opening to magic, it wont be much longer, already those who meditate hear their inner voice. A call from some otherworldly entity. Beckoning them deeper.
    • 55 Dwarves are gifted with their own pets or servitors. Animals slowly but assuredly joining the ranks of your society.
    • All stone mined becomes furnishings for the new area. Your standard of living is poor, but enough to get by.



    Dwerrow
    The Deep Ones! That is all the messengers could shout upon their return. They discovered... something, or rather some ones. The Deep Ones, which they had been dubbed by your scouts, are a race of indecipherable intelligence. Their speech is alien to you, as it resounds as mostly yaps, whistles, and clicks. They look more like a lizard and a dwarf child mixed. Small, thin, and as far as you can tell stupid. But deadly traps laid by these possibly ingenious folk saw the death of all but your two scouts, who were allowed to flee with their lives.
    Spoiler
    Show

    • Food stores seem to remain stagnant, which is all you can really ask for at this time. None of your people have starved yet, which is always a plus.
    • Of your convoy down the mountain, only 2 returned. A sad sight the men had become. They told a story, a tale of how they met the "Deep folk".



    Nason
    A missive, your people seem to have fallen on sheer luck! Portents, scrolls, records and carvings all depict one thing. A food storage somewhere deep beneath the ice. To unearth this chamber would be to see your people kept alive, healthy, and safe for decades to come!
    Spoiler
    Show

    • A new (or rather old) knowledge is discovered. This knowledge leads to some new level of skill for your people. They have learnt of a secret food stores located deep under the ice. If all accounts are to be believed, reaching this chamber would mean a nearly limitless supply of food for your small population. It'd be the perfect place to permanently set up shop. (Have learned the skill "Luck" at level 1.
    • Luck: use this skill with any number of your population (can never be civilian population) to have a random, positive benefit impact your people. The chance of success is based on the proportion of devoted population, compared to total population.



    Boatmurdered
    Your people continue to grow.
    Spoiler
    Show

    • Starvation ends as a larger force sets to the task of hunting, gathering, and farming for food.
    • A large smithy and forge complex is under works, and will see usability by the middle of the next season. Let there be steel!


  30. - Top - End - #30
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    AssassinGuy

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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    The elders speak to the people. They are close to the inner spirits. A single, massive push by the people will help them work out the final secrets.

    "Rejoice my childern! We must come together as a people. Our ancestors speaks to us. The inner spirit speaks to us! Come! Together, we shall unlock the secrets of Magik! May we join in union with the ancients!"

    Spoiler
    Show

    200 Dwarves designated as Civilians. 253 Food
    49 Dwarves work with animals, binding animals to Dwarves. 53 Animals
    250 Dwarves mediate on the secrets of Magik. 25% chance.

    Counting in last turns food: 216 + 253 = 469

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