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  1. - Top - End - #31
    Orc in the Playground
     
    LPlate's Avatar

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    Jan 2013

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

    Nason
    The debate seemed to go on without end. Some argued for continuing to develop the hunting skills. Some argued that the Nason should focus on reclaiming this buried store of food, revealed to them in the scrolls. Others said that the Nason should trust to their luck and just delve once more immediately to see what secrets the city would reveal.
    The IceKing noted that the Sages who argued most strenuously for abandoning the attempts to improve hunting were also the ones that had complained most bitterly when sent out to examine the current hunting methods.

    "Enough. We always suspected that there we would reclaim our true home. We always suspected that it would be a good place for us to settle. These beliefs have been confirmed but they do not change the practicalities of our situation. In order to free up enough dwarves to efficiently search for our lost secrets, we must improve our methods of feeding the tribe. We will continue our efforts to improve our knowledge of hunting. If there is a buried food store and that food has lasted millenia, it will last until we are ready to uncover it."

    The meeting was dispersed. Some Sages muttered about wasting time on hunting. Some Nason muttered about the IceKing being too conservative in his approach. All continued with the tasks they had been set.

    Spoiler
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    60 researching improving hunting
    20 civilian hunters
    20 civilian fishermen
    Last edited by LPlate; 2013-04-07 at 10:51 PM. Reason: Civilian superpower
    Avatar kindly provided by Ceika. Thanks Ceika.

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


  2. - Top - End - #32
    Ettin in the Playground
     
    Hamste's Avatar

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    Oct 2012

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

    With the new technology that the traders had gotten the mining would go a lot faster and easier. All those dead dwarves were not good for morale at all. On the bright side they now had new trade partners and something to do with their food. The high captain briefly considered sending out pirates but it was probably best not to annoy the others until after he had several trading partners established. Food seemed to be the most important to people so far but that might just have been that one tribe. A deep water fish farm would probably be best both for trade and to make sure they had a constant source of food even if they were trapped in those caves for whatever reason.

    Spoiler
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    220 civilians making 264 food
    10 civilians and 10 civilian guards going to trade 50 food to Dirclaw's again
    10 civilians and 10 civilian guards going to explore with 25 food and 2 gems for trade if they find anyone
    40 civilians guarding
    40 people researching how to make better underwater crossbows
    10 people collecting drift wood for boat making
    Everyone else who survived mining last turn working to create a fish farm in the underwater base

  3. - Top - End - #33
    Barbarian in the Playground
     
    BlueKnightGuy

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    Jul 2012
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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    Dirclaw

    The Speaker calls a meeting of the Sept chiefs. The newcomers must be dealt with. The chief of the Stonehelm sept volunteers to go to the pale hairless ones. Over the protest of the others, he argues that it should be a small party. Too many will make them think we mean war, not peace. He will take 15 dwarves, no more. With him he caries 4 units of gems and 50 units of stone, worked to the best of our tribes abilities as gifts of peace.

    Trading with the Haligonians was profitable. More gems will be needed, but that's what the masons and miners are for. The food will be most helpful.

    The elders are worried though. They know that we are only just getting by. A new urgency drives the Dirclaw Dwarves. Word goes out from the sept chiefs, and from the Speaker himself. Until further notice, all the resources of the Dirclaw tribe will go towards learning the secrets of the earth. That is the way of our future, and we will not be safe and secure until we master them.


    Turn:
    Spoiler
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    100 civilians
    15 dwarves go to investigate the pale hairless ones.
    350 dwarves farm: 385 food.
    200 dwarves fish: 220 food.
    200 dwarves hunt: 220 food.
    135 dwarves work to improve mining: 13.5% chance.

  4. - Top - End - #34
    Ogre in the Playground
     
    DMBlackhart's Avatar

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    Nov 2008
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    Stockton, California
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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    TURN 6

    The Dirclaw Tribe
    This season has been of mixed results. The scouting party of fifteen you sent have yet to return, that was three months ago. The good news however is your food stores continue to grow, with little signs of slowing. You have also realized some improved mining techniques. Your people will rejoice at the efficiency your miners now show in their work.
    Spoiler
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    • Your dwarves have not returned after from their diplomacy mission.
    • The listed food production has been achieved.
    • Your dwarves uncover some secret of the earth. (mining levels up by 1)
    • Baby boom! population increased. (+730)



    Haligonians
    Your people's prosperity inclines this season. Bringing good tithings to all.
    Spoiler
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    • Listed production goes as planned.
    • Discoveries of under-water crossbows is slow, and shows little progress.
    • Your exploratory mission reveals little to you.
    • The fish farms are an ideal way to expand your people's food stores, but is slow starting. It will improve in the coming months.
    • baby boom! Your population has expanded (+123 pop)



    The DeepVein Clan
    Magicks are what are on your people's mind. In time, you will master the art, this is a fact. But for now your progress is slow-going. Those sent to meditate on these secrets, have uncovered something. The full-details remain unsure, and further experimentation will be nescessary.
    Spoiler
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    • Your people have developed a skill of "Magick" at level 1. This skill must be classified seperately from any other magical skills your learn, and can provide only a minor benefit. (Ex: Preservation (corpses, food, liquids, etc), Heat generation (starting fires, fueling forges, etc), longetivity (living longer, fewer casualties, etc.).
    • The listed production has been met.
    • Population boom has seen to the birth of MANY dwarflings. Dwarves who were born some years ago have reached an age where they can enter-society's work-force. (295 added to population)



    Nason
    A time to rejoice. No one has starved, food stock piles increase slowly but surely, and your people's strength of numbers increases as well!
    Spoiler
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    • Your skill in hunting increases. (+1 level). Owing to the secrets of your lost civilization.
    • Baby boom! Those born some years ago have finally matured, joining the dwarven workforce, and more younglings are popped out each day. (+100 pop(

    Last edited by DMBlackhart; 2013-04-15 at 04:01 PM.

  5. - Top - End - #35
    Ettin in the Playground
     
    Hamste's Avatar

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    Oct 2012

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

    The high captain smiled up through the water as his people flourished. Trading was going well even though they had only one contact so far. They hoped that more people would be found to trade with. The fish farm was nice but they had to expand it further if they wanted to survive in there in case of an attack. What they needed though were slaves to produce food and wood for them. It was a good thought but until they met up with a race not worth trading with it was just a dream.

    Spoiler
    Show
    102 people continue to make the fish farm.
    100 people researching better underwater crossbows (10%)
    10 civilian traders and 10 civilian guards go with 50 food to Dirclaw
    10 civilian traders and 10 civilians guards explore to find new trade partners again with 25 food and 2 gems again
    50 civilians guarding
    10 people collecting wood
    310 civilians fishing 372 (+160 after eating not subtracting food sent out for trade)
    Last edited by Hamste; 2013-04-15 at 05:25 PM.

  6. - Top - End - #36
    Orc in the Playground
     
    LPlate's Avatar

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    Jan 2013

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

    Nason
    The research had allowed Hunting methods to be improved. The IceKing though that this had proven his leadership was right.
    A cabal of Sages, who had been out too much in the cold thought otherwise. The IceKing was completely caught off guard when a motion of no confidence in him was proposed and then passed at the forum of Sages.
    Lothcar, the leader of the cabal was appointed the new IceKing. He immediately redirected the tribe's focus back to the exploration of the ruins.

    Spoiler
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    200 Civilian archaeologists trying to improve knowledge of luck (lore mining trait applies)
    Avatar kindly provided by Ceika. Thanks Ceika.

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


  7. - Top - End - #37
    Barbarian in the Playground
     
    AssassinGuy

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    Dec 2012

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

    Celebrations are held for the entire clan. Two grand things have occured this season. Firstly, the younglings have reached an age where they can assist the clan. They shall now be assigned jobs to help further the clan.

    Secondly, the DeepVein have uncovered the link between themselves and the ancients. The first dwarf to actually manifest the power of Magik almost fainted from excitement. Now many can wield this power. Floating balls of light, words heard that were never spoken and scratches that have vanished completely.

    "Children! Rejoice! We have uncovered the talents to speak with the ancients. Their power flows through us and blesses us. We shall forever be grateful to those whom have passed."

    Spoiler
    Show

    375 Dwarves designated as civilians, spending their free time gathering food. 475 food produced
    200 Dwarves continue to mediate on the secrets of Magik to learn more powerful forms.
    75 Dwarves practice the use of Magik and communicating with animals. Perhaps Magik holds the secret of the tongue of animals. *Attempting to learn to harness Magik so Dwarves and Animals can speak, stacking onto the DeepVein Talent of Animal Friendship*
    75 Dwarves continue to bond animals to Dwarves. 82 Animals Bonded
    69 Dwarves mine out more meditation chambers and pratice rooms. 89 Rock gathered.

  8. - Top - End - #38
    Barbarian in the Playground
     
    BlueKnightGuy

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    Jul 2012
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    Default Re: Quest of Lineage: The Dwarfhome! (IC)

    Dirclaw Tribe
    The season ends in a celebration for the Dirclaw tribe. There is worry over the missing peace delegation, but the last season has seen 2 major breakthroughs. The young ones are now old enough to assist their elders, and the efforts of the septs to take to heart their new home in the caverns of the earth has been successful.

    Turn:

    Spoiler
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    1020 dwarves as civilians, all mining
    500 make the caverns a more comfortable home, both practically an aesthetically.
    300 mine and cut gems.
    100 mine coal and experiment with its uses.
    120 search for new veins of resources, be it metal, coal, gems, or something unexpected.
    300 dwarves farm: 330 food.
    150 dwarves hunt: 165 food.
    150 dwarves fish: 165 food.
    15 dwarves still on peace expedition
    95 dwarves inspect the fields, attempting to improve the farming abilities of the tribe (9.5% chance)



    Spoiler
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    This post assumes 2 things. 1, that we have traded for 50 food from the Haligonians, and 2, that I can just treat feeding the peace part like the normal numbers game.

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