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Ongoing Games (In-Character) Play-by-post games are going on in this forum as we speak (well, read). All threads on this board are actual games, so please, only post on a thread if you are a player of that game.

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Old 03-18-2013, 02:14 AM   Top  -  End  -  #1
DMBlackhart
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Join Date: Nov 2008
Location: 
Stockton, California
Gender: Male
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...
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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.

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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.
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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.
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Old 03-18-2013, 06:18 AM   Top  -  End  -  #2
Icilia
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AssassinGuy
 
Join Date: Dec 2012
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.

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Old 03-18-2013, 10:46 AM   Top  -  End  -  #3
LPlate
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Join Date: Jan 2013
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.

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Old 03-18-2013, 12:18 PM   Top  -  End  -  #4
Shinovar
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BlueKnightGuy
 
Join Date: Jul 2012
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Old 03-18-2013, 06:34 PM   Top  -  End  -  #5
Fremen
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Join Date: Jan 2011
Location: 
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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.

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Old 03-18-2013, 07:01 PM   Top  -  End  -  #6
THEChanger
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Join Date: Sep 2010
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.

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Old 03-20-2013, 09:41 AM   Top  -  End  -  #7
Gunther
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Join Date: May 2010
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.

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Old 03-20-2013, 11:22 AM   Top  -  End  -  #8
Shinovar
Orc in the Playground
 
BlueKnightGuy
 
Join Date: Jul 2012
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.


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Old 03-21-2013, 11:42 AM   Top  -  End  -  #9
DMBlackhart
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Join Date: Nov 2008
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Gender: Male
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


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!
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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


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!
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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


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.
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Old 03-21-2013, 05:24 PM   Top  -  End  -  #10
Fremen
Barbarian in the Playground
 
 
Join Date: Jan 2011
Location: 
Canada
Gender: Male
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.

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Old 03-21-2013, 07:06 PM   Top  -  End  -  #11
Icilia
Orc in the Playground
 
AssassinGuy
 
Join Date: Dec 2012
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.
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Old 03-22-2013, 07:04 AM   Top  -  End  -  #12
LPlate
Dwarf in the Playground
 
 
Join Date: Jan 2013
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.

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Old 03-22-2013, 11:13 AM   Top  -  End  -  #13
Shinovar
Orc in the Playground
 
BlueKnightGuy
 
Join Date: Jul 2012
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.

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Old 03-23-2013, 11:39 PM   Top  -  End  -  #14
Gunther
Ogre in the Playground
 
Join Date: May 2010
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!

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Old 03-24-2013, 01:08 AM   Top  -  End  -  #15
THEChanger
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Join Date: Sep 2010
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.

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Old 03-24-2013, 12:08 PM   Top  -  End  -  #16
DMBlackhart
Troll in the Playground
 
 
Join Date: Nov 2008
Location: 
Stockton, California
Gender: Male
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.
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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.
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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.
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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!

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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!
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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.
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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!
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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.
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Old 03-25-2013, 01:49 AM   Top  -  End  -  #17
LPlate
Dwarf in the Playground
 
 
Join Date: Jan 2013
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.

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Old 03-25-2013, 04:38 PM   Top  -  End  -  #18
Hamste
Barbarian in the Playground
 
BlackDragon
 
Join Date: Oct 2012
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.


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Old 03-25-2013, 10:22 PM   Top  -  End  -  #19
Icilia
Orc in the Playground
 
AssassinGuy
 
Join Date: Dec 2012
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.

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Old 03-28-2013, 10:28 AM   Top  -  End  -  #20
Fremen
Barbarian in the Playground
 
 
Join Date: Jan 2011
Location: 
Canada
Gender: Male
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.

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Old 03-30-2013, 03:51 AM   Top  -  End  -  #21
Gunther
Ogre in the Playground
 
Join Date: May 2010
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.

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Old 03-31-2013, 05:07 PM   Top  -  End  -  #22
DMBlackhart
Troll in the Playground
 
 
Join Date: Nov 2008
Location: 
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Gender: Male
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.
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The Dirclaw Tribe
Icy chill besets your people. The winter is harsh but survivable.
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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.
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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.

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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.
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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.
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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.
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Old 03-31-2013, 10:34 PM   Top  -  End  -  #23
Shinovar
Orc in the Playground
 
BlueKnightGuy
 
Join Date: Jul 2012
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.

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Old 03-31-2013, 11:58 PM   Top  -  End  -  #24
Icilia
Orc in the Playground
 
AssassinGuy
 
Join Date: Dec 2012
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.

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Old 04-01-2013, 10:55 AM   Top  -  End  -  #25
Fremen
Barbarian in the Playground
 
 
Join Date: Jan 2011
Location: 
Canada
Gender: Male
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.

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Old 04-02-2013, 05:58 AM   Top  -  End  -  #26
LPlate
Dwarf in the Playground
 
 
Join Date: Jan 2013
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.
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Old 04-03-2013, 03:44 PM   Top  -  End  -  #27
Hamste
Barbarian in the Playground
 
BlackDragon
 
Join Date: Oct 2012
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.


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Old 04-04-2013, 12:54 PM   Top  -  End  -  #28
Gunther
Ogre in the Playground
 
Join Date: May 2010
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Boatmurdered

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Old 04-04-2013, 10:55 PM   Top  -  End  -  #29
DMBlackhart
Troll in the Playground
 
 
Join Date: Nov 2008
Location: 
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Gender: Male
Default Re: Quest of Lineage: The Dwarfhome! (IC)

TURN 5

The Windrider Clan
0010101011101010
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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.
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Haligonians
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The DeepVein Clan

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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.
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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!
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Boatmurdered
Your people continue to grow.
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Old 04-06-2013, 10:17 AM   Top  -  End  -  #30
Icilia
Orc in the Playground
 
AssassinGuy
 
Join Date: Dec 2012
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!"

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