-The Fall
Rituals are a success but their leader is not found, however several alchemists and engineers and awoken to aid their efforts (+30 population) rituals continue
Stonemasons uncover lost technology in the ruins, the engineers are put to work identifying and repairing the fairly simple machinery.
Alchemists are put to work doing basic survey work for precious metals and ores, they do the best they can without any specialists and locate some iron.
Without their leader they decide not to expand just yet.
[I]Gregia[/I]
-50 soldiers armed with spears and javelins are sent to the western village and are commanded to raze the village and kill all men found at the site.
-the top soldiers of recent trainings are trained to use horses.
-A scouting party of 15 loyal scouts is founded and named Party Umber.
-Party Umber is sent north to explore for flat lands.
+++Korvok+++
-Begin settling a new town on the coast of the river around where the fishing camp has been established. Name it "Vadurkint"
-Use the coal to make steel for higher quality armor, weapons, and tools.
-Continue work on the inside of the Mountain City. Attempt to create a staircase that leads to the top of the mountain. If successful, build a watchtower on the peak made of stone and insulated with straw.
-Construct additional granaries to accomodate the coming harvest from Baldurkost.
+++Baldurkost+++
-When ready, begin harvesting the crops.
-Most of the cereals are to be turned into flour for breads, cakes, pastries, and other such baked goods.
-Oats should be rolled and stored for oatmeal.
-Half of the corn should be dried and ground for cornmeal for grits, the other half preserved.
-All vegetables harvested should be preserved by means of pickling or canning.
-Enough barley, wheat, rye, and sorgum should be sent to the brewery to begin production of Lagers, Stouts, and other fine drinkables.
-All meat brought back from the hunting parties should be smoked or turned into jerky to be preserved for storage. The hides should be sent to Korvok to the tanneries.
-Continue to send hunting parties into the forests around Baldurkost
-Construct another sailboat.
+++Vadurkint+++
-Set up homes in Vadurkint on the east side of the river.
-Build a warehouse and granary to store food for the winter
-Build a bridge across the river
+++Expeditions+++
-Choose new Dwarves for four new expedition teams. Alpha, Beta, Delta, Gamma, and Omega.
-Alpha and Beta should scout to the far south.
-Delta should scout to the far West
-Gamma should scout to the far East, beyond the River
-Omega should take the newly constructed sailboat from Baldurkost and sail South along the river.
[i]Argak[/i]
-The apothecary names the rage-syrup Orum.
-The townspeople unanimously decide to take a risk and help the humans.
-15 soldiers decide to quickly train 25 citizens to form a militia
-The militiamen head to the workshops and make stone spears
-The soldiers each ask the apothecary for a vial of Orum
-With the help of the craftsmen, the 15 soldiers design and use the bones from previous hunting trips to craft bone gauntlets to use as weapons
[t]http://i.imgur.com/UjSzpNI.png[/t]
-The first rowboat heads back to town and the two soldiers rest
-100 townspeople work to reinforce the town on the western bank in case the "Gregians" attack directly.
-One of the new rowboats is lightly packed with supplies and sent north with two more soldiers
-The apothecary tips the spears with yellow petal in hopes that it acts as a poison when injected rather than ingested.
-The soldiers and militamen hide in the forest surrounding the village
-3 groups of five militiamen scout west, northwest, and southwest.
-3 soldiers head into the village to tell the villagers that they will protect the village
-The Fish farmers work hard to ensure that the fish will survive the winter
[U]SVAARIA[/U]
The group of scouting dragons is told to fly northwest of their current position.
A temple of fire is built to please the gods.
A small wall is built to protect the mound of Svaaria from potential invaders.
[B]Tulus Edhel[/B]
Population Current: 136 (Hud Harad: 40, Capital: 80 , Traveling: 20)
[I]The murder of two more elves and more specially the reported rape has enrage elves across the Capital and Hud Harad, to ensure safety of the elves crossing through the forest the elders have set up a convoy program.[/I]
+ Some elves of Hud Harad decide to explore the nearby countryside lightly armed.
+ 10 elf children have been born as this is a rare occasion celebrations are held even though there are still problems with the goblins.
+ Two checkpoints along the path, one at the capital and one at Hud Harad.
* All elves passing through these convoys must be in at-least a group of seven with at-least one elf trained in combat, the elders recommend that you plan a convoy ahead of time to avoid delays.
* Scouts continue through the forest.
- Funerals are held for the elves that died through the trail.
- Farmers begin harvest their crops for preparations for winter.
I PM'd Codemonkey about this.
[B][I]Winteredge[/I][/B]
Current Population: 250 (20 military, 1 Chief, 4 Councilmen, 225 civilians)
-The Council agrees to begin the construction of 3 ships, large enough to move through this newly discovered sea.
-It is decided to set forth a recruitment process, and any willing orcs are asked to join the militia.
-The group of 20 current militiamen is nicknamed Team Alpha.
-Team Alpha is sent to the south to explore.
-A settlement group is formed. The Council has decided it is time to build another area to live. 50 orcs are sent to the recently discovered shore to start building. 10 farmers, 20 women, 5 children, 10 carpenters, and 5 hunters. The settlement shall be called Port Xugor in honor of the first and current orc chief.
[B]Turn 8 - First Month of Winter
World Events:[/B][i]
* The climate becomes universally cold throughout the region.
* Reports of snowfall and frost is common.
* The first snow storm of the month causes a foot of accumulation.
* Crops and fields no longer produce due to the cold, frost and snow.
* The first accurate maps of a unified landmass is uncovered by the settlements of Argak and Gregia.
* The first clash between two settlements occur.[/i]
[B]
World Map:[/B]
[img]http://i.cubeupload.com/OuEJNF.png[/img]
[B]
Military Conflicts:[/B]
[u][b]The Gregian Crisis[/u][/b][i] - Decisive Argak Victory [/i]
[img]http://i.cubeupload.com/oaTEmp.png[/img]
[u]Death Tolls[/u][i]
* 22 Argak Militamen Killed in Action.
* 34 Gregian Soldiers Killed in Action.
* 16 Civilians/Defense Force Soldiers Killed in Action.
* 37 Villagers, 18 Argak, 16 Gregian survive the battle.[/i]
[u]Battle Summary[/u][i]
* Gregia sends a force of 50 men armed with a mix of spears and javelins to the Village of defectors with orders to raze and kill all who inhabit.
* After a successful appeal for help the Settlement of Argak sends expeditionary force to the Village.
* The Argak Milita is deployed with approximately 40 men at arms. 15 of the men are professional soldiers, the additional 25 are Militamen. They are armed with a mix of bone-gauntlets and poison-tipped spears.
* The Milita men scout out the area, surrounding the village. Three soldiers head into town to promise them their protection.
* Gregia attacks the Village. With no particular standing orders and the opportunity presenting it's self the Argak soldiers consume Orum and burst from the treeline to intercept the Gregian forces.
* The Village is able to muster at least some of their able bodied men into a defense force to aid Argak in their attack.
* The Gregian soldiers have superior weapons, training and superior numbers. The Argakan Militamen and soldiers have surprise and Orum rushing through their systems. The Defense Force has pitchforks, tools and some basic weaponry.
* Ultimately the Argak are able to inflict enough casualties upon the Gregian Forces they're forced to withdraw from the battle.
* 16 Civilians and Defense Force Members are killed, several structures and the crop field set ablaze. Argak Soldiers occupy the village and await orders.[/i]
[B]
The Settlement of Gregia[/B]
[img]http://i.cubeupload.com/GZshgN.png[/img]
[I]
* 16 Members of the force sent to raze the Western village return. Half of which with suffer injuries. The mission had been interrupted by Reptile-like creatures from a Settlement west of Gregia called "Argak" and they were defeated and forced into retreat.
* The highest scoring cadets are assigned to calvary units.
* Scouting Party Umber is created and they head North where they discover discover a East-flowing river.
[/I][B]
Lizard Settlement of Argak[/B]
[img]http://i.cubeupload.com/fAXTwX.png[/img]
[I]
* One rowboat sets off Northward but without specific instructions it moors just North of Argak and awaits more coherent orders.
* Messenger returns from the East. They bring back word the "Gregian" soldiers had been defeated and the town is now under Argak control. Casualties for Argak stand at 22.
* Fish Farmers are able to keep their fish alive during colder months by digging deeper breeding trenches where the deep depths keep the fish from freezing to death.[/I]
[B]
The Settlement of The Fallen[/B]
[img]http://i.cubeupload.com/Yy7EGh.png[/img]
[i]
* Alchemists discover that there are practically nothing of value in the immediate area. Soil is volcanic ash and digging down reveals the environment to be barren.
* The machinery discovered in the ruins appears to be a series of bronze and copper cogs and gears that with enough asserted force (hand-powered, perhaps animal powered) can be used to control complex mechanisms such as doors, locks and so forth.[/i]
[B]
The Dwarven Kingdom of Korvok[/B]
[img]http://i.cubeupload.com/CgT5Eu.png[/img]
[U]
Dûrgrimst Vrenshrrgn
[img]http://i.cubeupload.com/RztoBT.png[/img]
[/U][I]* The Mountain City of Durgrimst Vrenshrrgn is complete. The complex nestled deep in the thick granite of the mountain. The fortress includes a great hall, feast hall, throne room, treasury, sleeping quarters, numerous workshops, a brewery, stockrooms, forges, a incredibly high lookout post at the peak and even state-of-the-art Dwarven steam-engine powered doors which can be shut in a siege. Under the complex is a tunnel that leads to the now under-construction settlement of Vadurkint.[/I]
[U]
Korvok[/U][I]
* Coal is used by skilled Dwarven Black Smiths to create a new type of metal called steel which they use in a variety of new tools, weapons and armor.
* Additional Granaries are created in time to house the last harvests. With the onset of Winter the Dwarves will rely on these supplies.[/I]
[U]
Baldurkost[/U][I]
* Cerals and grains are turned into flour which is used for a variety of dishes.
* Grits, Oatmeal and so on are stored away, and are now being used by the population with the onset of Winter.
* Vegetables are canned and preserved. Ale is also produced by the drum and stockpiled for the season.
* Beat is smoked, cured and stored. Hide is sent to Korvok for processing.
* Hunting parties return with several hundred pounds of meat, though game is becoming sparser than before.
* Second sailboat is constructed in the canal.
[/I][U]
Valurkint[/U][I]
* Bridge is erected across the river.
* Granary and several dozen cottages are erected. [/I]
[U]
Expeditions[/U][I]
* Omega discovers a vast lake at the Southern end of the river.
* Alpha and Beta discover a small mountain to the West and more forests to the East.
* East of the river Gamma finds grassy hills.
* More forests uncovered to the West by Delta.[/I]
[B]
Dragon Settlement of Svaaria[/B]
[img]http://i.cubeupload.com/8AobKI.png[/img]
[I]
* Expeditions to the North reveal a barren plain with an old, burnt forest. The logs are charred, petrified.
* Temple of fire is erected along with a stone wall surrounding the mound of Svaaria.
[/I][B]
The Elven Settlement of Tulus Edhel[/B]
[img]http://i.cubeupload.com/KlaPdb.png[/img]
[i]
* Hud Harad citizens explore the countryside. They map their findings.
* Checkpoints established at either end of the route decreases the rate of attack, though not by much. Perhaps watch towers would spread influence if erected along the route and ensure protection of future caravans.
* The convoy plans again assist some caravans in repelling or discouraging attack, though not all and again more are raided though during the First Month of Winter they're able to avoid any deaths.
* Scouts map out more of the forest and in the East discover a small fort. It's Goblin sized and naturally is inhabited by Goblins. There are spiked palisade walls, primitive tents and structures inside along with the makeshift watch towers.
* Harvests are brought in for the winter, with these supplies stored the Elven population will rely on them for the coming Winter Months.[/i]
[B]
Orcish Settlement of Winteredge[/B]
[img]http://i.cubeupload.com/qe6KEL.png[/img]
[I]
* Though the Orks are eager to build ships, they lack the skills required and the basic principles of ship building, navigation and so on.
* 100 Orks volunteer to join the Milita.
* Team Alpha heads South and discovers a Tundra plain.
* To the North on the coast a new settlement is formed. One root field and a dozen structures are erected, additionally a dirt road is paved between the two settlements.[/I]
Whoever plays the Elves, I have a pretty strong feeling we're about to meet.
+++Korvok+++
-Continue to work on expanding the Mountain City Korvok both up and down within the mountain during the winter.
-Experiment with dark damp rooms used to grow various edible mushrooms.
-Experiment with brightly lit rooms with soil floors used to grow crops inside the mountain, hoping that the increased heat would allow crops to be grown year round.
-Search for veins of minerals within and under the mountain.
+++Baldurkost+++
-With all crops harvested and dealt with for the season, dedicate the majority of labor to mining into the mountain. Strip as much ore from it as possible and work on creating a secondary living space within the mountain to be used in times of crisis.
-Put together another scouting party to use the new sailboat, "Epsilon"
+++Vadurkint+++
-Send hunting parties to the forest south of Vadurkint.
-Expand the village proper.
-Increase fishing from the river.
+++Expeditions+++
-Alpha and Beta should scout East and West respectively
-Delta should scout farther West along the edge of the forest.
-Gamma should continue to scout East
-Omega should continue to sail south on the water and see if the river ends at this lake or continues on.
-Epsilon should sail north along the river.
-The Fall
The alchemists deem a heat dependant form of moss as edible, despite many fallen eating it beforehand regardless of warning. Citizens begin cultivating it near the lava lakes.
Rituals are again successful, with a group of 7 Fallen raising what at first appear to be nothing more than several large boulders from the great lake soon show to be two of their leaders most trusted lieutenants, the twins Kalgar- an expert it melee combat and Kyldae- an expert in ranged combat as well as several high ranking specialists including a head engineer, alchemist, surveyor and two of the elder council after the boulder-like casings shattered to show the Fallen imprisoned within.
On top of this many more Fallen are brought forth from their slumber (+50 population including around 10 high ranking specialists)
With new leadership the Fallen decide to expand, four small scouting teams of Fallen (10 soldiers armed with ancient swords still encrusted with igneous rock with scraps of metal on top of their stoney carapace, 1 alchemist, 1 surveyor, 1 engineer and 2 runners) with instructions to search for more ruins in the wasteland, any resources or technological finds are to be reported back by the runners ASAP
The elders and lieutenants say that their leader is not within the lake as he was present at the final skirmish of the war, rituals are slowed down so to raise the last of the Fallen located in the lakes, deeper relationships are formed within the community.
After the engineers have finished repairing the door mechanisms a team of 20 fallen attempt to open the door (can i decide this or is it a roll) to find out what lies within the vault.
The head engineer and alchemist discuss old plans for a highly insulating material that could be made from the lava, however they lack the machinery they need and hope that they might find it within the newly discovered vault.
The stonemasons continue work on the old ruins and repair several old buildings for housing civillians, a barracks containing an assortment of scrap metal and parts, the elders take up residence in the temple and discuss plans with the other officials. The head stonemason is able to translate the ancient runes and teaches the others the forgotten language.
The settlement is renamed Valstre's rest in memory of third lieutenant who died defending the town long ago shortly before the curse took hold, the twins mourn their nearly forgotten comrade and the elders hold a ceremony naming the settlement and honouring their lost kin.
*Population statistics:
157 Fallen in total
97 at Valstre's rest
4x scouting parties of 15 heading N, W, E and S
~60 trained in combat but rusty after years of imprisonment with 40 scouting.
I don't really think you should be able to have a race that doesn't need to eat and can just summon/create more of themselves. That seems way overpowered.
Also you spelled Lieutenant wrong.
[i]Argak[/i]
-Gregian corpses are looted
-Anything light enough and salvageable is taken from the village
-The soldiers and militiamen head back to the town with the villagers to recover
-The Apothecary and his apprentice tend to their wounds
-20 scouts are sent with plenty of supplies to the village. They are instructed to retreat to the town at the first sight of any Gregian forces.
-The villagers are asked to teach the craftmen anything they might know such as metalworking, tools, and other various technologies
-Citizens continue to reinforce the town's walls
-50 citizens head southwest to cut down more trees
-50 citizens also head southwest to gather herbs for the apothecary
-The soldiers who have already used Orum avoid using it this time around for fear of unforeseen side-effects
-15 more citizens join the militia
-The soldiers continue to train the militiamen
-2 boats are packed with supplies and sent northwest through the marsh to see how far it goes.
-The other 2 boats are also packed with supplies and sent south. If the river forks they are to head east.
-An extra fish farm is built on the western riverbank and seeded with fish eggs.
-The town leader, Silaak, attemps to convince the villagers to rebuild by the farms.
-Soldiers begin experimenting with the looted weapons.
-SNIP-
That's not a british spelling that's a popular british pronunciation. It's still SPELLED Lieutenant.
[url]http://en.wikipedia.org/wiki/Lieutenant_(British_Army_and_Royal_Marines)[/url]
As far as re-balancing goes how about they eat food and fuck just like everyone else
-SNIP-
nerfed
I don't want to limit anyone's creativity and having a variety of races is great but I'm kinda unsure how to handle the "they dont mate, they just make more of themselves and they never eat" thing. It sort of defeats the purpose half the mechanics in this little system. As for an alternative, I dunno what I can offer that would be balanced and keep your race concept intact. If you really are okay with making them regular humans with orange eyes and ashy skin and certain special charactistics than that'd be fine. They eat exotic heat-dependent crops or something. (If you decide to do this we'll say for the sake of argument there was sufficient food supplies in the temple stored up until this point)
Some things we can talk about;
1. As for population, in general I'm still unsure how to implement that. I have just been kinda adding population totals up as more settlements sprout up. There isn't any gradual increase or anything which would be nifty.
2. I'm probably going to set the Year cycle to 1 Spring, 6 Summer, 4 Winter and 1 Fall patterns. Winter is just a bit too short, but at the same time it doesn't need to be too long so I figure this will work pretty well.
3. Incase anyone is wondering how combat works. I roll dice and add bonuses. So, for example. Argak had a +1 for Surprise, +1 for Weapons and +2 for Orum and Gregia had a +1 for Skill, +2 for Weapons. So when I made rolls to decide who would win I added the modifiers so it's half up to chance and half up to being prepared I suppose. Naturally for really mundane things I don't even roll a dice. 10 on 1 fights would, as you can imagine get decided by common sense. The base combat rolls were Argak 18 and Gregia 8 and after the bonuses were added to the rolls Argak still came out higher by a relatively wide margin. Thus they won. If the rolls had been different, than Gregia could have possibly won. It was a pretty fair fight after all. 40 vs 50 with a couple of pretty serious pros and cons on each side. The death toll reflects how close in strength they were.
4. The directions are simple. Everyone is on the same perspective. Up is North, Down is South, Left is West and Right is East. I just wanted to make sure we're good on that, because I see Argak getting confused sometimes.
Fair enough, ill edit my latest post and snip the explanation.
OOC: How would the Orcs begin to learn basic fundamentals of ship building?
[B][I]SNOW ORCS[/I][/B]
Total Population: 250 (1 Chief, 4 Councilmen, 120 Military, 125 Citizens)
-The Chief decides to build training areas and a place for the military at the foot of the western mountain. They've named the mountain Mount Emmjir after their god.
-The newly recruited military is split into two parties, Bravo and Charlie each containing 50 people. They're sent along with a couple of experienced carpenters to begin work on the planned military base.
[B][I]Winteredge[/I][/B]
Population: 180 (1 Chief, 4 Councilmen, 100 Military, 75 Citizens)
-The Council has decided that Winteredge is now the capital of the Orc realm.
-Alpha Team is recalled back to Winteredge to serve as the Council's "elite" guard.
-The town's farm is expanded.
-A small group (~5) have explained to the Council they would like to begin harvesting some of the local roots to "experiment" with them. The Council gives the go ahead, and they begin mixing roots and other local substances to see what happens.
-A small hunting party is sent to hunt animals to collect food and various skins of any animals. The group of people who are being called "root mixers" now, also ask the Hunters to collect the local plant life on their trip.
[B][I]Port Xugor[/I][/B]
Population: 50 (50 Citizens)
-A small party is sent to the ocean to see if their is any fish that they are able to catch without the assistance of a boat.
-Around 10 Orcs are sent to collect various supplies. Food, wood, stone.
-Chief Xugor arrives with Alpha to "bless" the newly formed town. He asks upon the Gods for the town to prosper and for his nation to prosper. In a weird tradition, Chief Xugor cuts his arm, and let's his blood drip into the center of the town. He claims this shows his devotion to the Gods.
[I]Gregia[/I]
-Party Umber follows the river west
-The western forest has been nicknamed "The Red-Salt Woods" Mockingly by Gregian peasants
-A large wall of wood and stone is being constructed Between Gregia and The Red-Salt Woods.
-The Wounded soldiers bring word of "Bone-Gauntlets" That the Argaks were using
-Marshal Randall Yaine Is in charge of finding techniques to counter the attacks of the bone-gauntlets and implement them into the soldier training regiments.
-The 16 surviving soldiers are Retired and are now elite trainers for new generations of soldiers
-50 Men are trained as soldiers in replacement of the recent losses due to the "Gregian Crisis"
- a mining Quarry is started east of Gregia
They can learn through trial and error. Rowboats, Sailboats and slowly making bigger ships.
Or you can find Argak/Korvok and ask them to share their knowledge with you.
[QUOTE=CodeMonkey3;45549998]
Or you can find Argak/Korvok and ask them to share their knowledge with you.[/QUOTE]
Dwarves willingly sharing information with or even talking to Orcs?
Nigga u cray cray
[B]Tulus Edhel[/B]
Population Current: 136 (Hud Harad: 30, Capital: 70, Traveling: 36)
+ A 30 trained and armed elves are sent to the newly found base of the Calen Adan and begin attacking.
+ Elves are told to harvest the last of their crops before winter.
+ 6 villages at Hud Harad continue to explore the country side, looking for areas to create farms after winter falls.
* Transit is becoming less common as people return to their homes for winter.
[U]SVAARIA[/U]
The scouts split into two with Branch A heading north of their current position and Branch B heading East.
8 more dragons are armoured and guard the top of the wall.
The current king, Assander Sycather, dies. His body is cremated in the temple of fire. Long live his son, king Kieta Sycather!
Brenum, a red mineral, is discovered to have similar properties to iron, yet be more malleable and much more common in the scorched lands. Armor and weapons are fashoned out of this metal.
Population: 189 (1 king, 10 councilors, 78 workers, 20 explorers, 48 iron armoured at home, 10 iron armoured explorers, 22 Brenum armoured at home)
OOC: does winter affect scorched earth? With all these volcanoes I thought me and killbane would not have to experience winter in exchange for these resource poor tiles.
Yeah, scorched Earth is always warm. So your assumptions are correct. Desert too will always be hot. It's a trade off though because as you said Scorched/Desert tiles are poor and bad for agriculture.
exactly. Although in my next turn I have plans for a Firecattle ranch, could it just have like, 1/2 of the output? It means I'm at 2/3 prodution per year that other farms would have.
What does the scorched biome have for water? I assume we have like a volcanic spring in our starting areas otherwise the only other explanation is our races drink lava and shit obsidian or something.
Yeah, hot springs or underground water which can be tapped with a well but just like the desert biome it's relatively rare or difficult to find.
Good point. Even the fire hardened Svaari Dragons need to drink.
[QUOTE=L1qu1dN1tr0;45554162]Good point. Even the fire hardened Svaari Dragons need to drink.[/QUOTE]
We'll happily sell them barrels of Dwarven Ale.
It's all you really need to drink :v:
Hmm, could we get it in stone or iron or something non flammable? We like our ale scalding hot.
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