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/qst/ - Quests


File: Admor.png (5.12 MB, 4000x2000)
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The Races of Admor:

Admor is currently populated by “Tier 1” races. That is, nothing “extraplanar”, inherently magical, demonic, angelic, summoned, created, etc. Just the basic races. If the one you want isn't on the list, ask, it may be allowed.

Aerfolk: Age 75 SA: Flight, arcane magic affinity. Short Fragile. Popgrow 3%

Dwarves: Age 150 SA:Craftsmen. Cooperative. Quarrelsome. Short. Popgrow 2%

Elves:Age 150 SA nature affinity. Diminished stature. PopGrow 2%

Faery: Age 1000 SA: Fey Magic Affinity. Small to tiny. Popgrow:*

Gnomes: Age 100 SA: Illusion Magic Affinity. Short: Popgrow 3%

Gnolls:Age 35 SA Enhanced movement speed, tracking scent. Quarrelsome. Popgrow 8%

Goblins: Age 30* SA: Industrious, cooperative, quarrelsome. Ravenous appetite. High metabolism. Limited darkvision. Sunlight allergy. Nightvision. Diminished height. Physically weak. Crafty. Low Morale in absence of Alpha. Popgrow 12% *an alpha's age is extended if he overeats.

Halflings:Age 85 SA:Optimistic, Cooperative. Stealthy. Popgrow 3%

Humans: Age 50 Special Ability: adopt technology Popgrow 6% annually.

Kobold: Age 60 SA:variable metabolism, can hibernate. Natural armor, scales. Affinity fire magic. Popgrow 3% (eggs)

Lizardfolk: Age 100 SA: Slow Metabolism (reptile) Hardy. Popgrow 3% (eggs)

Merfolk: Age 200 SA: Breathe water. Affinity Water Magic. Popgrow 1% (rare eggs)

Ogre: Age 100 SA: Strong. Hardy. Dumb. Efficient metablolism. Popgrow 2%

Ork: Age 35 SA: Hardy. Industrious. Quarrelsome. Sunlight Allergy. minor darkvision. Night Vision. Popgrow 7%

Serpentfolk: Age 250 SA: Slow Metabolism Affinity Charm Magic Darkvision 15' Venemous bite. Solitary. Territorial. Popgrow 1% (rare eggs)

Each player will begin the game with pop 100. You'll “spawn” in a hex very hospitable to your species. You'll be able to survive there even if you do not build shelter. You're either tolerant to the elements, or there are natural features in the hex for living in.

Fog of war is in effect, if you haven't been there. You don't know it exists. A magical fog covers the face of the planet, and when it recedes, everyone is present and all ecosystems are running and we find ourselves at turn 0.25. We're going to go in seasons for now.

When your people spawn, they have all the knowledge to survive in their home hex, in the stone age. Although they don't know how to build shelters, there are members of each group that “know how to do things”. Bob knows how to start fires, Linda can find edible mushrooms, Frank can tap out a funky beat on a log, Wilma knows how to smack rocks together and make ax heads, etc.

Chat: https://discord.gg/Ytqbf
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>>1158328
Faery: Age 1000 SA: Fey Magic Affinity. Small to tiny. Popgrow:*

I always loved the fey folk
I'll give this a shot.
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>>1158328
>adopt technology
What exactly does this mean?
>>
Neat. I'll give this a go.

Dwarves: Age 150 SA:Craftsmen. Cooperative. Quarrelsome. Short. Popgrow 2%
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>>1158328
Humans: Age 50 Special Ability: adopt technology Popgrow 6% annually.
>>
Whiteness. That was the whole of it at the beginning moment. All was white. The depth, and breadth of the All glowed with it, it's fog seeped through everything. And then there was one. An tiny little person. His alabaster complexion unmarred by scars or blemishes of any kind. Dressed only in a loincloth. He could feel nothing under his feet, suspended in the fog. His dragonfly-wings clickclattering behind him. If he held his arms outward, his hands would wave trails through through the fog, and it had visible swirls where his breath moved it. The fog pulled away and then there was the weight of it all, he could feel himself pulled toward the ground. The mossy, leaf littered ground. His lithe, slender little naked legs seemed be painted otherworldy, white and pale compared to the the earthy tones of the forest floor below. He noticed all about him, other faeries hovered, or stood on tree roots, male and female. Butterfly winged, dragonfly, and others. Each, looking about, both amazed and unsurprised, at the same instant.

Each knew his or her own name. They knew one another, but not how. They knew this was their forest, and it's name, but not why it was called that. As the fog pulled away from them, into the distance, the depth of the forest became more apparent. It's ancient trees, thick with age. It's glittering brooks filled with darting minnows in every color. Sunbeams shone down from the canopy. Slender blades of silver cutting the deep, foreboding twilight of the forest below. Motes of dust, swirled in and out of them. Here and there a butterfly, or enormous moth flitted from this flower to that.

One by one, the little folk found themselves drawn to a vast mushroom circle at the middle of the nearby clearing. A vast pile of rocks, out of place yet where it belonged Here and there various flowering shrubs and trees peeked from between the rocks, or from cracks in great slabs. The faeries swarmed up to the rock pile. They darted into the shadows, and seemingly vanished, first one at time, and then, quite suddenly, all at once.

Inside, they found themselves in a vast cavern system filled with tiny streamlets and fluorescent mushrooms. The eerie glow filled the chamber. They all came alight near a still pool of water which seemed to have paler, bluer glow than anything else in the room. At the bottom of the pool, lay a tiny scepter, atop a tiny stone throne. Someone hovered over the water, and tried to dip her toe into it. She found the surface of the pond, quite solid to her foot, if a bit slippery. And in mere moments, 100 fey folk were laughing and singing and skating about the magical pond as though it were of ice.

Your Intro.
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>>1158517
it means monkey see monkey do. They steal tech.
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>>1158629
My intro?
We need a new discord invite that one is timed out for me
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>>1158629

If you don't include "'ere the dingoes get hungry" and "strike the earth" in my intro I'mma be upset
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>>1158629
You can do generic Indo-European-esque tribal people intro for me.
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>>1158553
Darkness. That was the whole of it at the beginning moment. All was Black. The depth, and breadth of the All consumed with it, it's deep seeped through everything. And then there was one. Stout and strong. A grubby, bearded stout little man. His bronze complexion unmarred by scars or blemishes, stretched taught over thickly muscled limbs. Dressed only in a loincloth. He could feel nothing under his feet, suspended in the darkness.

And then he could feel the earth pull at him, and his feet flat on cold stone. Level stone. Deep stone. Solid stone. Home was here. As the dark pulled away from him, he saw that he stood among a hundred, standing in four ranks of twenty five in the center of a True Flat square of bedrock. The square sat in the middle of a large cavern, through which a stream flowed. They couldn't see the cavern, so much as feel it. Everything they could see was within 50 feet or so. Darkvision, allowed them to see in the pitch blackness.

A breeze carried in the scent of the outside, and in the far distance, around a bend, light was barely detectable to their eyes.

The cave took several turns before opening up into a wider cavern, the far end of which clearly led nearly directly to the out side and it was broad daylight.

They followed the stream out to where it plummeted far farther than any dwarf would care to jump, into a valley below. The River could be seen snaking off through the canyons into the distance. But that wasn't what caught his eye. Among the pebbles in the stream at his feet, he saw the most interesting stone.
>>
Opening actions. Two per season. It's spring. Year one. so 0.25. We'll progress to year turns eventually. Passive actions will be in effect, but I'm be sure not to let them be too powerful.
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>>1158643
https://discord.gg/AEWpRyq
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>>1158680
Indo-European Style:

Too bright to see. That was the whole of it at the beginning moment. All was White. The depth, and breadth of the All consumed with it, it's glare washed out. And then there was one. Tall and hardy. An athletic man, his bronze complexion unmarred by scars or blemishes, stretched taught over well muscled limbs. Dressed only in a loincloth. He could feel nothing under his feet, suspended in the brightness.

And then he could feel the earth pull at him, and his feet flat in warm grass And the fog began to pull away and all at once the bright sunshine shone in. As his eyes adjusted, he saw about him other people, each bewildered and also unsurprised by it all. The white fog rolled back, magically as if in reverse, revealing lush grassland, and eventually rolling hills and a forest in the distance. He saw that he stood among a hundred, at the edge of a babbling stream that wandered out of the forest and onto the grasslands. If they lay of the land had anything to say about it, surely a river lay beyond. A breeze carried the scent of manure, and hoofprints lined the edge of the brook. Over a nearby hill, the whinnying of horses could be heard.

Sorry, humans are easy so yours is a bit shorter. :)
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>>1158328
>Yuan-Ti: Age 200 SA: Slow Metabolism Affinity Psionics Scent Venomous bite Tainting**. Popgrow 2**% (rare eggs)
**Tainting: Voluntary conversion to Yuan-Ti.
>>
Rolled 3, 81 = 84 (2d100)

>>1158706
>The fey feel a deep power in them. Something special. Magical? They try to draw it out.

>Others look to the world around them. They seek to make things to help them. Tools.
>>
Rolled 24, 23 = 47 (2d100)

>>1158706
>>1158779
>Found religion worshipping the Old Gods.
>Devolop animal husbandry.
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>>1158328
>Elves:Age 150 SA nature affinity. Diminished stature. PopGrow 2%
>>
Rolled 37, 96 = 133 (2d100)

Urist, the newly-emerged leader of the dwarves took a deep look at the precious stone. "Oi! Torval! Take a look at this stone! Yer the smart one, so you tell me what it is!"

Action: Investigate the strange stone

Urist takes a look at the tools the dwarves were using. Sticks and rocks. "Oi, ye call these tools? We were born ta dig into the earth, and yer plannin' on usin' rocks and twigs? We'd better make some better tools, on the double. I know, maybe try puttin' the damn rock ON the stick!"

Action: Make better tools
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Yuan-Ti

Silence pervaded All. Darkness consumed everything. It was bottom of the sea dark, and silent, but without the crushing pressure or freezing cold. And then there was an eerie dark green glow above and suddenly the sounds of the mangrove estuary filled his ears. The brackish water, pungent with the rot of the tidal flats burned reassuringly in his nostrils He rose up and took hold of a mangrove root, slithering and hauling himself up from the water. Here and there he could see others like him. They were at the edge of a river mouth. The tide was going out with speed, to make it to the island across the river that beckoned to them would require some strong swimming. Not a soul remained behind, or feared the crossing.

Slithering from the water, they moved onto the beach and into the palm trees behind. Here and there stone could be seen among the sand and fronds, the further in they went, the more stone they encountered and the larger they grew, until some ways inland the lay of the land was not swampy at all, for an island in an estuary. The palms gave way to a vast hill that rose up to the center of the island. Obsidian shards, and chunks littered the hillside. Cactus and yellow birds lay between them and the top, where they found the seething caldera of the volcano that seemed to be beckoning to them. It's radiant heat filling them with a sensation only a reptile could understand.
>>
sleep - more tomorrow
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Rolled 15, 98 = 113 (2d100)

>>1158706
Action 1: Get some sticks and sharpen the tips of them to make spears
Action 2: Learn how to make nets
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>>1158796

The stone is a perfect octahedron. It's a deep purple color. It's a garnet. It's not large, just shiny and geometric, no dwarf would have missed it. As you turn to ask Torval, you see the full compliment examining rocks, tasting dirt. "Aye, we need cordage lads." Pipes up someone, as she clamors over the edge and begins climbing to the forest below. Like it or not, that's where the materials are, and the food. In all the ordered chaos there arose a uniform moment of silence where each dwarf looked up and around at one another and almost in unison they all said one word. "Ale". Their expressions distant, longing. "Aye that!" shouted several, "Winter's coming on you grubby lot, let's get your lazy arses moving!" Urist bellowed, laughing. They all knew it was the first day of spring.

The stream from this cave has little useful in the way of gemstones, however, there are traces of them in the sands that tell your people that the mountain likely is the source of several minerals of use and gems, they just need to be gotten to.

You're dwarves. You have wood and stone. Within the first few days of the season, each person carries stone hammer or axe in his braided flax belt. And not just stones strapped to sticks, fine hickory handles, elegant etched handles, axe heads chosen for the artful curve of multicolored stone banding. Toolshed tools by your standards, heirlooms by any other. Sturdy and beautiful.

In your short travels from your home cave, at the base of the mountain you find only game and resources. No other peoples. Not that you were expecting any. Your people seem most concerned with laying enough materials to not run out of alcoholic beverages for the winter months. Nearly to the last dwarf they've been seeking fermentables. google some primitive brewing! Some kind of containers are in order.
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>>1158803

these first 100 people come with basic stone age built in. Stick sharpening requires no turn, even chimps understand and do it, as to crows...

As humans you spawned next to something more important than shelter, horses. Your people are drawn to them. Realizing they needed wood more than grass for the tasks that lay ahead. After climbing to the crest of the hill to peer over at the horses beyond. A fine herd of several hundred wild mustangish horses. "We need wood." one voice whispered, "I must craft some cordage." said another. Each has ideas of how to catch the horses, but no one knows how to for sure.

Action one, low roll. Your people aren't dwarves, let's face it. Your tools are simple and crude, but they will get the jobs ahead done.

Action Two: Your people seem to have a knack for weaving thin strong ropes from grasses, and knotting those into nets required no stretch of anyone's imaginations. Following the streams in the area will lead your people to a wide, slow moving river. Wherein fish abound. As do an apparently willing to eat humans critter or two. Several people get bitten, and everyone is stalked by the large predatory crocks, snakes, but no lives are lost this spring.

By the time spring has arrived, you have several nets large enough to catch a sturgeon, a crocodile, or perhaps a horse, if one were careful. The infrequent rains have led to several makeshift shelters but your people are drawn between more permanent shelter, and catching some of those majestic horses.
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>>1158787
There are no old gods! When your people turn their minds inward and outward spiritually calling to the forces they instinctively feel are present, that brought them into being, they get a sense of newness, emptyness. A vacuum in time, or space, or reality. As you are camped on a volcanic mountain, fire is not an issue, nor is staying warm. Word spreads that several of you have begun some meditation or something in the warm black sands of a cave on the beach on the far side of the volcano from the river. The serpentian chanting and hissing, a mesmerizing experience. It drew them in, until the whole of your people gather.

No, there are no old gods. But you can feel it beneath your scales, something is listening to your people's voices and it adores the sounds you make when you sing to it.

You find little in way of domesticateable animals in this area. The tiny yellow birds that nest in the cactus seem fond of your people, not fearing to alight on them and at times, you could swear that when your needs and their needs coincided, they are willing to help. You're likely going to have to venture away from the sacred volcano of warm, loving sands to find more animals to domesticate. There isn't much in the way of natural resources here to support larger animals.

The crocks in the river are big enough, but not smart enough. Though your people are small enough to be considered prey by them, they seem to defer you some respect they don't give other animals. You doubt that the rule would hold fast if food were scarce though.

If you follow the river inland, larger animals are likely, as crocks tend to feed on more than just fish!

*the yuan-ti of the D&D world are a wizardly created race, we're not facing that delimma here, as they are here from the formation of the world.
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>>1158791
>>1158780

I must run to work. I will do yours later today.
>>
oblins: Age 30* SA: Industrious, cooperative, quarrelsome. Ravenous appetite. High metabolism. Limited darkvision. Sunlight allergy. Nightvision. Diminished height. Physically weak. Crafty. Low Morale in absence of Alpha. Popgrow 12% *an alpha's age is extended if he overeats.
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>>1158328
>>1159333
forgot to quote

Goblins*
>>
>>1158328
>Elves:Age 150 SA nature affinity. Diminished stature. PopGrow 2%

Going for Wood elves. Gotta roll (in a car) so I'll figure out a name later.It is I
>>
>>1158328
I'll join

Kobold: Age 60 SA:variable metabolism, can hibernate. Natural armor, scales. Affinity fire magic. Popgrow 3% (eggs)
>>
Ok, I think that's about all I can handle. I'm cutting off new players at the Kobold King!
>>
>>1158791
Whiteness. That was the whole of it at the beginning moment. All was white. The depth, and breadth of the All glowed with it, it's fog seeped through everything. And then there was one. An elf. Not a wood elf, or mountain elf, nor any other kind of elf, just an elf, the elfkind from which the others descended. His ruddy complexion unmarred by scars or blemishes of any kind. Dressed only in a loincloth. It was comfortable, he was neither cold nor hot. It was just him. He could feel nothing under his feet, suspended in the fog. If he held his arms outward, his hands would wave trails through it, and it had visible swirls where his breath moved it. He noticed the fog thinning, and all about him, other elves stood, similarly dressed, male and female. All the same, indeterminate age. Each, looking about, both amazed and unsurprised, at the same instant.

Each knew his or her own name. They knew one another, but not how. They knew this was their mountain, and it's name, but not why it was called that. As the fog pulled away from them, they found themselves standing on a flat ledge of bedrock. Hundreds of feet behind them, beyond barren, wet stone, covered in puddles and little streams of water, trickling down from the icy peaks above. The frigid water didn't bother them, their elven systems impervious to such minor temperature changes. They all walked up to the ledge over which all of the water eventually dripped or flowed.

The fog was pulling away steadily, revealing a vast forest below, through which the meltwater streams gathered into a crystal clear river.

Below them lay the rocks and wood they'd need, food needed to be found. One at a time, they began climbing over the edge, to work their way down to the forest below.
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>>1159353
Whiteness. That was the whole of it at the beginning moment. All was white. The depth, and breadth of the All glowed with it, it's fog seeped through everything. And then there was one. An elf. Not a wood elf, or mountain elf, nor any other kind of elf, just an elf, the elfkind from which the others descended. His ruddy complexion unmarred by scars or blemishes of any kind. Dressed only in a loincloth. It was comfortable, he was neither cold nor hot. It was just him. He could feel nothing under his feet, suspended in the fog. If he held his arms outward, his hands would wave trails through it, and it had visible swirls where his breath moved it. He noticed the fog thinning, and all about him, other elves stood, similarly dressed, male and female. All the same, indeterminate age. Each, looking about, both amazed and unsurprised, at the same instant.

In the near distance, first quietly, and then louder, the distinct roar of a great falls could be heard. In a flash they were all off, moving gracefully through the gnarled roots and great sagging vines. They arrived nearly all at once where the trees gave way to hard bedrock and the vegetation fell away for a few dozen feet before the sudden drop. A glistening silver river, not too wide to swim, nor too deep emerged from the tangled wood and plummeted a just farther than a brave elf might care to jump. Several smaller streams poured from the forest, over the edge into a broader river below.

The elves moved forward, looking over the edge into the crystal blue waters below. The river below meandered off into a forest composed of different trees, smaller, less primordial. The Fog could be seen retreating slowly in the distance, revealing more forest beyond, and eventually it faded into the haze of the distance. Enormous vines climbed up over the edge of the cliff, and snaked over the bedrock before finding trees at the edge of the forest behind and climbing upwards. Over the edge they began to climb, taking the vines down to the vast pool below. On the way down, several small caves were passed. The rock was soft, and had many small recesses in it. At the bottom, the cliff face eased back from the pool, where rock had fallen below, but not above.

Several of the elves seemed drawn to the stones littering the ground. Some had shapes and edges that interested them. A few others noticed some plants nearby, and knew that everyone would be needing binding material for various tasks and began harvesting some thin, ropy vines into coils... Conversation began to break out, here and there.

By nightfall, the group sat around a large fire beneath the great ledge beneath the tangled forest. Fish were on spits being roasted, several kinds of tubers were roasting in coals. Several elves were making baskets, and another had several stones, clacking them together. He was making a stone ax, as some wood chopping would soon be happening for sure.
>>
Darkness. Warm and encompassing. There was nothing but the Dark, and then there was one. Lanky, brawny arms at the ends of which long-fingered, claw-nailed, elegant hands, ruddy brown palm, and a beautiful ebony back. To most, a brawny, mostly starved, wild, ugly elf, but to the eyes of a goblin. Adonis himself. In his own eyes, his lanky limbs bulged with muscle and seethed with destructive power. He ran his tongue across sharp, pointed teeth and it dawned upon him that he hadn't eaten yet today, hunger gnawed at his belly as the darkness pulled further away. His eyes made for the pitch blackness, he could see the difference between the darkness of the cave, and the Darkness of the the Beginning. That impervious, black wall seemed to sigh as it pulled a few moved a few meters more, revealing other goblins standing about, each, seemingly caught in mid-daydream about it's own physique, and it's hunger gnawing within. The Darkness moved into the stone and the Earth breathed it's first breath. Their greasy, scraggly hair shifted with the breeze as the air came in forcefully, and then, pull back the other way. “We're in it's belly!” one of them screamed, as his own breath leaving his lungs matched timing with the cavern. Again the Earth breathed in, their hair pulled back the other way and they were all overcome with a great fear that they had been eaten alive!

Hauntingly savage was the scene of 100 terrified, snarling goblins tearing down the cave, running where it was flat, climbing where it rose or fell. They ran for hours, their fear driving their hunger to the back of their minds. Or was it days, they were so hungry they could not tell. The closer they got to the mouth of the Earth, the louder his breathing became. His throat opened out wider, flatter. Teeth jutted here and there up, or from above hanging down. The closer they got to his mouth, the wider the cave became and the more teeth they encountered. The stench of his breath began to fill the expanse of the cave and his teeth ceased to be like teeth at all, for they grew from ceiling to floor, as if they'd met in the middle and grown together. As if he'd not eaten in so long, his mouth grew closed. The thought of which, brought a deep sadness over each goblin as it the though occurred to them. Imagine, forever being hungry, but unable to feed! Their individual reveries of the foreverstarving gave way to the realization that they were in fact, hearing a surf roaring into the mouth of a broad cavern. They crested the mouth of the cave, and below them lay a huge cavern that seemed to be connected to the sea by caves with mouths below the water. Not too deep for sunlight, because their sensitive eyes could make out the distinct glow of sunlight entering the pool from below, at many places, large and small on the far side of the subterranean lagoon.

“Fishes swimssss.” one hissed, and his spidery slim figure hurtled off the ledge into the water.
>>
Rolled 2, 49 = 51 (2d100)

>>1160236
Scout

Scout
>>
Rolled 72, 65 = 137 (2d100)

>>1158706
Spring 1
Belegorn Tribe
Elves
Pop: 100+2% annually
Specialties: Nature Affinity
Tech/Knowledge: N/A

>Get to know our new neighbors and give them some house warming gifts.
As the elves settle into their new surroundings, they are greeted by a vibrant melody of sounds. Fascinated by everything about this new environment, they begin to seek out the sources of the sounds, finding strange creatures of all shapes and sizes. They begin observing their actions and mannerisms, learning how they live, what they eat, when & where they come from and even their particular voices and moods. Some elves even began leaving out food for them to try and get a closer look.

>Look into the special properties of the local flora.
While observing the animals, they also notice that some plants are eaten readily, while others are preferred for bedding. Occasionally when an animal is wounded it will come to partake of a certain plant. Sometimes an animal eats a plant that causes its behavior to change, one causing them to become excited and jumpy. Another, sluggish and sleepy and one more causes them to appear disoriented and entranced, as if they no longer acknowledge their surroundings. But some plants however, seem to be avoided completely.
>>
>>1159633
Red. Seething and warm. The belly of the Earth where liquid fire was all there was. Surely that's where this was. The warmth of it baked her scales and warmed her to the bone. Her frill flushed orange slightly as her feet sank into the warm sands and her instincts turned to eggs and courtships. But the red faded to orange and it wasn't red or orange at all, it had just been the brightness of the gurgling lava flow only yards away. The thick mist had just glowed from the lava. Or had it? Was she formed of the stuff of the heart of the Earth and brought here?

The fog slowly receded , and many other kobolds stood about in the cave, experiencing their first thoughts and emotions. The fog pulled further into the distance, deeper into the cave and on towards the mouth. A great hissing could suddenly be heard and the stench of seaweed and lava. The black obsidian sands met the lapping waves of the night time beach only a few dozen yards beyond the mouth of the cave. Two moons lit up the night sky, one round and full, the other only partially illuminated, but clearly not round, but oblong and misshapen, tumbling end over end slowly, with a slight twist, as it crossed the night sky. Clearly, on most nights, they wouldn't share the sky this way, as they crossed at different speeds, and different orbits. Tonight must be a special night she thought. The vertical slits of her eyes opening wide as she looked away from the moons and down the beach in both directions. The black sands seemed to come from this cave only, like a mud, from wherever the lava came. The rest of the beaches were a creamy eggshell color. Sea oats swayed atop the dunes in the night breeze.

CRACK! Almost like thunder, broke the silence of 99 kobold taking in their first double full moon on the sacred beach. But there's always the 100's kobold, standing there over the broken shards of the large hunk of obsidian he'd hurled with all his might at another, larger hunk of obsidian beneath the sand. He looked up from his knapping to find the rest of his hoarde staring at him, wide eyed.

He knelt slowly, his pointed, snaggle teeth clearly displayed in an uncomfortable kobold smile. His frill flushed a deep purple, embarrassment. His scaled, three fingered hand slowly rose up next to his head. In it, he had held a rather fortunate break, it wouldn't take much to turn this one into a fine hatchet. The sound of a hundred kobold laughing, the stuff of which human children have nightmares echoed down the beach...
>>
Rolled 74 (1d100)

>>1159986
The roll of pain
>>
>>1158780
“The fey feel a deep power in them. Something special. Magical? They try to draw it out. “

die roll 3-74= -71

Previously in the fey kingdom: “Someone hovered over the water, and tried to dip her toe into it. She found the surface of the pond, quite solid to her foot, if a bit slippery. And in mere moments, 100 fey folk were laughing and singing and skating about the magical pond as though it were of ice..”

And she returned to the pond from time to time, when others weren't around, and she'd skate lazily over it, time and time again, her glistening emerald eyes would hungrily strafe the scepter. Oh what powers it must hold! The hunger for it's power gnawed at her inside. If the way she felt inside, she thought often, was how she looked on the outside. How horrid she'd look. She spun into a dainty pirouette, her actual size butterfly wings grabbing the air, and holding her there, suspended for a moment. All puny and pale and weak. She disgusted herself.

To any onlooker, she was rapt in pious thought, or serene meditation. The scepter was right there, but she couldn't touch it, and oh how it burned at her innermost being to not have it!

The spring equinox was approaching, the moons were supposed to align again, and both be full. They'd all decided to hold a moot in the secret caverns beneath the sacred pile of stones wherein their cavern kingdom lay. Julanha was going to skate a dance, while others sang or played on musical instruments they'd fashioned over the weeks preparing for the ceremony.

The ceremony was perfect. They were closing with some haunting throat-chanting in a nine part harmony. Julanha heard his words echoing through her mind, “deep power within.” Her hands raised high over her head and the singing stopped and the throat singers held a long, vibrating note far deeper in register than you'd imagine some tiny folk could manage. Julanha could literally feel the heat of her hatred, as she held her closing stance. It was in her feet, climbing up her legs... Oh how all of this silliness irked her deeply within her being and the burn of it was up to her neck when she realized that she's slowly descended into the sacred pool, and it's waters burned at her like lava but it was nothing compared to her desire for the scepter and … and the THRONE... It must be hers. She must sit in it, but the burning. The burn wasn't hatred. It was the water of the pool, it knew her. It knew her for what she was and she didn't belong and it wanted her OUT!
>>
>>1160661
>Dark fey
Guess I gotta form the unseelie court now.
>>
Rolled 59, 100 = 159 (2d100)

>>1160565
1.A strong shelter is important for the kobolds so they can have a place for respite after enduring the labours of life. Begin carving out chambers in the cave for both housing and storage.

2. The caves magma is such a powerful thing, so hot and and firey. Perhaps we could harness the power of flame itself so we to could become powerfull by conjuring flame?
>>
>>1160703
>100

Dear god we just became a race of pyromaniacs.
>>
>>1158780

Beneath the water, they watched in horror as the bark covered faerie doubled, tripled in size, writhing in agony as the water began to foam and pop, and sizzle, explode where it touched her unholy skin. The faeries began to scatter as Julanha was blown, screaming, from the pool. The scepter, like a wand in her too large hand, set her hand fully ablaze and she flung it from her hand and her scream set the teeth of every faerie on edge. It made hackles of their neck rise up, and the fear that came over them was only made complete when the dryad looked at the thick root of a tree embedded in the side of the cave. Her serpent, catlike face snarled into a hiss and the way her voice moved didn't suit the Fey tongue... “I will be back!” And she streaked, in one long blurred movement, from where she stood, into the root of the tree, and vanished. The faerie cave was silent and the depth of the sadness was so deep,that the mushrooms grew dim, and the sacred pool went dark, and everyone left, all at once.

Fey Population 99

Dryads 1 ... time to hunt some human babies!!!!
>>
>>1160703
and the scaly little freaks are aroused by warm sand... baka
>>
>>1160726
Isn't Lava mentioned in the introduction you gave me at least 3 times? I was kinda going off that.
>>
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>>1160461

You spend a season getting to know the lands around your home mountain. You're now familiar with a two hex radius around your mountain. Your people have a general idea of what natural resources lay where, for the projects to come.
>>
>>1160761

the stuff of dragons lies in their DNA
>>
>>1160761
oh shit, i c it now... double 100's... roll again pls. You have a 200 so far.
>>
Rolled 100 (1d100)

>>1160804
Jesus christ, I can only imagine whats going to happen now.
>>
>>1160814
HOLY SHIT, TRIPLE 100s
>>
>>1160486

You find nothing but regular critters nearby. After a season of hard work, you find many of the woodland animals behaving rather Disneyesque due to your ministrations.

Indeed, some plants do seem to have magic in them. Several show potential as elfnip, as well as serious shamanic medicines. After some decades of experimentation and trial and error, you'll have some fine herbalists.
>>
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>>1160818
>>
Rolled 61, 83 = 144 (2d100)

>>1159183
>Scout up the River.
>Mediate in Cave to Unlock Psionic Potential
>>
Rolled 95, 90 = 185 (2d100)

>>1160440

>Scout the cave,

>Worship the Silence, god of calm and darkness
Deep in the dark the Gobbs hunger and search for something to fulfill their bellies and hearts, but find nothing... So they turn to nothing, worship the Infinite Calm and Silence of the Deep Dark, for in it they may find salvation.
>>
Rolled 71, 94 = 165 (2d100)

>>1160795
Look for neat shit in my mountain area.

Start building homes.
>>
Rolled 9, 93 = 102 (2d100)

>>1159165

Urist jumped and danced in the air at the sight of the new tools, beaming brightly. "Aha, now that's what I'm talkin' about! Great job on the tools! Let's all celebra- oh wait, we have nothing to celebrate with. But Helgi thinks that the wild grains that got wet and moldy that she had to throw out made the most delightful smell, and tasted like the sweat o' the gods themselves! Well, to get some o' this "ale" we're gonna need some stuff ta make it with. Let's get a farm set up usin' the new tools so we can start not only growin' enough food fer winter but growin' enough stuff we can ferment."

Action: Cultivate the land (trying to focus on grains, i.e. wheat, hops, etc. but whatever else grows well too)

"While the farms are settin' up and the crops are growin', let's make some containers ta put that stuff into. Carve out some wood in a shape that'll hold stuff maybe...oh wait, here's an idea! See all that clay around the river? See how when ya make piles and the sun hardens it up after a bit? Put that principle ta work and make some pots!" Urist looks proud. Good lot of dwarves, this one.

Action: Invent pottery
>>
>>1161162

Doh shit my people are starving
>>
Rolled 27, 36 = 63 (2d100)

>>1160720
>Search for the scepter once more to forge a pact with the forest and claim the magic of the fey.

>Begin gathering fallen leaves to make places to sleep.
>>
>>1160970 (Summer 1)
>>1161100 (Spring 1)
>>1161107 (Summer 1)
Yeah, this is why we need Organized Turn Results and Next Turn Prompts.

If things continue like this, we'll have an enormous cluster of forgotten turns and confused players asking what turn it is and if/where their results have been posted.
Not to mention the confusion of anyone trying to do multiple make-up turns.
>>
>>1161190

^Agreed, hold off on updating for me and the following people
>>1161168
>>1161107
>>1160970
>>1160486
until these people
>>1160486
>>1160814
>>1161100
finish their second turn

I'd also recommend people keep track of their own stats using a character sheet (much less work for you), even something simple like what >>1160486 is doing
>>
>>1161220

Oh shit I put >>1160486 twice wait until they're done with their second turn I mean
>>
>Scout

>Scout
>>
Rolled 28, 18 = 46 (2d100)

>>1161270
>>
Rolled 92, 14 = 106 (2d100)

>>1160821
Summer 1
Belegorn Tribe
Elves
Pop: 100+2% annually
Specialties: Nature Affinity
Tech/Knowledge: Herbs-Potential Elfnip & Medicines; Animal Behavior and Feeding
>Develop Boats
With the days growing long and hot, the tribe took to spending most of their spare time at and in the river. While playing with a turtle shell and floating it down the river, one of the elves got the idea to try making a giant turtle shell so he could float down the river inside it. He began collecting flexible saplings and weaving them together to form the shape of a shell and then stretched an animal hide over it. When the others saw him floating down the river waving at them, they barraged him with questions and requests to make more.

>Develop Bows
While helping with the boat construction, an elf was attempting to bend saplings into shape and lash them together. Frustrated that the limbs kept springing back straight and hitting him in the face, he decided to tie the ends together with a length of cordage. Amused by his new creation he got distracted and began plucking the string. When he grabbed a stick to see if it would make a different sound, the stick snagged on the cord and shot out of his hand. A short time later he found a new game in launching sticks at trees with the bowed sapling.

Meanwhile, the elves begin building simple nests in the mighty trees while a few take up residence in the waterfall caves. Some of them also began to check out the pool at the base of the falls and once it was confirmed to be deep and free of obstacles, they began diving as a test of courage. Also they continue watching and feeding the animals.
>>
>>1161100

The cave seems to have enough resources, musrooms, crickets, there are good flint deposits for toolmaking, and the underwater pool replenishes the fish with nearly every tide... for a hundred or two goblins. You find several smaller caves which lead up and out to various places on the mountain. Your home cave butts up to a large body of salt water. On your side, it's ragged, goblinesque mountains. Goats, eagles, etc live there. Nothing supernatural is found. Across the water you're not sure, it's further across than goblin eyes can see.

As your people worship the Silence and the Calm, individually they begin to notice that while they focus on being calm, they don't feel the hunger as strongly.
>>
>>1160703
Your people are adept at stacking stone, and the stone withing a days walk varies from pumice to granite. Shelters for scale covered critters, in tropical climes can be very tolerant. Although many caves reach up into the foot of the mountain, only one flows black sand and lava to the shore.

Kobolds tolerance for heat is astonishing. Although, they're unaware of this. Your bravest few venture deep into the sacred cave, where the heat was uncomfortable even for a kobold. All save one turned back, the ones who returned, said there was no way he could have survived. Several days passed, the remaining 99 continued on with their progress, wondering what had happened to her. On the third day, she walked out of the cave. She was wearing a red cape about her shoulders, that draped most of the way to the ground. It's edges, frayed and ragged. The others gathered around her. She seemed to look at them with a different look than before. Up close, her cape didn't seem ragged at all, it shimmered, was it moving?

When everyone was gathered, finally she spoke. "We are Kobold, we are borne of fire and lava and I have met the Great One, listen to me closely, for he has told me much."
>>
that closes out this season. Several have already had their turn handled, I"m going to get to everyone else's turn two (0.5) now.
>>
Rolled 58, 48 = 106 (2d100)

Korsini Tribe
Humans
Pop: 100+6% annually
Specialties: Adopt technology
Technology: Nets

Action 1: Scout the land and terrain around us. We require a better understanding of the area dwell.
Action 2: As tempting as those horses are they are not worth risking the entire tribe on. Instead we should build a sturdier and more permanent settlement.
>>
>>1161168
>Search for the scepter once more to forge a pact with the forest and claim the magic of the fey.

The scepter is easy to find. It is lying exactly where it landed when the dark fey woodsprite left the compound. We're going to call it a dark dryad. No one seems to want to pick it up is the problem, nor go near the “cursed” pond. Most are convinced that if they fall in, or want to touch the scepter, that it will bring out their dark side, and turn them evil! The Forest seems aware of your peoples. When try to communicate with the forest, it doesn't work per se. There is a language barrier between faeries and trees. And the ecological entities talk very slowly and it requires a rather patient fairy to listen. You know it will work, but it will take time, and perhaps other magical means must be brought to play.

>Begin gathering fallen leaves to make places to sleep.

You don't have daughters I take it. I personally have watched all the fairy movies and know that fairies sleep in flowers, or mushrooms, hollow logs, wherever they please. In their own forest, they have no predators. Two other mechanisms are at play. Sleeping faerie folk are invisible to mortals. Frightened fae involuntarily go invisible.

For the sake of speed, i'll reassign turn two to the scepter again. Your people gather about the scepter and begin discussing it. It was difficult to get everyone to return to the sacred caves, but your leader rolled (82) by my dice and got them all there. Once everyone became visible and the discussion began, the cave began to return to normal, and the sacred pool regains its calming blue glow. The consensus is, that why you touch the scepter is important. They feel that the scepter knows the heart of the person who grabs it, and most are terrified to find they are actually evil! To finish this action, tell me who picks it up, why and what you intend to do with it please.


>>1161107
>Look for neat shit in my mountain area.

Be vague why don't u :) Your mountain isn't rich in resources, but it has variety. It has some gems and precious metals, there are other potentially useful rocks, although you don't know just how yet. Plenty for tricking out your peoples gear, but not enough to establish trade. You have adequate varieties of stone for various tools. You find several promising fruit trees, vines, etc with fruits for cultivation. You find within in one hex of your spawn, everything you need to lead long and fruitful elfy lives.

>Start building homes. As the ginormous (yes, it's a word on Admor) trees about the base of your mountain have cavities in them already, it doesn't take much work to have rudimentary homes aloft. Several caves suitable for habitation are found. All of your people find comfortable lodging to their liking.
>>
>>1162264
"I, Oberon,shall take this scepter in hand. Someone must volunteer to lead but everyone fears the scepter. But I see the hope in it. To keep the leader pure. So that they may strive for the best of our people. And of the world. We shall grow like the trees in the forest we live in and push the darkness back. So I shall take this scepter in hand. As a promise to me, the fae I hope to lead, and the forest I wish to protect."
>>
>>1160970

>Scout up the River.
Reptilians make excellent scouts, as they're rather impervious to most inclement weather. Your scouting goes swiftly As you are yuan-ti, food is not a problem. Imagine the Amazon, scaled down. Your scouts bring back information of food resources, locations for gathering stone for tools. No animals suitable for domestication are found, but you have everything within one hex of your spawn to lead a long and fruitful Yuanti-y lives. It's Yuanti paradise actually.
>Mediate in Cave to Unlock Psionic Potential

You meditate, but as freshly created yuanti, spyonics will take some work to achieve. See my next post.

>>1161681

>Develop boats: Your people master the coracle, and innovate. Canoes will evolve in by next spring, as people will naturally want more than one person, or to carry things.. Hide canoes.

Develop bows: Your bows are simply too weak to do damage, they don't keep their spring. See next message.
>>
>>1162272
OK. You pick it up.

You.
Feel.
Power.

But you realize you do not know how to use it, and an accident with this scepter may prove fatal, or worse. You realize this deeply. Oberon clearly sees himself as King. But when he picks up the scepter, and feels the power within it, Oberon feels that perhaps now isn't the time to wield the scepter. (Imagine little johnny picking up dad's double barrel 12guage, age six, or maybe a medieval lad picking up a two handed sword, while dad was working in the field.

The Scepter began to grow hot in Oberon's grasp. It's far in burst into flames, as if it were a torch. The handle of the scepter wasn't so hot that he couldn't hold it, if he bent his mind to enduring the heat. But then the flaming end began to creep downward, it would engulf the entire length of it in a few minutes. "Ooohhhhberooonnn." a faint, telltale voice breathed into the room. Gasps, emanated from the peanut gallery and eyes flew wide. First one at a time, and then, like a string of firecrackers, the entire host of fae popped into invisibility... save one. Oberon. He turned to look at what had sent the rest unseen and he saw the form of a sleek female faerie made entirely of shimmering blue water. She walked up to him, knelt to one knee, bowed her head and held up her hands. "I am the spirit of the pool. I am the Thronetender and the Scepterguard and I am here to serve." Oberon stood there, his hand was close to blistering when he placed the scepter into her watery hands. She rose, quietly and walked backward to the pond, gaze to the floor, until she stood over the pond. She looked about the room and raised the scepter in one hand above her. It burst into a bright white light and instantly all the fae folk of the room could be seen, even the dark dryad, clinging to a thick tree root. The tip of the scepter began to crackle with white lightening, and a thin bolt of it very slowly, forking like the lightening it resembled, but in ultra slow motion. Each branch bringing it closer to Oberon. The guardian began to grow in size, and the pool shrank proportionally, until the pool was dry and the Guardian was as tall as the cavern, the tiny scepter pinched between a watery thumb and index finger. At the moment the bolt touched Oberon's forehead the spirit said in a rumbling, deep voice, "All hail Oberon, King of the Fey!"

The water collapsed back into the pool in a giant rush of water that washed the throne up out of the pool and onto cavern floor.. the scepter however, lay back where it had been, at the bottom of the pool.

Loot: Circlet of the Fey. Crown of the Fey, it allows you to see all fey folk, even when invisible.
>>
>>1161162

Don't forget me senpai
>>
Developing skills:

there has been much ado about high rolls and bad rolls for actions. I've been thinking about this, and I think I have a solution.

>Invent gunpowder

and we roll for success. Clearly one doesn't just “discover gunpowder”, as alchemy is required first. Lets say you rolled a 50. No responsible QM is going to just say, ok, you have gunpowder.

First off, I'm wondering how this person who doesn't know what gunpowder is, is asking about gunpowder! Second, you'd need more than a 50, even if you'd prevously developed alchemy.

The open-ended rolls gave me the idea to just keep running totals on our actions. If you roll a 14 in turn .25 to “discover fire” You “fail”, but your +14 next roll. Extreme rolls we'll handle individually, as they are dice dictated plot mechanisms.

>Build Shelters:

do me a favor, and don't place the onus upon me to tell you that your people design lean-tos or teepees or wigwams or stone castles. This is your civilization, my planet, I give you trees, you can make log houses or saw planks and 2x4's, put it in your action fluff. I liked the “build boats> and then gave me a notion of what direction they were taking it, rather than leaving it up to me what kind of boats to grant.

So, fluff up your actions a bit, so I have more to work with, and keep track of your cumulative rolls for actions which do not at first succeeed.

>Develop Ice Magic as an example. You may need a cumulative 1500, if you're an ogre, or 300 if you're an ice pixie....
>>
>>1161162
sorry, i'll get the hang of it.

See the bit on cumulative rolls. Next roll for growing grain will be +9. This year, of all the awful things, you may have to settle with using fruit and grapes and making... ugh, wine. Enough wild grains will be found for experimentation into actual, "REAL" brews.

Pottery. Check. Give yourself two more rounds and your people will innovate kegs.
>>
turn 3 (0.75) below
>>
Rolled 47, 86 = 133 (2d100)

>>1162650
>"I understand. We are still weak. We must grow our power and get in touch with the nature and magic of the fey."

I'll put both turns into getting fey magic.
>>
>>1162650
So what happened with my fire magic thing? It sounded like there was supposed to be more to the post since it just cut off at "he has told me much".
>>
>>1162714

add to your population:

Priestess. Your extraordinary roll has gained you a Priestess who can commune with a deity she hasn't told you more about yet, or doesn't know as much as she's letting on.
>>
Rolled 61, 29 = 90 (2d100)

>>1162264
Yeah, that was my bad for being vague, if its alright I'll just specify we're all living in in the trees.

Also, how will passive actions work?

>>1160795
Aritu Clan
Elves
Pop: 100+2%
Specialties: Nature Affinity
Structures: Tree Homes

Craft Bows

Mine the metal.
>>
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Rolled 95, 99 = 194 (2d100)

1st Limestone (Turn 0.75)
The Dwarves of Kinmelbil
Settlements: Uthargeshud (First Fortress)
Leader: Urist the First
Population: 100 +2%
Specialties: Craftsmen
Technology: Masterwork tools, pottery
In development: Kegs (Ready in 2 turns)

Urist looked a bit disappointed at the farming results, but hey, alcohol is alcohol. "Helgi, you were the first ta find out about fermentation so you help the rest of the lads perfect the brewin' arts. Just put it in a pot and let it sit fer now until we've got kegs down pat. Wine, ale, try everything!"

Action: Develop brewing techniques

Winter has been on the mind of Urist the First. While the cave is pretty warm once you get far enough inside, the frigid mountain winters will likely limit a lot of things the dwarves can do outside. Urist begins chiseling some plans on a slab of rock. "Aye, if we're gonna be shacked up fer most of the winter we're gonna need ta make our cave a bit better. We'll make it a fortress! A dwarf fortress! And we'll name it Uthargeshud, the First Fortress! I don't know if we'll get it all done before winter but let's get started. We're dwarves! We dig and we craft and we dig again! Strike the earth!"

Action: Dig out the foundations of Uthargeshud, following the plan Urist drew on the rock (see pic). Focus on the living quarters first (the light grey is the stuff that still needs to be built)
>>
>>1162209
sorry, this is from turn two (0.5)


Action 1: Scout the land and terrain around us. We require a better understanding of the area dwell.

we will assume you haven't spent four months sharpening sticks and playing with nets alone and that in the process of gathering food and materials for crude tools and nets you've familiarized yourselves with your home hex, and this round we're fanning out into the surrounding ones.

Since it's not gone without rain or winds since spawn and we are assuming each people have spawned in an area that suits them we're going to assume your people have utilized sharp sticks and procured hides and have crude yurts or teepees, your choice, some hide covered structure. Your original spawn was a couple hours walk from a forest. Stone, you're not finding much of here. It's too flat.

Action 2: As tempting as those horses are they are not worth risking the entire tribe on. Instead we should build a sturdier and more permanent settlement.

As your people break camp, to move on looking for shelter you notice several horses watching your efforts. No mater where your people go, there always seems to be one, or two of these things watching. As your people begin to move onward towards the forest edge and towards some hills you see in the distance, the herd shadows your movement, and goes with you. A herd of roughly 100 head cuts away from the greater herd after a couple of days and those horses stick with you, always at a respectable distance, never out of eyesight.
>>
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Whoops wrong pic (though still related)
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>>1162891
Passive actions as I see them are the background detail. The stuff we don't have to roll for. Once we discover bows, we don't need to roll each turn to produce them. Once we have farms, we don't need to roll to produce grain. I'm open for more discussion on the matter.
>>
>>1162650
>Devolop better stone tools.
>Mediate in Cave to Unlock Psionic Potential
Previous roll of 83 for the same action.
As a suggestion, a level system or something could be employed to better keep track of things. It would also allow minor forms of developed abilities.
>>
Rolled 60, 33 = 93 (2d100)

>>1163287
Forgot rolls, also:
https://docs.google.com/document/d/103xoBg81-X1ZsM9Y713jtLTqKMoEt2iX4X_6eI6e1wI/
Stats are being saved here.
>>
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Rolled 60, 14 = 74 (2d100)

Gobbs


>Develop Flint tools, we need to make tools capable of hunting and building better homes within our caves.

>Build basis for runic alphabet. Even with our ability to see in the absence of light, many Gobs need a way to know what is ahead and where each branch leads in the labyrinth of tunnels. We scratch small shapes into tunnel walls and floors, which quickly become more complicated as they are used more often.
>>
>>1163331
Vandals?
>>
>>1163413
goblins
>>
Rolled 91, 94 = 185 (2d100)

>>1162650
Autumn 1
Belegorn Tribe
Elves
Pop: 100+2% annually
Specialties: Nature Affinity
Tech/Knowledge: Potential Elfnip & Medicines; Animal Behavior and Feeding, Coracle Boats Passive Development: Hide Canoes-Auto-completes Spring 2; Failed Bows+14 next attempt

>Develop Ceramic Pottery
While disembarking from her coracle, one elf got her foot stuck in some particularly sticky mud. The next day she came upon the same place and noticed that the mud had dried and maintained the shape of large globs with hand prints in it. Upon some back to camp to play with, the tribe found that it could be molded into a myriad of shapes and left by the fire to harden. They also found that it was fire-proof, and after being directly subjected to fire it became water-proof. Among the many beads and statuettes they made, a few decided to make vessels to carry water and heat it over the fire.
Ceramics are Neolithic so not sure if that counts as foreknowledge or not.

>Begin Taming Animals
With the regular feedings making the local fauna behave rather Disneyesque, Some of the tribe begin spending more and more time with the animals. In particular the young of the mammalian carnivores seem fairly amiable to playing with the elves, while some birds have taken to eating out of hand. With their prior understanding of animal behavior, it only takes a short time for the elves to begin teaching the animals to perform certain actions in order to receive food.
Are we doing normal stone age megafauna or just normal modern fauna?
>>
>>1162914 Turn 3 year 0.75

Urist looked a bit disappointed at the farming results, but hey, alcohol is alcohol. "Helgi, you were the first ta find out about fermentation so you help the rest of the lads perfect the brewin' arts. Just put it in a pot and let it sit fer now until we've got kegs down pat. Wine, ale, try everything!"

>Action: Develop brewing techniques. Your brewing endeavors seem to have the favor of the gods. Perhaps quite literally. Helgi arrives one morning to inform you that when she arrived at the brewery, she found four piles of grain, and she and the other dwarves who have been working on the brewing project all had the same dream. They were taken up into a massive castle on a floating island of alabaster and onyx, and they were led by a stately dwarf clad in armor that shone like the sun to a brewery wherein there worked one eyed giants and dwarves of seven different tribes, all working together to brew for the gods.

>Action: Dig out the foundations of Uthargeshud, following the plan Urist drew on the rock (see pic). >Focus on the living quarters first (the light grey is the stuff that still needs to be built) I rolled out the extended 99 and got a 96 and a 51. Your dwarves are inspired and you have most excellent quarters ready for what becomes hailed as “The Winter that Never Happend” as winter does not happen this year, which surprises almost no one, as winter hasn't been invented yet! It's a stacked stone structure, as stonecutting with stone tools is rather time consuming!

>>1162891

Turn 3 Year 0.75
Elves: Aritu Clan
Pop: 100+2%
Specialties: Nature Affinity
Structures: Tree Homes

>Craft Bows
Your people are hunting with crude, but functional shortbows.

>Mine the metal.
Gold, Silver, Electrum, Copper, Nickel are all found in jeweler's quantity. You've been blessed with crystalline deposits which are both easy to harvest, and already beautiful. https://en.wikipedia.org/wiki/Gold#/media/File:Gold-crystals.jpg
>>
>>1163287
>>1162891

Turn 3 Year 0.75
Elves: Aritu Clan
Pop: 100+2%
Specialties: Nature Affinity
Structures: Tree Homes

>Craft Bows
Your people are hunting with crude, but functional shortbows.

>Mine the metal.
Gold, Silver, Electrum, Copper, Nickel are all found in jeweler's quantity. You've been blessed with crystalline deposits which are both easy to harvest, and already beautiful. https://en.wikipedia.org/wiki/Gold#/media/File:Gold-crystals.jpg

>>1163287
Turn 3 Year 0.75
Yuan-Ti
Pop 100
SA: Psionic Affinity
Tech:crude stone tools.

>Devolop better stone tools.
Your stone tools will get the job done, though they're not quite how you intuitively knew they should be. Next roll on this will be: Improve Stone Tools +60(2). When you get them to 200 they will have satisfied your mental notions of how they should be. You'll have axes, hammers, chisels, scrapers, knives and short for humans, quarterstaffs for kobolds and hand grinders, etc. If I'm missing something in the basic kit add it.

>Mediate in Cave to Unlock Psionic Potential
Previous roll of 83 for the same action.

So let's do it like this:
>Meditate in Cave to Unlock Psionic Potential +87(2)

87+33 is 110 so next time you dedicate an action to this run it
>Meditate in Cave to Unlock Psionc Potential +110(3)
Your people can't do any psionics yet, but they believe it exists and they are attempting in earnest to attain the ability, without guidance of experience from anyone else. It will be slow going, like any magic. As you know, in D&D, the chance of actually having psionics is practially nil, A of all, need a INT, WIS or CHA must be over 16, which is almost none of the population. Using 3d6, 4.5% of the rolls are 16+ and of those 4.5%, as subset of 4.5% would have two abilites 16+.... etc.

Humans would get one roll, at creation. Yuan-ti will get subsequent re-rolls after their winter molt. So recheck population each spring, re-rolls are not double %, just plain. If they fail the second roll, they'll automatically succeed the third roll, but they'll never have “powers” they'll just be able to communicate with other yaunti.

As a suggestion, a level system or something could be employed to better keep track of things. It would also allow minor forms of developed abilities.
>I like this suggesstion

Sorry I can't do it compact like other quests.. i just cant
>>
>>1165010
Rolled 91, 94 = 185 (2d100)

>>1162650 (You)
Turn 3 Year 0.75

Autumn 1
Belegorn Tribe
Elves
Pop: 100+2% annually
Specialties: Nature Affinity
Tech/Knowledge: Potential Elfnip & Medicines; Animal Behavior and Feeding, Coracle Boats Passive Development: Hide Canoes-Auto-completes Spring 2; Failed Bows+14 next attempt

>Develop Ceramic Pottery
While disembarking from her coracle, one elf got her foot stuck in some particularly sticky mud. The next day she came upon the same place and noticed that the mud had dried and maintained the shape of large globs with hand prints in it. Upon some back to camp to play with, the tribe found that it could be molded into a myriad of shapes and left by the fire to harden. They also found that it was fire-proof, and after being directly subjected to fire it became water-proof. Among the many beads and statuettes they made, a few decided to make vessels to carry water and heat it over the fire.
Ceramics are Neolithic so not sure if that counts as foreknowledge or not.

> You develop crude pottery, you currently are experiencing an unacceptable failure rate though. Each turn hereafter your people will further innovate. Until you work up to ceramics. Let's establish a practice of a “take 50” or 3rd d100 roll each turn, your option, for passive mastery of a skill. Tier one skills like pottery we will set at 500 cumulative points. If you get an exceptional roll, you get partial mastery early.

>Begin Taming Animals
With the regular feedings making the local fauna behave rather Disneyesque, Some of the tribe begin spending more and more time with the animals. In particular the young of the mammalian carnivores seem fairly amiable to playing with the elves, while some birds have taken to eating out of hand. With their prior understanding of animal behavior, it only takes a short time for the elves to begin teaching the animals to perform certain actions in order to receive food.
Are we doing normal stone age megafauna or just normal modern fauna?

Your Machiavellian plans towards subjegating your lesser neighbors are going masterfully. Some of the animals seem to actually be forming something akin to friendships with your peoples. One elf may have a bird that visit's her often, and not always for food, sometimes just to sing, or bring a pebble as a gift, or a wolf that tags along after a hunter, first just now and then, and eventually, it just leaves the pack and stays with the elves.

I'm doing normal fauna in new scouted hexes, unless I get a 96+ on my dice here, i'll let u know when megafuana or metafauna occur!
>>
>>1163331
Rolled 60, 14 = 74 (2d100)
Turn 3 Year 0.75
Goblins
Pop: 100

>Develop Flint tools, we need to make tools capable of hunting and building better homes within our caves.

Your first go round at tools produces effective, yet, improperly balanced tools, while they get the job done, they just leave the goblin who made it and used if feeling.. just... ungobliny.
Follow up tool development as a 3rd roll, until you get to 500, then your people will have worked out their designs to their likings.

>Build basis for runic alphabet. Even with our ability to see in the absence of light, many Gobs

Excellent plan, given your environs. As a passive action, make a 4th d100 roll and add it cumulatively until you reach 500. At this point you'll have tier 1 written language. about 600 words, no past or future tense, etc. We're using a tier 4 language I guess, maybe a 3?
>>
Rolled 18, 56 = 74 (2d100)

1st Moonstone (Turn 1)
The Dwarves of Kinmelbil
Settlements: Uthargeshud (First Fortress)
Leader: Urist the First
Population: 100 +2%
Specialties: Craftsmen
Buildings: Stacked stone living quarters
Technology: Masterwork tools, pottery, brewing
In development: Kegs (Ready in 1 turn)

"Ye WHAT? Yer sayin' ye met a Dwarven GOD, and ye learned how ta brew from 'im too? You're one lucky lass, Helgi! I can see it now, a hundred years later and yer a legend."

"Well, now that we have us some brew let's get down ta business! I want every dwarf with a strong arm here lookin' around this cave fer some ore deposits and minin' it! Strike the earth!"

Action: Find mineral deposits in the cave and start mining them

"All you other lads go out and get some fresh air! It's a lot nicer than I thought it was outside so let's go explore outside a bit."

Action: Scout out the area surrounding Uthargeshud
>>
Rolled 50, 4, 1, 99 = 154 (4d100)

Gobbos
Below are my stats, keeping them in a folder so i don't clutter the thread.
https://docs.google.com/document/d/16A01oYly_IQzF7FTLI3foPiUlQY2NgcwzUiIwaPzDCM/edit

>Gress the Bony spreads his teachings to the others, Silence Grows But Does Not Consume
Gress the Bony, so named for his meager appetite of food, speaks to others who noticed his odd behavior of not constantly hunting and eating. They try it out for themselves, perhaps in reaching within they can find something to sate their endless gnawing hunger.

>Scout the other side of the mountain
>>
Rolled 90, 79 = 169 (2d100)

>>1165988
Turn 3 Year 0.75
Yuan-Ti
Pop 100
SA: Psionic Affinity
Tech: crude stone tools.
https://docs.google.com/document/d/103xoBg81-X1ZsM9Y713jtLTqKMoEt2iX4X_6eI6e1wI/

>Improve Stone Tools +60(2)
>Meditate in Cave to Unlock Psionic Potential +110(3)
>>
Rolled 83, 88 = 171 (2d100)

>>1165988
Elves: Aritu Clan
Pop: 100+2%
Specialties: Nature Affinity
Structures: Tree Homes
Weapons: Crude Shortbow
Resources: Crystalline Deposits

Learn Carpentry

Learn the art of Stealth.
>>
Rolled 38, 82 = 120 (2d100)

>>1166039
Turn 4 Year 1.0
Winter 1
Belegorn Tribe
Elves
Pop: 100+2% annually
Specialties: Nature Affinity
Tech/Knowledge: Potential Elfnip & Medicines; Animal Acquaintances(Wolves and Birds), Coracle Boats, Crude Pottery
Passive Development: Hide Canoes-Auto-completes Spring 1.25; Ceramics 94+50/500

>Make functional Bows (+14 from previous attempt)
It was beginning to get a little nippy outside, not terribly so, but just enough to incline the elves to spend a bit more time indoors. While the bowed wood with strings was becoming quite a hit as musical instruments, the failed bowyer felt like they were just mocking him. While sitting in the cave mulling over his ideas and whittling sticks, he found a few like-minded souls that shared his vision of springs that hurled tiny spears through the air. Between their combined carving and experimenting, they finally produced a design that had enough power and durability to be very useful for hunting and fishing.

>Experiment with Herbs
Meanwhile, others began experimenting with the various herbs that were collected over the year and a whatever plants, mosses, fungi and the like that could be gathered in this chill time when nature’s growth seemed to slow somewhat. While inside around the fire, they made various preparations of poultices, teas and even burning them for the smoke.

>Passive Ceramics (Take 50)
The Improvement of pottery to be more durable and heat-resistant continues while some begin embellishing the years accomplishments on walls and clay alike.
>>
>>1162678
Sorry i missed u bro

Your fey folk are begining to make magics, small ones. Keep track of your rolls. You need a cumulative 500 to have all of your people casting cantrip level fairy spells. You can designate a single passive roll to it each turn, or "take a 50" and avoid critical failures. If you decide to use actions to speed up, your rolls count double. You are at 266 already from this turn.

Again, I apologize for missing you.
>>
Rolled 56, 37 = 93 (2d100)

>>1168994
>Turn 4
Continue working on fey magic.
>>
Turn 4 Year 1.0 (Winter that Never Came)

>>1166224
Rolled 18, 56 = 74 (2d100)
>Action: Find mineral deposits in the cave and start mining them
You find all manner of gems and the trinity of precious metals, gold, silver, copper all in surface deposits and easy to mine, but no giant gemstones or enormous nuggets, as you mine these up, they'll lead you to their sources where greater finds likely wait. As to the metals useful for tools, that hasn't seemed to dawn on anyone just yet, for now stone is good. As there's no iron nuggets lying about, or bronze nuggets, we don't have a metal age trigger yet. Something will happen to trigger it. Your home hex will have readily available pretty rocks to adorn about 1000 of your people, this applies to each group. If you want more you'll have to dig or search abroad. Home hex is an “eden” of sorts for each group.

>Action: Scout out the area surrounding Uthargeshud
Your explorations familiarize your people with the area. If they could rap, they'd be rapping how their ale was on their mind and their mind was on their ale, because they've spotted several good locations for grain fields. You do find one thing of interest. Cave bears. The bears didn't see your scouts, but the scouts decided it would be prudent to end the excursion and bring back news because these beasts look like they could eat a dwarf in two bites. They were concerned.

Aelfric commented after everyone else finished being worried, that he felt it would make a nice rug, but that something besides stone hammers and axes needed to be at hand.
>>
>>1166288
Rolled 50, 4, 1, 99 = 154 (4d100)

>Gress the Bony spreads his teachings to the others, Silence Grows But Does Not Consume
Gress the Bony, so named for his meager appetite of food, speaks to others who noticed his odd behavior of not constantly hunting and eating. They try it out for themselves, perhaps in reaching within they can find something to sate their endless gnawing hunger.

Gress is having a hard time of developing a convincing argument. The other goblins continue to bring him food, as his growling stomach worries and frightens them. It is an unnatural sound. Gress is getting past the pangs of hunger, finally, but he is getting weak, and beginning to hallucinate. His darkvision is fading and although the hunger has abated, now he feels cold all the time and is finding it difficult to WANT to move far from a fire. Last night, he woke up to find himself sleep eating! Or did he dream it. He wasn't sure... (keep starving him until he gets an extraordinary roll and he'll have a vision quest)

>Scout the other side of the mountain
In four months 100 goblins could lick the entire side of a mountain! You explore the six hexes around your home caverns. In the hex to your north, in valley between the two mountains, you find a mushroom forest. There is a ecological cycle going on between mushrooms, thigh long caterpillars, moths, giant bats. The fruit trees of the valley attract smaller (fruit bat sized) bats that eat the fruit, the batshit and tree litter supports a mushroom cylce of edible mushrooms large enough to carve into single goblin dwellings, while they're alive. The caterpillars infest the trees, add different poop to the forest and make massive tenting webs of thick silk. The cocoons make positively divine goblin hammocks with minor modification, the moths attract a second bat that's large enough to be ridden by a small goblin when they are flying. (97+17 roll for the hex) Best part is, according to the scouts, the only thing they found that tasted bad was the bat shit. The only bad news is that the larger bats don't seem to mind snatching up a goblin and flying off with it for diner. -3 goblin scouts. The survivors let everyone know they died with their bellies full.

What was the passive research roll of “1” for? Also, the 99? lol, talk about extremes!
>>
>>1166333
Rolled 50, 4, 1, 99 = 154 (4d100)

>Gress the Bony spreads his teachings to the others, Silence Grows But Does Not Consume
Gress the Bony, so named for his meager appetite of food, speaks to others who noticed his odd behavior of not constantly hunting and eating. They try it out for themselves, perhaps in reaching within they can find something to sate their endless gnawing hunger.

Gress is having a hard time of developing a convincing argument. The other goblins continue to bring him food, as his growling stomach worries and frightens them. It is an unnatural sound. Gress is getting past the pangs of hunger, finally, but he is getting weak, and beginning to hallucinate. His darkvision is fading and although the hunger has abated, now he feels cold all the time and is finding it difficult to WANT to move far from a fire. Last night, he woke up to find himself sleep eating! Or did he dream it. He wasn't sure... (keep starving him until he gets an extraordinary roll and he'll have a vision quest)

>Scout the other side of the mountain
In four months 100 goblins could lick the entire side of a mountain! You explore the six hexes around your home caverns. In the hex to your north, in valley between the two mountains, you find a mushroom forest. There is a ecological cycle going on between mushrooms, thigh long caterpillars, moths, giant bats. The fruit trees of the valley attract smaller (fruit bat sized) bats that eat the fruit, the batshit and tree litter supports a mushroom cylce of edible mushrooms large enough to carve into single goblin dwellings, while they're alive. The caterpillars infest the trees, add different poop to the forest and make massive tenting webs of thick silk. The cocoons make positively divine goblin hammocks with minor modification, the moths attract a second bat that's large enough to be ridden by a small goblin when they are flying. (97+17 roll for the hex) Best part is, according to the scouts, the only thing they found that tasted bad was the bat shit. The only bad news is that the larger bats don't seem to mind snatching up a goblin and flying off with it for diner. -3 goblin scouts. The survivors let everyone know they died with their bellies full.

What was the passive research roll of “1” for? Also, the 99? lol, talk about extremes!
>>
>>1166333
Rolled 90, 79 = 169 (2d100)
Turn 3 Year 0.75
Yuan-Ti
Pop 100
SA: Psionic Affinity
Tech: crude stone tools.
https://docs.google.com/document/d/103xoBg81-X1ZsM9Y713jtLTqKMoEt2iX4X_6eI6e1wI/

>Improve Stone Tools +60(2)
>Meditate in Cave to Unlock Psionic Potential +110(3)

Both of these actions you've taken before. As people would tend to innovate the tools as they used them, improvement CAN be relegated to a passive task. Each round after you developed stone tools you are entitled to a roll, OR a +50 per turn, until it adds up to 500. Then you've mastered Yuan-Ti stone tools. IF you choose to dedicate an action to it AS WELL points will count double, you can either roll and double it, or “take 100pts”

Using this formula since you were +60(2) to begin with, and since we have two rolls, we're going to +100 rather than roll for your passive improvement and your 90 Roll adds +180. So you are now at +340(3,1) *that's (3 actions, 1 passive action) You'll autocomplete in two passive turns.

You're now at: Meditate in Cave to Unlock Psionic Potential +368(4,1). You'll autocomplete in two or next round with another action. Your people can all sense one another's presence in darken rooms and have taken to sparring blindfolded.

You can allow passive roll accumulation to complete them and use your actions for other things.
>>
>>1166369
>Learn Carpentry: See below, use same formula. When you get 500pts xp into Carpentry you'll be able to build log houses, fashion planks, dowels and in the process you're going to find out which trees in your realm make the best bows, spear shafts, etc.


>Learn the art of Stealth.
elves are already naturally stealthy and somewhat camouflaged if they are in the woods and mostly naked. They actually "chameleon" a little in a woodland setting. So you're
>Improve Stealth.
You've initiated this field of study with this action, and it can improve on it's on with passive actions from there on. Tier 2 stealth will require 1000 points to accumulate. You can either roll, or take 50 points without rolling.
>>
>>1167966
(excellent form on your post A+)

Rolled 38, 82 = 120 (2d100)
>Make functional Bows (+14 from previous attempt)
It was beginning to get a little nippy outside, not terribly so, but just enough to incline the elves to spend a bit more time indoors. While the bowed wood with strings was becoming quite a hit as musical instruments, the failed bowyer felt like they were just mocking him. While sitting in the cave mulling over his ideas and whittling sticks, he found a few like-minded souls that shared his vision of springs that hurled tiny spears through the air. Between their combined carving and experimenting, they finally produced a design that had enough power and durability to be very useful for hunting and fishing.

This could be a passive refining action, as you have functional, if whimpy bows already. I'm goning to assume a “take 50” for your passive action on this. You'll be Make functional bows +190(2,1) You haven't discovered the proper tree to use. Your bows will drop a rabbit or squirrel at this point.
While nippyness might incline humans, or even the rare whimpy dwarf indoors,elves really aren't phased by it. They can go barefoot in the snow. Nippy for an elf starts at the freezing pont of water. Not telling you this to be contrary, just let you know the racial ability.

>Experiment with Herbs

mmmhmmm, i'm tellin yo momma!

Meanwhile, others began experimenting with the various herbs that were collected over the year and a whatever plants, mosses, fungi and the like that could be gathered in this chill time when nature’s growth seemed to slow somewhat. While inside around the fire, they made various preparations of poultices, teas and even burning them for the smoke.

You are: Develop Herbalism +329(2,2). Should have a complete compendium of the local useful herbs and their properties two turns of take50s, or next with an action.
>>
Rolled 95, 55, 3 = 153 (3d100)

>>1169190
https://docs.google.com/document/d/16A01oYly_IQzF7FTLI3foPiUlQY2NgcwzUiIwaPzDCM/edit

Goblins
Pop:96

>Gress the Bony once again tries to get his ideals of moderation and introspection across to his people. He meditates near the great underground lake, listening to his fellows as they eat and swim, taking solace in the background noise as he delves deeper into himself.

>Goblin female tries to make a more interesting and complex written language.
A clever female gob covers a tunnel wall with pictures, scratched out with some pieces of flint. Some gobbs watch her while she works, others join in until the whole tunnel is filled with runes, crude and containing little, but some meaning.

I will take 100 pts towards written language, and my 3rd roll is going to tool development.

Tool Development: T1 64/500
Written Language: T1 113/500
>>
>>1169062
all of your people are using magic at the cantrip level, the pranking and chaos is nonstop. They can each to a minor illision, make a spider for example, or throw their voices. they've also gained voluntary control of their invisibility. Cause a seed to sprout.... etc.

On midwinter's day, everyone awoke to find a patch of snow on the ground outside, not a large one, just big enough in fact, for a snow lily to bloom Everyone gathered around to watch it open at dawn, just because they're so beautiful, and the snow lily "sighs" when it opens it's bloom for the first time.

This snow lily however, didn't may not have sighed, for it was drowned out by 99 faeries sighing all at once because inside the bloom, swaddled in a petal, was a tiny baby faerie.

population +1 they drink nectar!
>>
Rolled 94, 65 = 159 (2d100)

>>1169245
Turn 5 Year 1
Yuan-Ti
Pop 102
SA: Psionic Affinity
Tech: crude stone tools.
https://docs.google.com/document/d/103xoBg81-X1ZsM9Y713jtLTqKMoEt2iX4X_6eI6e1wI/

Active Actions:
>Devolop Agriculture
Use the surrounding marshes to develop rice flats, and plant fruit trees next to the river.
>Devolop Written language.
A flowing script of curves and loops.

Passive Actions:
>Improve Stone Tools +340(3,1)
>Meditate in Cave to Unlock Psionic Potential +368(4,1)
>>
>>1169353
*rice paddies
>>
Rolled 60, 14 = 74 (2d100)

>>1169351
Turn 5 Year 1
Fey
Pop:100
Magic:Cantrip level fae magic
Tech:None

>Action one
Work on some more magic

>Action 2
Scout out the area for other living creatures.
>>
>>1169362
Forgot my trip
>>
File: DF_Cheese.jpg (304 KB, 670x509)
304 KB
304 KB JPG
Rolled 8, 58 = 66 (2d100)

1st Granite (Turn 1.25)
The Dwarves of Kinmelbil
Settlements: Uthargeshud (First Fortress)
Leader: Urist the First
Population: 102 +2%
Specialties: Craftsmen
Buildings: Stacked stone living quarters
Technology: Masterwork tools, pottery, brewing, kegs

"Bears, ye say...oh lad, that ain't good...you sit yer butt tight Aelfric, we don't need anyone runnin' off to their deaths over a damn rug. But...I have an idea. If we can snare up the damn thing we'd have a much better chance of killin' it! Get some meat or somethin' and snare it up nice and tight."

Action: Develop bear traps (and traps in general)

On the other hand, some of the dwarves who went mining had a bit too much time on their hands, and started engraving things into the walls. Most of it was just artistic but a few seemed to flow together, almost as if they were telling a story. Upon seeing this, Urist has an idea. "Why don't we use some o' these etchings ta make a way of communicatin' our ideas? We should refine this into a uniform way o' writin'."

Action: Develop a written language
>>
>>1169245
>>1169272
Let me see if I'm getting this right.
I can take a third Passive roll to improve something, or 'take 50'. If I choose to roll the Passive as well as the Active to improve, is the Active the only one that's doubled, or both rolls?
For instance, I choose to Roll Passive and Active Improve Stealth, and get 60 Active, and a 50 on the Passive. Do both die double totaling 220, or just the Active totaling 170?

I think I get it, but just want to make sure.
And do my Tech get the points from these rolls (83, 88), or did they just get it started and they're at 0?
>>
Rolled 70, 68 = 138 (2d100)

>>1169316
Not sure where to link this, since you forgot the next turn prompt.

Turn 5 Year 1.25
Bloom-time 2
Belegorn Tribe
Elves
Pop: 102+2% annually
Specialties: Nature Affinity
Skills/Knowledge: Animal Acquaintances-(Wolves and Birds), Herbalism-(elfnip & shamanic medicines)
Tools/Tech: Hide Canoes, Crude Pottery, Small Game Bows
Passive Development: Ceramics 144+50/500, Lvl.1 Herbalism (+329(2,2), Bows (+190(2,1)

>Scouting the River and Through the Woods
The elves were so tickled with the new canoes that their ears turned pink as flowers. Some of them even decided to use them to explore up and down the river (with bird friends). Meanwhile others, delighted by the new growth of the forest, took to traveling further out into the Great woods (with wolf friends). Maybe we'll even meet a friendly grandmother.

>Continue Herbalism Research to incorporate trees (+329(2,2)
With the weather becoming familiarly warm, the elves begin to speculate about the existence of a cycle by which the weather repeats itself after a certain amount of time. But enough abstract thinking, look at the flowers, And the Trees! They’re all budding and blooming with new life! Why didn’t we think of this earlier? Trees are plants too, so let’s start investigating their properties. This branch makes water when you cut it, but the one over here makes a sweet juice, and that one there makes a bitter, sticky goop. The peeled bark on this tree cured my headache. That tree over there doesn’t make anything, but it’s really bendy! And this dead wood over here smells really good. Not to mention all these flowers and buds that we overlooked last time.

>Passive Ceramics Development (144+50/500)
Take 50
>>
>>1169327
Turn 5 Year 1.25 (Spring)

Rolled 95, 55, 3 = 153 (3d100)

Pop:96
+10 to population, babies have arrived.

>Gress the Bony once again tries to get his ideals of moderation and introspection across to his people. He meditates near the great underground lake, listening to his fellows as they eat and swim, taking solace in the background noise as he delves deeper into himself.

The other goblins are beginning to wonder if you are going to die or not. You're getting pretty frail at this point, you've been at it for a year as of next turn, and you've got a goblin metabolism even if you have the heart of a shao-lin. Your efforts are not in vain. You've attracted quite a following. The number of goblins willing to fight over whether or not you're a “argntsht” or “dumbass” in goblinese is coming to blows less than two or three times a day. It would seem that the goblins who've been meditating with you have some edge in combat, and this they find worth being hungry over. Most of your followers have adopted dietary restrictions though. They've decided that eating off the ground is beneath them, and that hunters who can kill their prey cleanly are very respected. Your people seem to have some edge, as they are making more clean kills, more often than their more primitive brothers and sisters.

One thing they aren't better at doing that the unrestrained goblins is “it”. Birth rate among goblins seems to be tied to caloric intake of the female. More you stuff in her the more often she comes into heat. But, goblin females who don't have one dangling off all four teats have time to to things like action two.....

83% follower rate among your people. They are not happy with not eating though, I'll be honest with you. It's rather unpopular even among your people. If you weren't always surrounded by food they'd think you were hiding it somewhere and eating it later. The fact that you really mean it and really are doing it means something to them, but, they do not have your resolve. Several of your more outspoken followers suggest a feast every night, for half the people. That way half of your people are always lean and mean, in case trouble arrives, while the other half are rested and powerful for tomorrow's shift.

>Goblin female tries to make a more interesting and complex written language.
A clever female gob covers a tunnel wall with pictures, scratched out with some pieces of flint. Some gobbs watch her while she works, others join in until the whole tunnel is filled with runes, crude and containing little, but some meaning. nice fluff bro

I will take 100 pts towards written language, and my 3rd roll is going to tool development.

Tool Development: T1 64/500
Written Language: T1 113/500
>>
>>1169353
Rolled 94, 65 = 159 (2d100)
Turn 5 Year 1
Yuan-Ti
Tech: crude stone tools.
Active Actions:
>Devolop Agriculture: Use the surrounding marshes to develop rice flats, and plant fruit trees next to the river.

With a 94 it works, with minimal effort you find agreeable local grains. Although eating a warm rabbit that you snatched out of the grass whole, after you squeezed the life out of it, is sooooo satisfying, one must wonder why these guys are baking bread....


>Devolop Written language.
A flowing script of curves and loops. Written languge usually springs from a need. Keep track of that +65x2 or +130 for later when some event or clever fluff triggers another reason to roll. What are you wanting to write down? So far, you have a one letter alphabet and hash mark numbering. If one of your people sees a “S” an arrow and a number hash marks, it's how many hours of slithering it takes to get back home from where you are. One of your people got lost while searching for grains, and during his several days away from any other yuanti, he devised this sssssysssstem.

Passive Actions:
>Improve Stone Tools +340(3,1)
>Meditate in Cave to Unlock Psionic Potential +368(4,1)
>>
>>1169362
Rolled 60, 14 = 74 (2d100)
Turn 5 Year 1
Fey
Pop:100
Magic:Cantrip level fae magic
Tech:None

>Action one
Work on some more magic

T1 Fey Magic +210(1,1) 60@x2+take50x2

>Action 2
Scout out the area for other living creatures.

There are no “intelligent” species within 1 hex of you in the forest. However you do find some interesting creatures. Your forest is blessed with Giant Hart, Forest Rhinoceros, Pygmy Mastadon and Giant Horned Owls.

whooooooooooo
>>
>>1169366
Rolled 8, 58 = 66 (2d100)
Year 1.25 Turn 5
The Dwarves of Kinmelbil
Population: 102
>Action: Develop bear traps (and traps in general)
Needless to say, you catch no bears with an 8, nor do you lose any dwarves. The bears move to the next hex over rather than be fucked with... lol They got a very low agression roll.

>Action: Develop a written language
baka... u can do better than that. I mean...let me get into role. Number 1 reason to need to be able to write things down? Survey says?

Ingredient lists for brews, to determine which are fail and which are the bomb! LoL You still get the ball rolling, you're headed to T1 Written Language with an opening rollof 66x2=132ps.

So it will autocomplete in 8 turns. You'll have basic written language and numbers. You can accelerate the process by dedicating action rolls @2x or game the process with rolls for your passives.
>>
>>1169393

On almost any action, i'll allow a "take50" for an average result. Sometimes we require a roll, but hasn't really happened yet much.

Passive actions we're using to represent what people do with their spare time not spent doing the active stuff. There's no TV or internet afterall and it only takes about 4hrs a day honest hard work for most primitive cultures to survive. It adds up to a lot of spare time.

Imagine you develop a stone hammer. Over the course of using it, you may change your design, for example.

I'm going to set T0-T1 a 500pt progression. It will double each T after. Warp tech is like T10 tech, so it takes a lot of research to get there.
And these are just ideas, we're going to work the bugs out as we go, we may decide it's all shit and make a new way, idk.
>>
Rolled 1, 65, 15 = 81 (3d100)

>>1169272
Elves: Aritu Clan
Pop: 102+2%
Specialties: Nature Affinity
Structures: Tree Homes
Weapons: Crude Shortbow
Resources: Crystalline Deposits
>Progress
Carpentry - 88/500
Improved Stealth - 83/1000

Look for toxic plants/animals.

Work on Carpentry

Passive: Work on Carpenty
>>
>>1172144
Of course.
>>
>>1172144
>attempts to discover poison
>fails miserably
congrats you just cured cancer.
>>
>>1172232
I wish that was how it was going to turn out.
>>
Rolled 13 (1d100)

>>1171078
Goblins
Pop: 106

https://docs.google.com/document/d/16A01oYly_IQzF7FTLI3foPiUlQY2NgcwzUiIwaPzDCM/edit

>Frack tries to develop better tools from what she has, flint and stone.
Frack, a small, very clever female goblin that likes to write on walls, has begun trying to make better tools to work with. She finds some flint and other stones and begins to work on them, trying to shape them into a form that suits her needs better, those needs being pointy rocks for scratching walls and nice round ones perfect for bobbing fish and giant bugs on the head with.

>Gress the Bony is firm in his belief, but likes more the idea of less than all or nothing.
Gress the Bony pushes for less crazed feasting and more for moderation, to eat enough to cut some of the edge off the hunger but not so much that you bloat and get lazy. "Gobbs be needing to be actives. You eatsis and gets so big and dumbs y'can't do notting but lies on ye asses. Eat til' ye don't squirm from ouchies, then work an' explore wit' wot you 'ave"

>Taking 100 on Tool Development
>Taking 50 on Written Language

T1 Tool Development: 121/500
T1 Written Language: 213/500
>>
>>1170679
Rolled 70, 68 = 138 (2d100)
Not sure where to link this, since you forgot the next turn prompt.
>sorry, will try to remember next run

Turn 5 Year 1.25
Belegorn Tribe
Pop: 102

>Scouting the River and Through the Woods

Your woods are filled with mostly “modern era” animals in elfin woodland flavors. As you explore up the river, you find yourselves being followed and observed by some large, emerald-metallic green crows.
Your river has Giant Otter and upstream, above the falls you have snapdragons. They're seemingly innocuous, lovable little lizards which look just like tiny dragons, and can fly moderate distance. They eat insects, and like to perch on passing elves. be nice, as they have breath weapons, if tiny ones.

sparrow sized dragons

>Continue Herbalism Research to incorporate trees +329/500 so, now you're( 68x2)... +467/500

Love the fluff, but this year, was like one really long spring, but this year, things are different. It's getting chilly at night and daytime highs are a good fifteen degrees F colder than last spring.

>Passive Ceramics Development (144+50/500)
Take 50

still have 50 pts left passive research, you could complete T1 Herbalism with 33pts and put the remaining 17 on Ceramics leaving you at T1 Ceramics +211/500
>>
Rolled 92, 93 = 185 (2d100)

1st Hematite (Turn 1.5)
The Dwarves of Kinmelbil
Settlements: Uthargeshud (First Fortress)
Leader: Urist the First
Population: 102 +2%
Specialties: Craftsmen
Buildings: Stacked stone living quarters
Technology: Masterwork stone tools, pottery, brewing, kegs
In progress: T1 written language (132/500)

"AELFRIC WHAT DID I JUST TELL YOU!? DON'T GO AFTER THE DAMN BEARS! But it made me realize...things might go a bit better if we had better things to tie 'em up with! Let's go ahead and figure out how to make somethin' suitable!"

>Action: Research ropes/cordage

Some of the younger dwarves had invented a new game - logrolling! However, the fun didn't last, as Urist properly chastised the youths for putting themselves in danger. The game gave Urist an idea, however. Perhaps if you took little logs and attached them to big planks of wood, you could haul a lot more things way easier! Urist chisels out a model and gets to work on it with Torval and Helgi.

>Action: Develop the wheel
>>
Rolled 17, 23, 81, 27 = 148 (4d100)

>>1171172
Turn 6 Year 1.50
Yuan-Ti
Tech: crude stone tools.

Active Actions:
>Devolop Canoes for fishing and transportation.
>Devolop spear fishing and noodling
In case you don't know, noodling is catching a catfish (or other similar fish) with your bare hands.

Passive Actions:
>Improve Stone Tools +390(3, 2)
>Meditate in Cave to Unlock Psionic Potential +418(4,2)
>>
turn marker.... sorry dwarfs n snakes beat me to it
>>
>>1172311
Year 1.50

Rolled 92, 93 = 185 (2d100)
The Dwarves of Kinmelbil
Leader: Urist the First
Population: 102 +2% (2 infants)
In progress: T1 written language (232/500)

"AELFRIC WHAT DID I JUST TELL YOU!? DON'T GO AFTER THE DAMN BEARS! But it made me realize...things might go a bit better if we had better things to tie 'em up with! Let's go ahead and figure out how to make somethin' suitable!"

>Urist, you must come see the bears. We will need … big ropes. Did I mention two of them would cover the great hall floor?

>Action: Research ropes/cordage

Your people begin crafting ropes. Add “T1 Cordage (crude) to your research cue initial roll of 92x2=184/550 for one hell of a head start. You have crude but effective ropes, but every dwarf who looks at this first batch sees ways to do it better! They wouldn't be dwarves otherwise.

Some of the younger dwarves had invented a new game – logrolling!
>everyone's the same age, except the children! You're all appx 25, though it won't count against lifespan, you just started out fully adult. Weird, I almost made the first 100 be bellybuttonless....

However, the fun didn't last, as Urist properly chastised the youths for putting themselves in danger. The game gave Urist an idea, however. Perhaps if you took little logs and attached them to big planks of wood, you could haul a lot more things way easier! Urist chisels out a model and gets to work on it with Torval and Helgi.

>Action: Develop the wheel

Imagining log slices as wheels... Add:The Wheel to your researche Cue. Your 93x2 gives you another sweet jumpstart on your perfection of stone age wheel 186/500.
>>
Rolled 97, 26 = 123 (2d100)

>>1174412
Turn 6 Year 1.5
Leaf-time 2
Belegorn Tribe
Elves
Pop: 102+2% annually
Specialties: Nature Affinity
Skills/Knowledge: Animal Acquaintances, Herbalism T1 (467+33/500)
Tools/Tech: Hide Canoes, Crude Pottery, Small Game Bows
Passive Development: Ceramics 194+100/500, Lvl.1 Herbalism (+467(2,2), Bows (+240(2,1)

>Extend our offer of friendship and food to the giant otters, emerald crows and snapdragons (in addition to improving our pre-existing relationships with the wolves, crows and other local critters)
Marveling at the tales of wondrous new creatures, many elves decide to pay them an extended visit and get to know them better. Meanwhile others stay behind and further cultivate their relationships with the local creatures.

>Create tree houses
Inspired by the birds they hold dear, some of the elves use their skill at weaving and pottery to mimic the birds’ nest building and create comfortable lodging for themselves in the trees.

>Passives: Complete T1 Herbalism (467+33/500) & Spend the remainder on Improving Bows (240+76/500)
>>
>>1172406
Turn 6 Year 1.50
Yuan-Ti

Active Actions:
>Devolop Canoes for fishing and transportation. Your people get duguouts. Considering they can hold their breath quite some time and swim like half man/anaconda people, they probably used them more for hauling stuff they wanted dry, while they themselves provided the power.

Add: T1 Inland/Coastal Water Craft 34/500:Dugout Canoes

... to your research cue under passive actions and level it up as you please with your 100pts per turn of passive research pts. When you get to 500 you'll have figured out hide canoes, bark canoes, rafts, dugouts.

>Devolop spear fishing and noodling
In case you don't know, noodling is catching a catfish (or other similar fish) with your bare hands.
… not taking the bait...
of course I know noodling!
You've lost your mind if you think Yuan-Ti need to “develop” this one. And if you have spears, and you see fish.... IJS I'm gonna save you here and apply this one to your psi research, your people were doing these things to survive since 0.00!

Passive Actions:
>Improve Stone Tools +390(3, 2) I think the (information) becomes irrelevant, it seemed important at the time, but it's awful micromanagy. Let's just go with the 471/500 format and rock on with it's easiness.

>Meditate in Cave to Unlock Psionic Potential +418(4,2) +27 as half your passives as rolls plus your 23x2 from your first action puts you 445+46=491/500.

Psionics will aparently be worth the wait and happen next turn, unless you roll poorly again. I'm gonna make a post clearing up passives tonight
>>
>>1175054
Turn 6 Year 1.5
Belegorn Tribe

Pop: 102
>100 26yr olds, all born on “Jan 1, 0” and two infants born on different days sometime in 0.75-1.00. Said individuals won't be combat ready or “actually useful” until about age 20.
Skills/Knowledge: Animal Acquaintances, Herbalism T1 (467+33/500)
Passive Development: Ceramics 194+100/500, Lvl.1 Herbalism (+467(2,2), Bows (+240(2,1)

>Extend our offer of friendship and food to the giant otters, emerald crows and snapdragons (in addition to improving our pre-existing relationships with the wolves, crows and other local critters)
Marveling at the tales of wondrous new creatures, many elves decide to pay them an extended visit and get to know them better. Meanwhile others stay behind and further cultivate their relationships with the local creatures.

There's not much else you can do to get the animals in your home hex to like you any more. Even those in the surrounding hexes are disgustingly mushy over your people. Any self respecting elk would be ashamed to lay down and get belly rubs, but not in your forest!

The otters are nomadic, if they stay in one spot too long, it hurts the river ecology, and they realize this. They stay with you for a few weeks, and move on, you people are confident they'll see them again next spring, or maybe sooner or later, depending on the fish.

The crows apparently choose their friends wisely, and have stuck to just watching you. They haven't even eaten anything you've left. They are very secretive, and your people have not discovered where they roost, nor, for that matter, can any of your people ever remember seeing them unless they wanted to be seen! You have not successfully observed a single natural behavior of these birds, it's beginning to feel quite the other way around to your people. As if you're being observed by them.

Snapdragon: size of a sparrow. Smoke breath, puts out fires. Their most annoying habit is that they instinctively extinguish any fire that could spread to the forest and become a danger. So, pool of lava in a cave, safe. Candle left untended, OUT. Think of these things as housecats/fire extinguishers.

>Create tree houses
Inspired by the birds they hold dear, some of the elves use their skill at weaving and pottery to mimic the birds’ nest building and create comfortable lodging for themselves in the trees.

They get the job done

>Passives: Complete T1 Herbalism (467+33/500) & Spend the remainder on Improving Bows (240+76/500)

+67... dyslexia much? 307/500 on T1 Bows

T1 Herbalism Complete
>>
>>1175054
more info about housing I forgot to put in.

You have primitive tile roofing, but you're working bugs out. Belegorn Treehousing T1 52/500. What you have now is mostly rainproof, and will stand up to moderate winds. Since you've had no strong winds, you've no reason to expect them i suppose! At T1 you'll have reliable, will cling to the tree through anything that doesn't rip branches off the tree naturally. T2 Will incorporate connecting rope bridges, hollows in the trees, etc, and transform a bunch of tree houses, into a tree villiage.
>>
Rolled 76, 40 = 116 (2d100)

>>1175427
Turn 7 Year 1.75
Yuan-Ti
https://docs.google.com/document/d/103xoBg81-X1ZsM9Y713jtLTqKMoEt2iX4X_6eI6e1wI/edit

Active Actions:
>Study Jungle Plants
Anything from poisons to psychedelics to medication. Time to get the jungle herbalism going.
>Double Down on Studying Jungle Plants

Passive Actions:
>+29 to Improve Stone Tools 471/500
>+9 to Meditate in Cave to Unlock Psionic Potential 491/500
>+62 to T1 Inland/Coastal Water Craft 34/500: Dugout Canoes
Let me know if I've done the passives wrong somehow, if so go with a +50 to the first two.
>>
File: downloadghg (19).jpg (9 KB, 188x195)
9 KB
9 KB JPG
Rolled 4 (1d100)

Can i get my turn for year 1.50 processed?>>1172270


https://docs.google.com/document/d/16A01oYly_IQzF7FTLI3foPiUlQY2NgcwzUiIwaPzDCM/edit

Goblins
Pop: 106
Turn 7, year 1.75

>Language and alphabet grows due to name-calling and nicknames.
Some gobbs are throwing words around, trying to find a sound they really like, and find that -xis and -tix sounds fun. Nearly every gobb joins in with renaming themselves, leading to a week of much confusion and laughter at some of the ridiculous names.
-Gress the Bony was renamed by some children as Gretix Mentorix
-Frack renamed herself as Frax Machanicus

>Gretix Mentorix continues his journey, preaching ideals of moderation and control of self.
Gretix decides to try and lead by example, but an extreme example. He eats very little when he goes fishing, giving the majority of what he doesn't eat to the 10 new arrivals. He meditates, controlling himself and empowering his mind.

Passive Actions:
Tool Development: 221/500
Written Language: 263/500

Taking 100 for Written Language
Taking 50 for Tool Development
>>
>>1172144
sorry i missed you!! make sure you put the year in Civ Info opening line

Turn 5 Year 1.25 (Summer)
Rolled 1, 65, 15 = 81 (3d100)

Elves: Aritu Clan
Pop: 102 (two infants) elf infants are more like baby chimps, moms carry them with, and they have strong grip from birth.

>Progress
Carpentry - 88/500
Improved Stealth - 83/1000

>Action 1:Look for toxic plants/animals.

Heavy sigh. I only rolled a 9 on my open-ended followup. So you lost no one in the indecent. You have discovered hallucinogenic mushrooms, these look very similar to ones you've been eating, only they grow under dung, rather than in forest floor litter...
Herbalism T1 02/500

Work on Carpentry
Woodoorking T1: 233/500 (88+130+15(from passive roll)) I added metnally check me

Passive: Work on Carpenty
Lets just call it woodworking. Beyond T1 will require metal tools.
>>
>>1172270
Turn 5 Year 1.25 (Summer) <--- don't forget this so it's harder for me to miss your turn

Goblins
Pop: 106(6 chimpy little goblin infants)

They will be toddlers by Fall, fastest walkers/talkers of all species. They are, is there a word stronger than “very”...yes, they are extremely quarrelsome and require constant maternal or paternal supervision to prevent them from going feral. Goblins are meant to run free! They do not nurse like a normal mamal, and go from womb to solid food. You can literally abandon one in the woods and it can survive with luck.

>Frack tries to develop better tools from what she has, flint and stone.
Frack, a small, very clever female goblin that likes to write on walls, has begun trying to make better tools to work with. She finds some flint and other stones and begins to work on them, trying to shape them into a form that suits her needs better, those needs being pointy rocks for scratching walls and nice round ones perfect for bobbing fish and giant bugs on the head with.

Flint naturally breaks into usefully sharp bits, it takes craftsmanship to make an arrowhead though, but any crafty critter with spare time and an idle mind (such as when meditating) could devise such things with ease. Frack is doing well, despite her low roll. She's just been doing most of the work mentally while she meditates. +26 to tools

>Gress the Bony is firm in his belief, but likes more the idea of less than all or nothing.
Gress the Bony pushes for less crazed feasting and more for moderation, to eat enough to cut some of the edge off the hunger but not so much that you bloat and get lazy. "Gobbs be needing to be actives. You eatsis and gets so big and dumbs y'can't do notting but lies on ye asses. Eat til' ye don't squirm from ouchies, then work an' explore wit' wot you 'ave"

your efforts are meeting both resistance and interest. You have no fat goblins yet, even among the group that is still bucking your practices tooth and nail.... pun intended. You have a small contingent, of mostly females who seem to have a crush cult and are following your dietary guidelines strictly. They find a bony physique keeps the brutes at bay, and they think your ideas will win out in the long run. Gress, still toeing the line, is going to become malnourished if he's not careful, and a stronger, better fed goblin might fancy himself leader...

>Taking 100 on Tool Development

>Taking 50 on Written Language

T1 Tool Development: 121/500 advances to 247/500 (always check my math) :)
T1 Written Language: 213/500 advances to 263/500 so you can actually put enough characters together to make simple sentences now. “Grud's Food” for example. Literacy is another hurdle!
>>
Rolled 44, 39, 19, 27, 64, 48 = 241 (6d100)

>>1179032
>Turn 6 Year 1.5(Fall) +Turn 7 Year 1.75 (Winter)
Elves: Aritu Clan
Pop: 102 (two infants) +2%
Specialties: Nature Affinity
Structures: Tree Homes
Weapons: Crude Shortbow
Resources: Crystalline Deposits, Hallucinogenic Mushrooms
>Progress
Woodworking T1: 233/500
Stealth T2 - 83/1000
Herbalism T1 - 2/500

Woodworking

Build a forge.

Passive: Woodworking

I think I'm a turn behind?

Herbalism

Herbalism

Passive Herbalism
>>
1st Hematite (Turn 1.5)
The Dwarves of Kinmelbil
Settlements: Uthargeshud (First Fortress)
Leader: Urist the First
Population: 102 +2%
Specialties: Craftsmen
Buildings: Stacked stone living quarters
Technology: Masterwork stone tools, pottery, brewing, kegs
Resources: Gold, silver and copper deposits
In progress: T1 written language (182/500),
T1 Cordage (crude) (184/550), The Wheel (186/500), Farming (???/500)

1. "Oi, ye been tellin' me ye've done nothin' about the grain farms? Get yer butts to it! Use those nice patches of land Aelfric was tellin' us about to our advantage."

>Action: Continue grain cultivation

"Alright lads, I want ye ta go out again, take Aelfric with ya. Scout the area further out around our mountain. And remember Aelfric, NO BEARS."

>Action:
Scout out the hexes surrounding our home hex (with map maybe?)

>Passive Action: Continue development on the Wheel

>Taking 50 on wheel
>Taking 50 on cordage
>>
Rolled 53, 87 = 140 (2d100)

>>1179719

Rolls
>>
Rolled 24, 81 = 105 (2d100)

>>1175905
Guess I'll just post this hear then.

Turn 7 Year 1.75
Fruit-time 2
Belegorn Tribe
Elves
Pop: 100+2% annually
Specialties: Nature Affinity
Skills/Knowledge: Animal Friends, T1-Herbalism
Tools/Tech: T1-Hide Canoes, Crude Pottery, Small Game Bows, Treehouses
Passive Development: T1-Ceramics(194/500), T1-Bows(307/500), T1-Treehousing(52/500)

>Train elves and animal friends to work together for mutual benefit.
The elves and animals often find themselves in the same place at the same time while hunting and gathering resources. But being such close friends, they soon realize that they can be much more successful if they work together. The wolves, birds of prey and elvish hunters begin hosting collaborative hunts, while the crows, songbirds, snapdragons and other creatures begin guiding the elves to fruits and other resources in exchange for the elves’ improved gathering capacity. Some elk even start accepting riders in return for protection and food. These relationships may have started for merely selfish reasons at first, but both parties eventually came to have genuine respect and care for each other’s wellbeing.

>Learn the language of the animals
As they work together more and more, the elves naturally develop an understanding of animal body language. But more than that, they start noticing patterns in their vocalizations. Soon after, they begin imitating these calls in order to produce meaningful two-way communication between elf and fauna.

>Passives: Spend all 100 on Ceramics
>>
>>1179175
>Turn 6 Year 1.5(Fall)
Elves: Aritu Clan
Pop: 102 (two infants) +2%
>Progress:
Woodworking T1: 233/500
Stealth T2 – 83/1000 <---- requires tech, what you're really working on Nature Magic T1
Herbalism T1 - 2/500

Woodworking (44)

Build a forge.(39) A forge? WTH is that? (in elfin character) gonna have to look into this. I think forge is like T2 Metalworking ….. So 70/500 Metalworking T1. This is something you'll need to have excuses to roll for. Why exactly are these elves melting rocks in year two before the winery is up and running!! For now, let's just say that they've discovered that if you fan on a fire it gets very hot. One of your people is tinkering with making primitive bellows. … you need charcoal I think before you can really get down to business with a forge.

Passive: Woodworking(19)
>still have another roll, or take50 passives. Adding to woodworking (which will help with metalworking)

https://www.youtube.com/watch?v=VVV4xeWBIxE&t=23s

Progress:
Woodworking T1: 390/500 (233+88+19+50=390 check my math)
Nature Magic T1 – 83/1000
Herbalism T1 - 2/500

The only way to get sneakier than an elf in the woods, is to be smaller, noise dampening electronics, or some kind of magical silence …. It all starts with wishing one was quieter, and then comes the moment when someone steps on a leaf, or a twig, and they feel it break, and they know it should have made a sound... With time spent in the woods, working on it, when you finish out 83/500 your people will have mastered the T1 Nature Magic Skill of Move Silently. At T1 mastery, 5minutes per hour, they can haul ass through the underbrush without making a sound
>>
>>1182774
crap, mislabeled it as 1.25
>>
>>1179719
Turn 6 Year 1.5(Fall)
The Dwarves of Kinmelbil

In progress: T1 written language (182/500)
T1 Cordage (crude) (184/550)
The Wheel (186/500)
Farming (188/500)
Trap Making T1 (16/500)
Writing T1 (116/500)

>first roll for Agriculture T1 was (94) also found trap making and written language intiation

1. "Oi, ye been tellin' me ye've done nothin' about the grain farms? Get yer butts to it! Use those nice patches of land Aelfric was tellin' us about to our advantage."

>Action: Continue grain cultivation (53)
You're gathering enough grain currently from barely cultivated sources to get by. With T1 completion you'll have surplus.

"Alright lads, I want ye ta go out again, take Aelfric with ya. Scout the area further out around our mountain. And remember Aelfric, NO BEARS."

>Action: Scout out the hexes surrounding our home hex (with map maybe?) (87)

This is you second scouting run. Sorry for no image last time, but, it's all mountains except for a river flowing out of it...

>Passive Actions:
>Taking 50 on wheel
>Taking 50 on cordage

In progress: T1 written language (182/500)
T1 Cordage (crude) (184/550)= 184+50=(234/500)
The Wheel (186/500) 186+50= (236/500)
Farming (188/500) (188+(53x2))= (294/500)
Trap Making T1 (16/500)
Writing T1 (116/500)
>>
new bread
>>1184090
>>
>>1184096




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