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If you would like to join us, come visit at Chat:
https://discord.gg/AEWpRyq

We've have room for two more. 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.
>>
>>1210030
Turn 13 Year 3.25
Goblins
Pop:116(20 Children)

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

Active Action 1: Rolled 81 Frax works on developing better tools

>+162 for tools

Active Action 2: Rolled 68 The gobbs find that covering themselves with silk that they've gathered protects against the Blazing Eye(Sun). I guess this is tailoring?

>Tailoring, idk.. You're not using looms and sewing shirts yet. I'd say at this point you're still doing wilderness survival, primitive clothing. You'll need T2 Cordage and The Loom so you can make fabric before we can tailor things. But you are currently the only ppl on Admorwearing silk loincloths....
Passive Actions:

T2 Written Language take 49
T1 Wilderness Survival take 50

Character Actions:

Gretix practices Martial Arts(+100)

>he should be close to finishing T1
>>
Rolled 40, 92 = 132 (2d100)

1st Granite (Year 3, Turn 13, Spring)
The Dwarves of Kinmelbil
Settlements: Uthargeshud (First Fortress)
Leader: Urist the First
Other figures of note: Torval the Inventor, Helgi the Master Brewer, Aelfric the Explorer, General Sven
Population: 106 (100 adults, 2 toddlers, 4 infants, 1 injured legend) (Population growth: +2%)
Specialties: Craftsmen
Buildings: Stacked stone living quarters
Technology: Masterwork stone tools, pottery, brewing, kegs, T1 agriculture, the wheel, T1 cordage
In progress:
T1 written language (282/500)
Trap Making T1 (58/500)
T1 Alchemy (423/500)
Forge (356/500)

Urist breathes a sigh of relief. A forgotten beast already? That was a damn close call. "Keep tending to Sven, he'll make a damn good general when he recovers. Fer now let's fortify the caves further inside so that the beasties will have a much harder time gettin' to the main fortress."

>Action: Fortify the entrance to the inner caves

"A few walls are fine fer now but we should work on some traps too. Torval's right, let's practice with some miniature models before we set up the real deal."

>Action: Actively research trapmaking

The dwarves in the Project E Workshop worked harder on the High Dwarven Brandy so that they could make more of it easier, and a bit of progress was made to the forge as well.

>Passive actions: Use 77 passive points to finish alchemy and use the remaining 22 on the forge
>>
Rolled 28, 19 = 47 (2d100)

>>1210341
Turn 13 Year 3.25
Bloom-time 4
Belegorn Tribe
Pop: (Elves) 99+2% annually
First Shaman: Thaichon
Specialties: Nature Affinity
Skills/Knowledge: Animal Friends, T1-Herbalism, T1-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, T1-Bows, Treehouses
Passive Development: T1-Bows(500/500), T1-Woodwork(351/500), T1-Animal Lore (337/500), T1-Moving Ways (74/500)

>Establish an Annual Festival
Bloom-time. The dawn of a new year. And the anniversary of Gurion and the wolves deaths. Now that the tribe has had some time to figure out this whole death and after-death thing, they realize that the world they were placed in may not be as nice to them as they are to it. So now, with the promise of new life on the horizon, they gather together to celebrate the life they have and pay respects to the life that has been lost. To liven things up, they have food and games galore, even the animals join in. Before they had informal tests of courage and the like, but this year they decide to start up an annual competition to encourage personal skill development. High-diving, wrestling, staff fighting, archery, elk racing, tree/rock climbing, canoe racing, even artisan competitions to see who can make the best quality woodcarvings and ceramics. The winner of each event is rewarded with a crown of elfnip leaves. At the end of the festival they assemble and form rudimentary prayers to the Nature Spirit to guide, protect and strengthen us, before finally placing small offerings at the foot of the totems, Gurion’s doll and Thaichon’s meditation tree, which has now been designated as special with a rope tied loosely around it. Bones and meat for the wolf totem, a small ceramic pot of herbs for the raven totem, some nice flowers for the doll and some herbal ashes for the tree. They now feel more united than ever, redoubling their efforts to improve themselves for the tribe and prevent future tragedies.

>Now that the herbalists have documented all the local herbal flora, they experiment with various methods of preparation to improve their utility. With ceramics, they can make proper mortar and pestles and teapots to boil better tinctures. This time they focus on healing concoctions.

>Passives: Spent 91 to complete T1 bows and the remaining 8 on animal lore
>>
>>1201124 (You)

Active 1: Rolled 84
Do Psion things

>I'm assuming you meant T2 Psionics 374/1000? +168
Active 2: Rolled 73 Herbalism T1 496/500 Further develop herbalism +146 .

>You only need 4pts to get to 500. You may assign the other 142 to Herbalism T2 or assume your people switched toanother task mid season and apply it to another project or skill.

Passives:
Weaving T1 156/500 >> +70 >> 226

30 Initiates (100/500 until T1) they advance to 200/500

>You can't use active points to train individuals until you develop a school or academy of some sort. You have a rudimentary one beginning, with informal training sessions. You're at 1/500 for Psionics Academy. Check out my post on academies.

>>1203296
>>
>>1211163
Year 3, Turn 13, Spring)
The Dwarves of Kinmelbil
Population: 106 (100 adults, 2 toddlers, 4 infants, 1 injured legend) (Population growth: +2%)
Specialties: Craftsmen
Buildings: Stacked stone living quarters
Technology: Masterwork stone tools, pottery, brewing, kegs, T1 agriculture, the wheel, T1 cordage
In progress:
T1 written language (282/500)
Trap Making T1 (58/500)
T1 Alchemy (423/500)
Forge (356/500)
Action: Fortify the entrance to the inner caves Rolled 40

>OK. Construction projects become passive tasks after initially breaking ground with an active roll. Your T1 fortifications securing the lower level are 160/500. Simple deadfall traps and murder holes for spears. With more advanced traps and weapons upgrades to T1 will be possible. For now, by the end of this season, your fortifications would slow down a worm like this one to allow the deadfall to kill it. Your scouts tell you that this thing seems to eat stone. The contents of it's belly are the things that were in the stone, but weren't digestible to the wyrm. He has left bore-holes in various places below. With some exploring, perhaps his lair can eventually be found.

Action: Actively research trapmaking Rolled 92
>+184 to trapmaking

The dwarves in the Project E Workshop worked harder on the High Dwarven Brandy so that they could make more of it easier, and a bit of progress was made to the forge as well.

Passive actions: Use 77 passive points to finish alchemy and use the remaining 22 on the forge.
>23 on the forge. Urist isn't in training is he?


>need a name for Dwarven Goddess of Brewing and Healing. Helgi the Master Brewer is ready to be split off from passive points to develop as a character. Dwarven Cleric Magic: T1 1/500 has opened up to her if when you choose to begin developing her skills.
>>
Rolled 25, 90 = 115 (2d100)

https://docs.google.com/document/d/103xoBg81-X1ZsM9Y713jtLTqKMoEt2iX4X_6eI6e1wI/edit#
>>1211374
>Devolop formal teaching for Psionics in the form of a verbal tradition. (Form an academy)
>Devolop more advanced weaving techniques: Weaving T0 226/500

Passive:
30 Initiates (200/500 until T1)
Herbalism T1 142/1000 >>+70 >> 212/1000
>>
>>1211274
>>1210341 (OP)
Turn 13 Year 3.25
Belegorn Tribe
Pop: (Elves) 99+2% annually
First Shaman: Thaichon
Passive Development: T1-Bows(500/500), T1-Woodwork(351/500), T1-Animal Lore (337/500),

>T1-Moving Ways (74/500)<--- This skill belongs to Thiachon at the moment, not all elves.

Action 1: Rolled 28. Establish an Annual Festival: Bloom-time.
>The festival goes off without any fatalities and your people enjoy it, but as the 28 indicates, being eaten alive by a tree still weighs on the minds of the individuals.

Now that the herbalists have documented all the local herbal flora, they experiment with various methods of preparation to improve their utility. With ceramics, they can make proper mortar and pestles and teapots to boil better tinctures. This time they focus on healing concoctions.

>will get you herb lists.

Passives: Spent 91 to complete T1 bows and the remaining 8 on animal lore
>>
>>1211637
Rolled 25, 90 = 115 (2d100)

>>1211374 (You)
Action 1: Rolled 25: Devolop formal teaching for Psionics in the form of a verbal tradition. (Form an academy)
> +50 to T1 Psion Acaemy 51/500.

Action 2: Rolled 90: Devolop more advanced weaving techniques: Weaving T1 226/500
>+180 to weaving 406/500 I think?

Passive:
30 Initiates (200/500 until T1)
Herbalism T1 142/1000 >>+70 >> 212/1000
>>
Rolled 2, 48 = 50 (2d100)

>>1211676
Active:
>Further Develop Psion Academy T0 (51/500)
>Devolop more advanced weaving techniques: Weaving T0 (406/500)

Passive:
30 Initiates (200/500 until T1)
Herbalism T1 212/1000 >>+70 >> 282/1000
>>
Rolled 92, 6 = 98 (2d100)

1st Hematite (Year 3, Turn 14, Summer)
The Dwarves of Kinmelbil
>Settlements: Uthargeshud (First Fortress)
>Leader: Urist the First
>Other figures of note:
Torval the Inventor
Helgi, High Priestess of Brynhildr
Aelfric the Explorer
General Sven
>Population: 106 (100 adults, 2 toddlers, 4 infants, 1 injured Sven) (Population growth: +2%)
>Specialties: Craftsmen
>Buildings: Stacked stone living quarters
>Technology:
Masterwork stone tools
Pottery
Brewing
Kegs
T1 agriculture
The wheel
T1 cordage
T1 alchemy
>In progress:
T1 written language (282/500)
Trap Making T1 (242/500)
Forge (356/500)
T1 Fortifications (160/500)
Dwarven Cleric Magic T1 (1/500)

Urist looks at the various gems and metals found in the forgotten beast's belly. They'd have to go down and find out what it was eating at one point but for now they had some preparations to make.

The first preparation was getting the defenses set up. If the explorers ran into any more problems they could run back to the fortifications where they'd have a much better chance of killing the beast.

>Action: Continue upgrading the fortifications

The dwarves were making damn good progress on the forge. Soon they'll have the ability to melt down metal like the forgotten beast melted its rocky food.

>Action: Continue on the forge

Meanwhile, Helgi began having visions of her own, visions of the great Brynhildr, goddess of healing, brewing and protection. She prayed to Brynhildr, imparting the deity to share more of her guidance.

Work in the Project E workshop switched to trap design at the behest of Urist.

>Passives: 50 to divine cleric magic, 50 to trapmaking
>>
Rolled 25, 27 = 52 (2d100)

Turn 14 Year 3.50
Goblins
Pop: 116(20 Children)

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

Active Actions:

>Frax makes traps

>The gobbs living outside continue to experiment with silk. Semiculture
https://docs.google.com/document/d/16A01oYly_IQzF7FTLI3foPiUlQY2NgcwzUiIwaPzDCM/edit

Passive Actions:

>T2 Written Language take 49

>T1 Wilderness Survival take 50

Character Actions:

>Gretix shows some chumps how its done. +100
many of the once eager students are complaining that Gretix is just using them as personal punching bags instead of actually training them. Gretix is appalled that they complain about his methods, so he makes them work on a punishing training regiment to toughen them up.
>>
>>1212317
Year 3.5, Turn 14, Summer
The Dwarves of Kinmelbil

In progress:
T1 written language (282/500)
Trap Making T1 (242/500)
Forge (356/500)
T1 Fortifications (160/500)
Dwarven Cleric Magic T1 (1/500)

Action 1:Rolled 92: Continue upgrading the fortifications
>+182 to Fortifying Catacombs Level 1 from Uthargeshud's cellar caves, birthplace of the dwarves. (I'd like to point out that this particular critter could just dig out wherever it chose, it was in hot pursuit is why you had it at your mercy this time)

Action 2: Rolled 6: Continue on the forge
>crap roll.... sorry! +12 There must be a romance in the workshop!

Meanwhile, Helgi began having visions of her own, visions of the great Brynhildr, goddess of healing, brewing and protection. She prayed to Brynhildr, imparting the deity to share more of her guidance.

Work in the Project E workshop switched to trap design at the behest of Urist.

Passives: 50 to divine cleric magic, 50 to trapmaking

>If you want to level Helgi up as a Priestess you drop 1 passive point. You gain 100 character points to level her with. You can burn passive points to assist her training.
Helgi: Cleric T1. It was 1/500 before +49 PP +100CP = 150/500.

>while she's a Specialist, you'll only have 99 PPper turn. When you get your base magic skill to T1, she can begin mastering actual spells. She can perform reliably. Even with this rudimentary master of the ability, she's able to perform cantrip level magic setting bones and healing burns and other wounds... just not every time she tries, or at full spell effect.

>Helgi: Cleric Magic T1 150/500

So now we have Active Points. AP
Passive Points. PP
Character Points.PP

I hope it'snot over complicating. I'm trying to get best of both worlds, Roleplaying characters and civquest. Idk if i'm pulling it off or not, we'll see.
>>
>>1212663
Turn 14 Year 3.50
Goblins
Pop: 116(20 Children)

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

Active Action 1 : Rolled 25 : Frax makes traps

>The dice are being unkind to everyone tonight. +50 to Traps

Action 2:Rolled 27: The gobbs living outside continue to experiment with silk. Semiculture. They've moved beyond simple survival clothing. In the process of observing the caterpillars and taking apart the cocoons they learn the rudimentary elements of Cordage T1 13/500 and Weaving 14/500 (I just split your roll between them)


Passive Actions:

T2 Written Language take 49
T1 Wilderness Survival take 50
>Your passive points don't work out as planned... the goblins themselves are rather interested in learning your fighting style. -10pts each to both your passives due to constant interruption, or dereliction of duities, to practice their gob-fu.

On the upside, you now have 20 goblins who've achieved T1 Gob-Fu 100/500

Character Actions:
Gretix shows some chumps how its done. +100
>+100 to his Martial Arts skill.

many of the once eager students are complaining that Gretix is just using them as personal punching bags instead of actually training them. Gretix is appalled that they complain about his methods, so he makes them work on a punishing training regiment to toughen them up.

>Many is an understatement. Your reaction rolls for how you people responded to martial training have all been good, this last round was my first sub 100 roll. I believe they are getting frustrated with you, holding out on the whoopass-do. Down to the last goblin, you could actually pour all AP, PP and CP into training them and have the whole of your people be T1 Monks!

>You even see an occasional “new move” and the students inform you they fought a goblin in their dreams, and they recall the move, because he defeated them with it. Whether or not Gretix believes in Gob, apparently some of the underlings have taken to praying to him.
>>
Turn 14 Year 3.5 - Summer - Yuan-Ti
>>1212133
Rolled 2, 48 = 50 (2d100)

>>1211676 (You)
Active 1: Rolled 2: Further Develop Psion Academy T0 (51/500)
Active 2: Rolled 48: Devolop more advanced weaving techniques: Weaving T0 (406/500)

>it's Weaving T1 dammit.. I've fixed it 3x. Lol +96 to it either way. T0 skills would be xxx/250 fyi. I thought them up after we got started so I'm not using them. The time you spend mastering T1 is “T0”.


Passives: 30pts into Character points : 30 Initiates (200/500 until T1)
>300/500 now.

Herbalism T1 212/1000 >>+70 >> 282/1000
>>
Rolled 86, 88 = 174 (2d100)

>>1211647
Turn 14 Year 3.5
Leaf-time 4
Belegorn Tribe
Pop: (Elves) 99+2% annually
First Shaman: Thaichon
Specialties: Nature Affinity
Skills/Knowledge: Animal Friends, T1-Herbalism, T1-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, T1-Bows, Treehouses
Passive Development: T1-Woodwork(450/500), T1-Animal Lore(337/500)

>Gather herbs in the forest to stockpile and refine herbal concoctions.
Wondering why they didn’t make any progress last season, the herbalists realize that they don’t have many herbs in the stockpile. So they send out a group to search for less common herbs in the forest while the rest stay and experiment with new preparation methods.

>Visit the Ravens
Meanwhile, Thaichon decides to pay a visit to the ravens and see if they will let him feed them.

>Passives: Spent 99 points on Woodworking
>>
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. A tiny little person. Dressed only in a loincloth. He could feel nothing under his feet, suspended in the fog. His bee wings humming lazily behind him, not having to hold him aloft, for no gravity tugged at him. IHe held his arms outward, and his hands caused 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. His wings picked up the pace and caught him. All around him the silky grass swayed gently from the draft of his wings. An then the fog drew further away, and he noticed all about him, other faeries hovered, above the grass.

Each knew his or her own name. They knew one another, but not how. They knew this was their grasslands, and it's name, but not why it was called that. As the fog pulled away from them, into the distance, the breadth of the plains became evident. In the far distance, mountains could be seen, their snow covered caps gleaming and white.

Nearby, the sound of water could be heard. As it was the only sound, other then the buzzing of their wings, they flew over towards it. They had appeared atop a large, rolling hill, and behind it, between it and the hill next to it, was a bonny heath of scrub oaks and berry patches. You couldn't see it until you came over the rise. A small river bubbled from below, and the small cave from which if flowed was cool and inviting. The first to enter found out that all of their people glow in the dark, and that this cave was, as she'd expected, a special cave. When she entered, mushrooms began to glow dimly, and minnows within the river lit up in a myriad of hues.
>>
>>1214264
That was 3 years ago. Over the last three years your people have had 6 new citizens arrive. Each Spring when the flowers arrive, one or two of them opens up with a beekin inside. They start off very small, the size of a bumble bee, but are fully grown by winter. You've mastered Fey Magic T2
Your Queen has Fey Magic T2 and she has Learned Plant Mastery T1. Your people have researched. Weaving T1, Cordage T1 and you've explored all the hexes around your spawn hex. You have encountered no other intelligent peoples, nor dangerous beasts.


>>1214264
You have 106 Beekin Fey. Your people can fly, have a hidden realm for their hive. All Beekin fey can sprout seeds magically and cause them to grow and bloom. As they drink nectar as food, this is a rather useful thing!
>>
>>1214236
>>1211647 (You)
Turn 14 Year 3.5
Leaf-time 4
Belegorn Tribe
Pop: (Elves) 99+2% annually
First Shaman: Thaichon
Specialties: Nature Affinity
Skills/Knowledge: Animal Friends, T1-Herbalism, T1-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, T1-Bows, Treehouses
Passive Development: T1-Woodwork(450/500), T1-Animal Lore(337/500)

Action 1: Rolled 86: Gather herbs in the forest to stockpile and refine herbal concoctions.
Wondering why they didn’t make any progress last season, the herbalists realize that they don’t have many herbs in the stockpile. So they send out a group to search for less common herbs in the forest while the rest stay and experiment with new preparation methods.
>+172

Action 2: Rolled 88 : Visit the Ravens : Meanwhile, Thaichon decides to pay a visit to the ravens and see if they will let him feed them.

>+176 to that endeavor

Passives: Spent 99 points on Woodworking
>Don't forget to distribute Character Points for Thachon
>>
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. A tiny little person. Dressed only in a loincloth. He could feel nothing under his feet, suspended in the fog. He held his arms outward, and his hands caused 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. His feet sunk into the warm sand. The smell of he salt air. The all concealing fog withdrew some distance, and he saw others like him standing all around the beach.

Each knew his or her own name. They knew one another, but not how. They knew this was their grasslands, and it's name, but not why it was called that. As the fog pulled away from them, into the distance, In the far distance, mountains could be seen, their snow covered caps gleaming and white. Waves lapped at the beach and the smell of the salt air.

The beach ran up into some rolling hills. Several caves could be seen from where they stood, and out of one of them flowed a freshwater stream.

That was 3 years ago. Over the last three years your people have had 3 new citizens arrive. Each Your people have the following tech: Stone Tools T1, Masonry T1, Geomancy T1, Earth Mastery T1, Brewing T1, Agriculture T1, Weaving T1 (nets)

You have explored your home hex, and the hexes around it., as well as another hex in either direction up and down the coast.
>>
Rolled 74, 26 = 100 (2d100)

Turn 15 Year 3.75, Spring
Goblins
Pop:116(20 children)

AP:

>Gretix works his students to the bone, giving them nearly no time to rest at all
Gretix has changed this last year. He was once a passive and calm goblin, who liked to meditate on the world and swim in the underground lake. Sometimes he would watch Frax mess around with her runes, but he mostly tried to help his fellows become greater than they were. But ever since he returned after he was spirited away he has had a short temper, ignored most others unless they wanted to be trained, and has not swam for fun once. His meeting with the "God" of goblins has made him see the world in a different, harsher light. He now knows that he is just a pawn in a great plan of some unknowable creature that is so many more times greater than he is. All he had wanted was to come close to peace, but then he met the perfect being, and saw no calm or peace in it. Gretix will lead his students to become greater, and then try to show them the many paths open to them, not the single road that was paved for them.

>Frax works on wilderness survival stuff
Frax tends to make frequent trips to the mushroom forest, and is sometimes stuck there during the day, so she makes it easier to live out there.

PP:
>T1 Goblin Martial Arts take 99

CP:

>Gretix martial arts +100
>>
>>1214525

oops forgot to change name
>>
Rolled 95, 96 = 191 (2d100)

https://docs.google.com/document/d/103xoBg81-X1ZsM9Y713jtLTqKMoEt2iX4X_6eI6e1wI/
>>1213897
Actives:
>Further Develop Psion Academy T1 (56/500)
>Use Herbalism T2 to make dyes and Weaving T2 to create simple tapestries depicting varies Psionic techniques to enhance training.

Passive:
30 Initiates T1 (300/500)
Herbalism T2 282/1000 >> +70 >> 352/1000
>>
Rolled 22, 96 = 118 (2d100)

>>1214621
Following up on those crits.
>>
File: Intensity Intesifies.jpg (70 KB, 460x359)
70 KB
70 KB JPG
Rolled 57 (1d100)

>>1214628
WE GOTTA KEEP GOING
>>
Rolled 71, 19, 27, 91, 51, 57, 90, 23 = 429 (8d100)

Fey folk
Leader:Oberon
Tech:Stone age
Stone tools-8/500
Fey magic academy T1-94/500
Oberon's knowledge
T2 Fey magic
120/500 for the college of light

>Turn 11
I ask the trees about that dryad. What is she? What will she do?

Continue working towards stone tools
>Turn 12
Work on improving the fey magic academy.

I continue my personal studies into the fey college of light

>Turn 13
Continue with stone tools

Personal studies regarding fey magic
>Turn 14

Both to improving fey magic academy.
>>
>>1214525
Turn 15 Year 3.75, Spring
Goblins
Pop:116(20 children)

AP:

Gretix works his students to the bone, giving them nearly no time to rest at all.
Gretix has changed this last year. He was once a passive and calm goblin, who liked to meditate on the world and swim in the underground lake. Sometimes he would watch Frax mess around with her runes, but he mostly tried to help his fellows become greater than they were. But ever since he returned after he was spirited away he has had a short temper, ignored most others unless they wanted to be trained, and has not swam for fun once. His meeting with the "God" of goblins has made him see the world in a different, harsher light. He now knows that he is just a pawn in a great plan of some unknowable creature that is so many more times greater than he is. All he had wanted was to come close to peace, but then he met the perfect being, and saw no calm or peace in it. Gretix will lead his students to become greater, and then try to show them the many paths open to them, not the single road that was paved for them.

>Passive and Calm need not go the way of the wind. Gretix notices, over the course of several months hard training, that even though his demeanor has become more gruff due to the incessant demands of his people, his people are becoming more calm and less quarrelsome as their training increases. Each knowing where they stand among their peers, as well as an established routine and pecking order seem to calm his people in a way he hadn't expected. It's as if the stress of not knowing who is tougher than whom has been removed their daily lifestyle. Any disputes are handled on the training field, rather than in the mess hall or on the countryside.

>Martial Arts Academy T1 148/500

Frax works on wilderness survival stuff

+52 Wilderness Survival.

PP:
T1 Goblin Martial Arts take 99

CP:

Gretix martial arts +100

>You've mastered T1 and have 75 pts to spare. Monk Magic?

Your people unite under your training regimen. They're all becoming fit and less quarrelsome. The whole of your people will be at 250/500 after this turn. If you work them this way again, they'll all be T1 and rather burned out on the project. Your initial 20 will carry on the banner with completion of T1 MA Academy.
>>
Rolled 40, 95 = 135 (2d100)

>>1214644
Rerolling for

Turn 12 action 2


and

Turn 14 action 1
>>
Rolled 32 (1d100)

>>1214650
Rerolling for turn 14 action 1
>>
>>1210341
>Gnolls:Age 35 SA Enhanced movement speed, tracking scent. Quarrelsome. Popgrow 8%

The gnolls have finally decided on settling together as one clan, for now. Though it took Rogar the Mighty to bash the heads in of the other clan heads to make them obey the gnolls have finally settled in their homes. Now begins the year of the dog as the Gnoll people begin to take their future in their hands.
>>
>>1214621
https://docs.google.com/document/d/103xoBg81-X1ZsM9Y713jtLTqKMoEt2iX4X_6eI6e1wI/
>>1213897 (You)
Active 1: Rolled 95 : Further Develop Psion Academy T1 (56/500)
>+190 To Academy 95 isn't a crit :)
>Use Herbalism T2 to make dyes and Weaving T2 to create simple tapestries depicting varies Psionic techniques to enhance training. 96+96+67=+259 (check math for me) to Academy. T1 should be complete. That'll grant you +10 CP to each student, each turn, from now on. It also allows you to funnel active points via rolls, through the academy into students at 1/5th ratio.

Passive:
30 Initiates T1 (300/500)
>+110

Herbalism T2 282/1000 >> +70 >> 352/1000
>>
Rolled 1, 55 = 56 (2d100)

1st Hematite (Year 3, Turn 14, Summer)
The Dwarves of Kinmelbil
>Settlements: Uthargeshud (First Fortress)
>Leader: Urist the First
>Other figures of note:
Torval the Inventor
Helgi, High Priestess of Brynhildr
Aelfric the Explorer
General Sven (Wounded)
>Population: 106 (100 adults, 2 toddlers, 4 infants, 1 injured Sven) (Population growth: +2%)
>Specialties: Craftsmen
>Buildings: Stacked stone living quarters
>Technology:
Masterwork stone tools
Pottery
Brewing
Kegs
T1 agriculture
The wheel
T1 cordage
T1 alchemy
>In progress:
T1 written language (282/500)
Trap Making T1 (292/500)
Forge (368/500)
T1 Fortifications (342/500)
>Character Improvement
Helgi: Cleric Magic T1: 150/500
>Available Passive Points: 99

"Oi, that forge done yet? No? Well get yer butts to it! Save the lovey dovey garbage fer later!"

>Action: Make some more progress on the forge

"The next thing we ought ta do is build a proper trainin' camp fer you lot so ye don't get eaten! Sven can lead the charge once he heals up, but fer now yer stuck with me."

>Action: Start on a training camp

At this point the Project E Workshop was overtaken by engineers devising fortifications and traps.

>Passive actions: 59 points into fortifications, 40 points into trapmaking

Helgi continued to pray to Brynhildr while healing Sven, hoping to get him back into fighting shape.

>100 Character Points into Helgi's Cleric Magic, should be at 250/500 now
>>
Rolled 79 (1d100)

>>1215274

Rolling for bad shit to happen
>>
Rolled 22, 17 = 39 (2d100)

Turn 16, Year 4 Winter
Goblins
Pop:116(10 Children)

Hurray!! 10 of the children have finally matured into what passes for an adult goblin... 3 year olds. Also isn't this time for newborns? or maybe next spring?

AP:

>Gretix softens up... but still works his students to the bone.

>Frax helps the outdoorsy goblins find ways to stay warm since its freaking cold out.

PP:

>Martial Arts take 99

CP:

>Gretix moves on from martial arts to the strange magic he saw the "god" use during his time with him.
>>
>>1214657
open ended rolls at 1-5 and 96-100. Natural 1 or 20 effectively....
>>
>>1214644
Fey folk
Leader:Oberon
Tech:Stone age
Stone tools-8/500
Fey magic academy T1-94/500
Oberon's knowledge
T2 Fey magic
120/500 for the college of light

Turn 11
Action 1:Rolled 71: I ask the trees about that dryad. What is she? What will she do?
>so far, this talking to trees thing just isn't working. Although, this time, you get the distinct impression that if there were nine trees in your woods that were living, you've identified which ones they may be. These nine trees, don't remain unchanged. You'll find them facing different directions, or it's branches at different angles than last time you saw it. How to get the attention of something like a tree. Is there a language barrier? 152/500 Awaken/Contact the Treefolk.

Action 2: Rolled 19: Continue working towards stone tools
>dice are being bitches to you on this stone tool development! +38

Turn 12
Action 1: Work on improving the fey magic academy: Rolled 27.
>+54 to Academy.
Action 2:Rolled 91: I continue my personal studies into the fey college of light T2.
>splitting it in half +91 to each Oberon/Titania Light2. T2 Light 91/1000.

Turn 13
Action 1: Rolled 51:Continue with stone tools
>finally some real progress! +102 to stone tools. 148/500 T1 Tools (Stone)
Action 2: Rolled 51: Personal studies regarding fey magic
>translates to +51 each for Oberon/Titania into Illusions

Turn 14
Actions 1 and 2: Both to improving fey magic academy: Rolled 90 and 23. 280/500 to Academy.
>this acconts for all your Active Actions. You've left off 98pts of Passive Points from each turn. A turn consists of 2 Active actions and two passives. New tech, groundbreaking a new construction project, research, etc, can only be initiated with an Active Action. Once the task is begun, it can be developed passively. You get 100 PP, you may “buy a roll” for 50pts and gamble on getting more, or less than 50,or even critical failures or successes. Or you may just allocate them. Character Points may be purchased with either Active or Passive points. If you use active points, they're doubled. Your culture is focusing on training these individuals.
>>
>>1214644
>As you've left off your PP for 4 turns, I'm going to just pull a quickie on you and allocate them to your entire population to advance them personally in Fey Magic T1 500/500 and Light Mastery T1 100/500. They all have level 1 Light Spell: Projected Light mastered. With your academy running at 50% efficiency, if you dedicate you passive points to training the rest of the fairies, they'll gain 1 spell level in Light each turn for the next 4 turns and have T1 Light Mastery 500/500. (They'll all have shock bolt making your people the most offensively capable civ so far, LMAO)

>adds up to 400CP for Oberon and Titatnia: you'l be 500/500 T1 Light. You'll have 20pts left over to put into
LIGHT MOLDING:
1. Projected Light — Beam of light (like a flashlight) springs from the caster’s palm. This light has a 50' effective range. If the caster closes his fist, the light will “turn off;” when the fist is opened, the light will come back on (so long as the duration of the spell has not expired).
2. Light Mirage — Creates any simple immobile image or scene up to an area of 10' radius.
3. Light Control I — Caster can control the intensity of light within the area of effect. The intensity can vary from daylight to darkness (natural), and it can be different in different parts of the radius
4. Sudden Light — Causes a 10' radius burst of intense light. All those in the area of effect are stunned 1 round per 5 failure.
5. Shock Bolt I — A bolt of intense, charged light is shot from the palm of the caster. Attack is resolved on the Shock Bolt Attack Table
>the above spells are mastered by Oberon and Titania
ILLUSION MASTERY :
1.Illusion II — Creates a simple immobile image or scene in the area of effect. One of the following options may also be chosen: a) an extra sense can be added to the illusion (the corresponding Mirage spell must be known) or b) the duration can be doubled or c) the range can be doubled or d) the radius of effect can be doubled. All parts of the area of effect must be within range (and within sight of the caster).

>2nd school of magic is Illusions or Glamour as the fey call it. You are only 70/500 for T1 here so you're just beginning to build scenes like mentioned above, they don't last long, or hold shape properly yet, but you're bending light to your will, rather than just emitting it.
>>
>>1215274
1st Hematite (Year 3, Turn 14, Summer)
The Dwarves of Kinmelbil
Population: 106 (100 adults, 2 toddlers, 4 infants, 1 injured Sven) (Population growth: +2%)
In progress:
T1 written language (282/500)
Trap Making T1 (292/500)
Forge (368/500)
T1 Fortifications (342/500)
>Character Improvement
Helgi: Cleric Magic T1: 150/500
>Available Passive Points: 99

"Oi, that forge done yet? No? Well get yer butts to it! Save the lovey dovey garbage fer later!"
Action 1: Rolled 1 -79 = -78: Make some more progress on the forge.
> … well. +2 to forge... -1 to population. Your people have learned that melting stone is dangerous work. Even the rocks used to build the forge must be carefully chosen, not just for shape but dryness. One of your dorfs is mortally wounded in an exploding stone accident! The metal workshop is a mess and must be rebuilt. There's a reason why whimpy races don't mess with steel! Your smelting crew renames the shop after their fallen comrade and rebuilds it better than before, taking care to select only the strongest stones for the task.

>In all the chaos, your lead man on the task shows you that not all is lost. In his grubby hand is a piece of copper which he tells you was produced by melting the green rocks from the place where your people discovered copper crystals...

"The next thing we ought ta do is build a proper trainin' camp fer you lot so ye don't get eaten! Sven can lead the charge once he heals up, but fer now yer stuck with me."
Action 2:Rolled 55: Start on a training camp
>military academy T1 110/500. You'll have no problem talking your people into training, bears thrice a dwarfs height, rock eating worms!


At this point the Project E Workshop was overtaken by engineers devising fortifications and traps.
>and redesigning the forge... and contemplating whether or not one could explode a rock on PURPOSE!

>Passive actions: 59 points into fortifications, 40 points into trapmaking

Helgi continued to pray to Brynhildr while healing Sven, hoping to get him back into fighting shape.

100 Character Points into Helgi's Cleric Magic, should be at 250/500 now.

Helgi says she's having nightly dreams now wherein she often gains insights into tomorrows work. Helgi becomes widely popular after the worm attack and the forge accident because she is actually able to make wounds heal, almost before your eyes. (When she gets Cleric Magic 500'd out she'll have to train in “Healing, spell list. Each 100pts of of the 500pt progression will signify mastery of a spell. 100/500 is 1st level spell, 200/500 is 2nd, etc. As it stands, being that Helgi is the first, she's able to effect, randomly and with diminished effect, most 1-5th level spells, or at least have a notion that it's possible with further learning. She can close a minor cut (less than 1hp) just by running her finger over it at this level of initiation.
>>
>>1215543
Turn 16, Year 4 Winter
Goblins
Pop:116(10 Children)

Hurray!! 10 of the children have finally matured into what passes for an adult goblin... 3 year olds. Also isn't this time for newborns? or maybe next spring?

>you have such a high birthrate, we could actually divide your rate by 4 and give you that many per season at this point... if you care to. I'd put it on a spreadsheet personally, but I have too many other ppl to keep track of!

AP 1: Gretix softens up... but still works his students to the bone.
>seated atop a rock. Gretix is taking a break from the training. In a rare moment of peace, his lieutenants have stepped forward and taken up much his training duties over these last few weeks. (your first 20 are ahead of the curve and have a warrior's aptitude). He realizes he's actually quite proud of them, his unruly clan. At this particular moment, only those nearly ready to drop child, those watching infants, or those injured are in the clearing below him, participating in a group drill led by his lieutenants. It dawns on him that he hasn't seen any goblin over the age of 5 fight in days, outside the sparring ring. No one has quarreled over food. No one is eating like a wild animal at feeding time...

AP2: Frax helps the outdoorsy goblins find ways to stay warm since its freaking cold out.
>Frax develops weaving and wilderness survival +9 each. (crap rolls lately) We can attribute the crappy roll to the fact that well fed goblins are as immune to the elements an an elf. They can run about in a loincloth in the snow, if enough food is present. Hell, a well fed goblin could serve as a heat source for a tent! Also, your home hex is almost on the equator! Your moth/mushoom valley is high enough to receive frosts, but snow only happens at your latitude on mountiantops. Not telling you to shoot down the fluff, truth be known, I grew up in Florida, and my Idea of Freaking Cold, has evolved since I moved north. Frax may THINK it's freaking cold just because it's the coldest she's ever been! LOL. I appreciate the fluff and the effort put into it, just letting you know your climate info.

>That, and she's really into martial arts too.... she may be crushing on Gretix, if he weren't so absorbed with his fatalistic worldviews and the burden of leading, he'd notice she tends to be where he is, when her interests and duties do not take her elsewhere.

PP: Martial Arts take 99

CP: Gretix moves on from martial arts to the strange magic he saw the "god" use during his time with him.

>I went back and added up, you mastered T1 Gob-Fu in 3.25. You are currently 175/1000 for T2. You have had three turns into Monk Magic T1 since, bringing you to 350/500.
>>
>>1214684
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. Tall, shaggy maned hyena like, a gnoll. He floated in the mist, amazed at how it swirled with his breath. Then suddenly he could feel the weight of the world around him... his feet sank into the spongy florest floor. The smells of the woodlands rose into his nostrils. The fog receded back slowly, revealing other gnolls all about him. Each amazed to be there, 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. 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. Birds began calling, and the sounds of insects suddenly rose into air.

One by one, they began to walk about and explore.

That was over three years ago. The gnolls have had a hard time arriving at any leader, or any settlements in the intervening time. While they have accumulated little in the way of civlization, they have mastered individual survival skills. All gnolls have survival skills allowing them to build basic shelter, or find suitable shelter in their area. They can all forage for food and build T1 stone tools to suit heir needs.
Gnolls have:
Tracking Scent. They can follow and track prey like a hunting dog.
Iron Stomach, they can actually consume carrion as food if need be.
Immune to Disease.
Body Weaponry: Hyena bite.

Civ Info:
Infighting: T1(gnollish fighting technique)
Wilderness Survival: T2
Tools: T1 (stone)

Your people have explored their home hex, and a two hex radius.

Though it took Rogar the Mighty to bash the heads in of the other clan heads to make them obey the gnolls have finally settled in their homes. Now begins the year of the dog as the Gnoll people begin to take their future in their hands.

Your people are currently involved in Woodworking T1 (250/500) They're making a log palisade camp in the forest to keep out large predators. You have two species of rather large hunting cats that will take down a Gnoll. Bears in the hills nearby who sometimes come looking for food in the forest. Poisonous snakes, constrictor snakes large enough to swallow an adult gnoll have been seen, though only a few. The local wolf population seems to loathe gnolls as well, whereas the forest hyena are practically domesticated by your people.

But the biggest reason for the palisade wall is that you've had a run in with some orcs who have settled in a cave system several hexes away, they seem intent upon making war with you and fortifications seem to be in order.
>>
>>1215825
Gnolls... sorry
>>
Rolled 98, 46 = 144 (2d100)

>>1215825
Correct me if I do this wrong.

>Action 1: Finish Log Palisade T1 250/500
Can't leave the bitches and pups defenceless after all.
>Action 2: Train Infighting [Gnollish Fighters] T1
Only gnolls get to attack gnolls, not stinky orks!

Passive Point Make pointy thing to stab and throw. 50pts.

Character Points: Rogar the Mighty must get stronger to keep tribe safe from outside dangers! 50pts
>>
Rolled 39 (1d100)

>>1216544
I was told to roll again, because of crits I suppose?
>>
Rolled 94, 6 = 100 (2d100)

1st Moonstone (Year 4, Turn 16, Winter)
The Dwarves of Kinmelbil
>Settlements: Uthargeshud (First Fortress)
>Leader: Urist the First
>Other important figures:
Torval the Inventor
Helgi, High Priestess of Brynhildr
Aelfric the Explorer
General Sven (Wounded)
>Population: 105 (100 adults, 2 toddlers, 4 infants, 1 injured Sven) (Population growth: +2%)
>Specialties: Craftsmen
>Buildings: Stacked stone living quarters
>Technology:
Masterwork stone tools, Pottery, Brewing, Kegs, T1 agriculture, The wheel, T1 cordage, T1 alchemy
>In progress:
T1 written language (282/500)
Trap Making T1 (332/500)
Forge (370/500)
T1 Fortifications (401/500)
T1 Military Academy (110/500)
>Character Improvement
Helgi: Cleric Magic T1: 250/500
>Available Passive Points: 99

After holding a proper funeral for the fallen dwarf, the rest of the dwarves vow to finish the forge better than it was before in his honor. The forge is named the Ironblood Forge after Lokir Ironblood, the fallen dwarf, and work begins immediately to repair and complete the forge so that he will not have died in vain.

>Action: Build that forge!

The dwarves also continue training and building the military academy.

>Action: Continue on the military academy

The dwarves have a lot of projects to work on, but one project is definitely going to get completed this season - the fortifications. The dwarves put their all into the project.

>Passive action: 99 points into fortifications (completing it)

Helgi continues to heal Sven and practice her art (is she making any progress in healing Sven?)

>100 Character Points into Helgi, bringing her to 350/500
>>
Rolled 92, 92 = 184 (2d100)

>>1214370
Turn 15 Year 3.75
Fruit-time 4
Belegorn Tribe
Pop: (Elves) 99+2% annually
First Shaman: Thaichon
Specialties: Nature Affinity
Skills/Knowledge: Animal Friends, T1-Herbalism, T1-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, T1-Bows,T1-Treehouses & Totems
Passive Development: T1-Woodwork(500/500), T1-Animal Lore(337/500), T2-Herbalism(210/1000)

>More progress on Animal Lore
Some of the elves were frustrated by their performance in the deer races and decide to improve their animal handling to better their odds.

>Discover Plant Whispering
Meanwhile, Thaichon still muses over what to do about the haunted forest. “If only I could just ask the trees why they’re so angry…”

>Passives: 50 to Complete T1 Woodworking and the remainder into Animal Lore
>>
Rolled 22, 62 = 84 (2d100)

>>1214476
Tribe name: The People
Leaders: Neltox the Strong and Hilda the Powerful
Race: Giants
Pop: 103
Tech: Stone Tools (T1), Masonry (T1), Geomancy (T1). Earth Mastery (T1), Brewing (T1), Agriculture (T1), Weaving (T1)

(Summer)
It was time for the people to set up homes finally. There were caves along the beach, big enough to hold the mighty size of the people, so the work began there.
>Set up homes in the caves

The People knew enough of farming to set up a nice kelp farm to bring in more fish to eat. The people were meat eaters themselves, but their food ate plants and that was enough.
>Set up Kelp Farm

Passives: Spend 100 points Earth Mastery
Character Points: Spend 100 points on Neltox
>>
>>1216592
Turn 15 Year 3.75
Belegorn Tribe
Pop: (Elves) 99+2% annually

Passive Development: T1-Woodwork(500/500), T1-Animal Lore(337/500), T2-Herbalism(210/1000)

AA1: Rolled 92 : More progress on Animal Lore : Some of the elves were frustrated by their performance in the deer races and decide to improve their animal handling to better their odds.
>Your people gain +184 points from this action. I believe 21 or so are left over after you complete T1, allocating them to action two. You are now knowledgeable with animals in you native region, and animals with similar behaviors in other climes. Where they live, what they eat, are they tamable, etc.

AA2: Rolled 92 : Discover Plant Whispering
Meanwhile, Thaichon still muses over what to do about the haunted forest. “If only I could just ask the trees why they’re so angry…”
>the realm of Plant Mastery opens to Thiachon. With an opening foray into the field of +182 with 21 carried over from action 1, you have 203/500 Plant Mastery. He is confident the key to talking to plants lies in that realm of knowledge.

Passives: 50 to Complete T1 Woodworking and the remainder into Animal Lore


>I take it you're doing keeping track of CP in the FTWNTK file?
>>
>>1216544
Correct me if I do this wrong.
>i make enough mistakes for all of us. Just watch the others. It's nice to have your race and population handy. Incomplete passives, even if you not working on them. And what things you've already mastered. I may delete them in my post, but they help me when I'm doing it.

Gnolls
Population 103 (1 cub, 2 pups)

Action 1: Rolled 98+39 : Finish Log Palisade T1 250/500
>you're total roll was 137. Which is pretty good. Your people are united behind your effort to finish safe housing. Since you're already started the palisade, it's a passive project. When you use active points passively they will count double. So +274 means you complete the palisade before winter and you even lay in enough fire wood in the process to kill two birds with one stone. You have 24 passive points left over to use elsewhere.

Action 2: Rolled 46 : Train Infighting [Gnollish Fighters] T1 Only gnolls get to attack gnolls, not stinky orks!
>your people have mastered infighting surviving one another, and the wild over the last three years. Well, to T1 anyway. You're innovating T2 Infighting now. Active points are normal. Infighting T2 46/1000. You can't actually train anyone in it until someone develops it!

>Passive Point Allocation: Passive points represent what your people do when they're not involved with the active actions, or the daily chores of life, farming etc. If you're going to level up Rogar, you'll have 99 points here.

Make pointy thing to stab and throw. 50Pts.

>by the time you rounded up your people, and they united behind your spear pretty much everyone old enough to carry one, has a stone tipped spear, a stone tomahawk, various other stone tools, scrapers, knives.

>Improve Woodworking which also started T1 250/500 like your palisade encampment. Add 99 to it. 349/500 Let's throw in the 24 left over from Action 1, and it'll be 373/500. When it's complete you'll be able to build pretty much anything buildable with stone tools and no levels, etc.

Character Points: Rogar the Mighty must get stronger to keep tribe safe from outside dangers! 50pts
>the one PP spent on Rogar gives him 100pts to spend on him. He currently has Infighting T1, Wilderness Survival T1, Stone Tools T1 Cordage T1 (they can make rope, thread and twine, forgot that in your intro)... You're new, so really the only game going is Infighting T2. You'll be 100/1000 after this. Your Tier level at a martial skill will set hit points etc. The reason your people have so few techs, is because they've been living packs. Most of the other races, dont have all of their people trained in a T1 combat skill, so while it may not look like it, you are rather caught up with them on some fronts. While a civilization may know Infighting T1, until an individual is pays for his personal training, he doesn't have it.
>>
Rolled 37, 100 = 137 (2d100)

>>1217217
Turn 4.0? 4.25?
>Gnolls
Assets
>Population 103 (1 cub, 2 pups)
>Log Palisade T1
>Infighting: T1(gnollish fighting technique)
>Wilderness Survival: T2
>Tools: T1 (stone)
Development
>Infighting T2 46/1000.
>Woodworking which T1 373/500.
Characters
>Rogar T1, Wilderness Survival T1, Stone Tools T1 Cordage T1
>Infighting T2. 100/1000

Action 1: Now that the walls are built up and we've gotten the logs needed for winter burning at least it's time to go hunting! To clear the woods at least Rogar will lead the hunting parties as they go!

Action 2: The ones who stay behind however are rather tired of the winds blowing through the caves and decide to further research into this idea of wood working as the Log Palisade seemed to keep out the wind rather well. There is one rather resourceful gnoll named Nomnar that is rather good at building...

Character Points: 2 from Passive
1Rogar 50 into Infighting T2, 50 into hunting Wilderness Survival T1
2Nomna 100 into woodworking.
>>
Rolled 6 (1d100)

>>1217306
That means I roll again right? Neat!
>>
>>1216645
Turn 15 Year 3.75 (fall)
Tribe name: The People
Leaders: Neltox the Strong and Hilda the Powerful
Race: Giants
Pop: 103
Tech: Stone Tools (T1), Masonry (T1), Geomancy (T1). Earth Law(Law not Mastery, sorry) (T1), Brewing (T1), Agriculture (T1), Weaving (T1)
>add Cordage (T1)

It was time for the people to set up homes finally. There were caves along the beach, big enough to hold the mighty size of the people, so the work began there.

Action 1; Rolled 22: Set up homes in the caves
>It's not so much that your people built crappy houses, it's just that, well, the weather is nice, and it's the beach. It's giant clam season. The caves are rather comfortable as they are, and let's face it, when you swing a 90lb stone hammer attached to a fencepost, who messes with you? Your beach is equatorial, so, getting cold isn't an issue. Most of the year, you can sleep out on the dunes! So far, according to my dice, your people have been unvisited by disaster or fell beasts.


The People knew enough of farming to set up a nice kelp farm to bring in more fish to eat. The people were meat eaters themselves, but their food ate plants and that was enough.
Action 2: Rolled 62 : Set up Kelp Farm
>Neltox notices that the kelp likes rocky bottoms, at about 40' depth, so he sets his people to moving rocks offshore to increase the habitat of the kelp. Over the next two years, the kelp beds will double in size. The resulting increase in fish and game will more than cover your people's growth for many, many, many years to come.

Passives: Spend 100 points Earth Law

Neltox is all about some stone. He likes to study the rocks, know where they come from, which ones are useful for what, and which ones not to build fire pits with. He's been plagued with the sense that there was an unseen force in the Earth, and that he could sense it. He's some to be able to manipulate rocks in ways his fellows do not comprehend. Geomancy T1 he researched over the first year and a half and Earth Mastery is a field of earth magic which he has has as natural talent for. He's just begun to be able to manipulte the forces himself. (read, your civ just finished development of Earth Law T1 last turn, and now someone can actually master the theory.

Character Points: Spend 100 points on Neltox
>He is 100/500 Earth Law and he's unlocked and become proficient with the following spell:
>1. Enchanted Rope — If caster holds one end of a rope he can cause the rope to move up to its length (within the area of effect) in any direction and to tie itself in knots (it cannot attack or tie up a living being).
>>
>>1217464
sorry, called u gnolls in subject
>>
Rolled 43, 93 = 136 (2d100)

>>1214706
Active
> Further Develop Psion Academy T2 (5/1000)
> Devolop Power Group 1: 178/500

Passive
30 initiates T1 (410/500)
Herbalism 352/1000 >> +70 >> 422/1000
>>
>>1216582
(Year 4, Turn 16, Winter)
The Dwarves of Kinmelbi
Population: 105 (100 adults, 2 toddlers, 4 infants, 1 injured Sven) (Population growth: +2%)
In progress:
T1 written language (282/500)
Trap Making T1 (332/500)
Forge (370/500)
T1 Fortifications (401/500)
T1 Military Academy (110/500)
Character Improvement
Helgi: Cleric Magic T1: 250/500
Available Passive Points: 99

Action: Rolled 96 :Build that forge!
>+192 to your forge.... you only need 130. +62 PP available to put elsewhere

The dwarves also continue training and building the military academy.

Action: Rolled 6 (coulda been worse!) Continue on the military academy
>+12 to Academy and roll the +62 from turn 1 here . +74

Passive action: 99 points into fortifications (completing it)

>Fortifiatons complete. Unless another wyrm melts a new cave up from below, you have control over entrance and egress from the lower caverns.

Helgi continues to heal Sven and practice her art (is she making any progress in healing Sven?)
>Sven is recovered completely

100 Character Points into Helgi, bringing her to 350/500.
>>
>>1217306
>>1217217 (You)
Turn 4.0
Gnolls
>Population 103 (1 cub, 2 pups)

Development
>Infighting T2 46/1000.
>Woodworking which T1 373/500.
Characters
>Rogar T1, Wilderness Survival T1, Stone Tools T1 Cordage T1
>Infighting T2. 100/1000

Action 1: Now that the walls are built up and we've gotten the logs needed for winter burning at least it's time to go hunting! To clear the woods at least Rogar will lead the hunting parties as they go!

>We assume hunting happens already, just as a part of life! Typical stone age hunter gatherers only have to put in about 4hrs a day to survive in a temperate environment. Hunting and living off the land is the way of your people, so no need to use up actions on it. Also, when I say log pallisaide, I've left off the “fort”. You have step above a cave shelter on high ground for all your people. It took nearly a year to build, with all your available people working on it.

Action 2: The ones who stay behind however are rather tired of the winds blowing through the caves and decide to further research into this idea of wood working as the Log Palisade seemed to keep out the wind rather well. There is one rather resourceful gnoll named Nomnar that is rather good at building...

>Nice roll! Nomnar has designed stone chisels, and has learned how to join wood together tongue/groove style. He's figured out how to build ground floor structures strong enough to support a second story. T2 Woodworking 212/1000

Character Points: 2 from Passive
1Rogar 50 into Infighting T2, 50 into hunting Wilderness Survival T1
2Nomna 100 into woodworking.

>Rogar, and all your people will have Wilderness Survival T1 upon reaching adulthood. Growing up the way they will, it's impossible to not know this. No need to blow 50pts on it. Put all 100 into his fighting. Just his natural speed, stealth, tracking scent and a stout spear is all Rogar needs. He could probably feed the whole tribe solo, if he so chose, but then the other hunters would be bored!

>use your actions to innovate new tech. Pottery. Bows. Trap making.... if it's something that stone age people just have to know how to do to survive, they probably already know it, and are already doing it.
>>
>>1218048
Ah got you, so I should redo the action 1 then? If that's the case I want to look into proper food storage something like a granary and pottery because its not much point in gathering food if we're going to waste it after all.

SO I think it'll look like
Turn 4.0
Gnolls
Assets
>Population 103 (1 cub, 2 pups)
>Log Palisade T1
>Infighting: T1(gnollish fighting technique)
>Wilderness Survival: T2
>Tools: T1 (stone)
>Woodworking which T1
Development
>Infighting T2 46/1000.
>Woodworking which T2 212/1000.
Characters
>Rogar T1, Wilderness Survival T1, Stone Tools T1 Cordage T1
>Infighting T2. 200/1000
Nomnar Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, T2 Wood working 212/1000

After my turn is that about right?
>>
Rolled 71, 28 = 99 (2d100)

>>1214355
Name: The Swarm
Leaders: Queen Alala
Race: Plains Faeries
Population: 106
Technology: Fey Magic T3, Plant Mastery T1, Weaving T1, Cordage T1

Action 1: Explore cave

Action 2: Begin work on a hive in the caves.

Not really sure what character points or passives are, I'll try to read through on them later, just wanted to try to get something going.
>>
Rolled 49, 70 = 119 (2d100)

Turn 17, Year 4.25 Spring
Goblins
Pop:116(10 Children)

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

AP:

>Gretix keeps working on his Monk Magic
Goblins watch in awe as Gretix runs and jumps throughout the caves, balancing on impossible edges and climbing smooth walls. He tries to teach the other goblins how to do it themselves, but only the 20 Exemplar Students really end up pulling anything off.

>Frax has another go at Trap Making
Traps for Frax, she's geting there.

PP:

>Wilderness Survival take 50

>Written Language take 49

CP:

>Gretix works his magic(Monk Magic)+100
>>
Rolled 2, 1 = 3 (2d100)

>>1218095
>>1218048
Oh didn't realize it's another turn!
Turn 4.25 Summer
Gnolls
Assets
>Population 103 (1 cub, 2 pups)
>Log Palisade T1
>Infighting: T1(gnollish fighting technique)
>Wilderness Survival: T2
>Tools: T1 (stone)
>Woodworking which T1
Development
>Infighting T2 46/1000.
>Woodworking which T2 212/1000.
Characters
>Rogar T1, Wilderness Survival T1, Stone Tools T1 Cordage T1
>Infighting T2. 200/1000
Nomnar Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, T2 Wood working 212/1000

Action 1: Nomnar starts to work on 2nd story structures like towers to help give an overview over the walls of the village.
Action 2: Rogar meanwhile thinks upon the fact that while he's able to throw his spear through a buck like no other, others have a harder time at so he starts to cobble together something that makes throwing things harder. Sling/Bow Research.

Passsive:98
Character: Rogar 80 into Infighting, 20 into Sling/Bow
Nomnar 100 into Wood working T2
>>
>>1218289
....I'm rather shocked. I hope Nomnar didn't accidenlt 9/11
>>
Rolled 66, 30 = 96 (2d100)

>>1218289
D-doubles?
>>
Rolled 51, 10 = 61 (2d100)

1st Granite (Year 4.25, Turn 17, Spring)
The Dwarves of Kinmelbil
>Settlements: Uthargeshud (First Fortress)
>Leader: Urist the First
>Other important figures:
Torval the Inventor
Helgi, High Priestess of Brynhildr
Aelfric the Explorer
General Sven (Wounded)
>Population: 105 (100 adults, 4 toddlers, 4 infants) (Population growth: +2%)
>Dorf death count: 1
>Specialties: Craftsmen
>Buildings: Stacked stone living quarters, forge, T1 Fortifications
>Technology:
Masterwork stone tools, Pottery, Brewing, Kegs, T1 agriculture, The wheel, T1 cordage, T1 alchemy,
>In progress:
T1 written language (282/500)
Trap Making T1 (332/500)
T1 Military Academy (184/500)
>Character Improvement
Helgi: Cleric Magic T1: 350/500
>Available Passive Points: 99

With the fortifications complete the dwarves could breathe a sigh of relief, and with the forge down pat they need to find some decent metals to smelt. So, a group of dwarves ventures into the caves again. The now fully healed Sven leads the group, as he knows the cave layout best, is a fearsome warrior, and wants to get some revenge by bashing in the heads of any more forgotten beasts that might show up.

>Action: Explore in the caves, looking for the lair of the beast or anything else of interest (minerals, etc.)

The rest of the dwarves devote quite a bit of time into the military academy. They're a bit jealous of Sven because he's the one that might be doing all the hands-on learning but they get swinging their wooden training weapons at each other anyway.

>Action: Continue the military academy

The Project E workshop is still overtaken by trapmakers perfecting their stonefall trap designs.

>Passives: 99 in trapmaking

>Character development: 100 for Helgi's cleric magic
>>
>>1218095
roger that rogar
>>
>>1218252
Name: The Swarm
Leaders: Queen Alala
Race: Plains Faeries
Population: 106
Technology: Fey Magic T3, Plant Mastery T1, Weaving T1, Cordage T1
>Fey Magic T2!

Action 1: Explore cave
>i'm going to pull a QM override for you. Action 1:Rolled 74: seeing all the beekin going about the cave aglow, Alala concludes that if you can use magic to manipulate plants, why not try to manipulate the magical glow of her own body! ACTION: Research Light Magic

Light Molding T1 74/100. You're 74% done with your 1st level spell, can't cast it at 100% power or even every time you try yet:
Projected Light — Beam of light (like a flashlight) springs from the caster’s palm. This light has a 50' effective range. If the caster closes his fist, the light will “turn off;” when the fist is opened, the light will come back on (so long as the duration of the spell has not expired).

Action 2: Begin work on a hive in the caves.
>The Hive is going to be a T0 structure, as it's just wax honey storage and some simple furniture at this point, and accomodations for various bees and small critters your people are friendly with. I'll get you a list of animals you have around you in next post.

Not really sure what character points or passives are, I'll try to read through on them later, just wanted to try to get something going.

>Passive actions are used to complete Actives. Say you start building the hive and roll a 26. Not full success. T0 is x/250, T1 is x/500, T2 is x/1000 etc. Your hive is started, and has 26/250 at this point. You can use passive points to finish, or keep putting Actives into it. Each turn you get 100 passive points. It represents percentage of the population, and what they're doing when they're not working on active tasks, which is a large part of life. Once a project is begun with an action, a plan has been made, and people can be assigned to finish it. If it's an action, you're rallying the people to a common task. As such, should you choose to use an action to finish a passive, the points count 2x.
>>
>>1218252
Passive ponts represent 100% of the people. Alala is removed from the PP pool, because she's researching advanced stuff, and we take away one PP per Character being trained. You currently have 99PP per turn to level your passives.

Character Points are purchased with Passive Points. 1 = 100 CP. Alala had to learn Fey Magic 1 with these personal points, after her Civ developed the theory. She would have developed Plant Mastery after that, and then T2 Fey Magic once she was maxed out at T1 and needed access to that 6th level spell... haven't gone there yet though, you started your new list, Animal Mastery.

I hope that made sense.... it's not complicated, just a lot all at once.
>We'll assume that your people have just been living as a loose community, and only just recently have they gathered into a group. Let's say Alala developed her “queen scent” this summer and summoned the swarm.

Beekin can exude wax from their palms, from which they can make honeycomb. Beekin always keep bees, when living solo, a Beekin often bunks up with a hive, and uses it's abilities to help the community. The cave isn't deep enough to require a season to explore. It's dry, and cool, but most importantly, like all Fey Sacred Places, it's “extraplanar” somewhat, in that it's bigger inside than out, and only a Fey, or someone being BROUGHT in by a fey may enter.

All fey can go invisible at will, or when frightened. They glow in the dark, unless they consciously extinguish it.

Fey Magic T2 is a theory skill. In order to practice it, an individual must master it on their own. We're assuming for your people that all of them posess T1 Fey Magic. This allows them to choose a field of study and learn spells. For now, being only year 3.5, not a lot of research has gone on. So far, your people have Plant Mastery T1 and can work the following magics:
1. Plant Lore — Caster learns nature and history of any 1 plant.
2. Speed Growth I — Allows caster to increase speed of growth for any 1 species of plant within the area of effect by 10 times.
3. Plant Tongues — Allows caster to understand and “speak” the language of any 1 plant species.
4. Plant Restore — Heals damage to one plant that is less complex than a tree (especially severe damage may get a RR to avoid the effects of this spell, GM discretion).
5. Speed Growth II — As Speed Growth I, except growth rate is 100 times normal.
>>
>>1218252
I'm being a snot with the spell lists, rather than showing the whole thing and letting people choose, I'm going by their actions and letting them be found along the way. Your people's close relationship with bees has naturally led you to plant husbandry to help the bees.

Alala is the most magically adept beekin. The is currently working on Animal Mastery list and is at T1 100/500. Each 100 pts will open a new spell from the T1 locker.
1. Animal Sleep I — Puts any animal (i.e., non-humanoid) to sleep. Will not affect enchanted creatures or creatures with greater than animal intelligence.

Is the only spell she knows on this list so far, 2nd level spell is next turn... The way we're woking it, when you open up the T1 Animal Mastery, you can work all the magics in it, just not as full potency, or reliably... and you work it out with practice (more development points).

After Alala knows a spell, she can teach others how once they have the corresponding theory level to support it. You can't work a T2 magic if you only have T1 theory. Each Tier of theory adds a spell list to your book, as the leader, you'll get two bonus lists as we assume you're the best of the best your people have to offer.

>i need turns 15 and 16 from you to catch you up
>>
>>1218289
Rolled 2, 1 = 3 (2d100)
>just wow... crap luck!

>>1218048 (You)
Oh didn't realize it's another turn!
Turn 4.25 Summer
>your first turn was 3.75, this one is 4.0 Winter year 4 Turn 16

Gnolls
Assets
Population 103 (1 cub, 2 pups)

Development
Woodworking which T2 212/1000.
Characters
Rogar T1, Wilderness Survival T1, Stone Tools T1 Cordage T1
Infighting T2. 200/1000
Nomnar Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, T2 Wood working 212/1000

Action 1: (R:-64)Nomnar starts to work on 2nd story structures like towers to help give an overview over the walls of the village.
>needless to say, things didn't go as planned. Most people do not realize this, but lumberjacking is the most dangerous job of them all, makes crabbing look like a cruise. You've lost a gnoll in a construction accident. Rope failure dropped a large log onto one of your lumberjacks.
+4 to the palisade, due to jittery workers and funerary events.


Action 2:(R: - 29) Rogar meanwhile thinks upon the fact that while he's able to throw his spear through a buck like no other, others have a harder time at so he starts to cobble together something that makes throwing things harder. Sling/Bow Research.
>Experimenting with a strong staff and some stout cordage made from animal tendons, Rogar is making some progress into crafting a bow. His great strength, however, complicated matters, as one of his initial arrow launches, found one of his comrades! Fortunatly gnolls heal rapidly, but there's one gnoll in the tribe with a nice round scar on both his inner and outer thigh, where the arrow had to be pulled through. Yes, arrows work! Missle Weaponry T1 2/500. Your “bow” will launch pointy sticks, but it's not accurate and needs refinement.

Passsive:98 You can pump the 98 into Bow Tech taking you to 100/500 and indicating that over the course of the winter, you've refined it somewhat, and it's about 20% as accurate and reliable as it could be.
Character: Rogar 80 into Infighting, 20 into Sling/Bow
Nomnar 100 into Wood working T2
>>
>>1218813
I accidentally made your first turn 4.0, you actually arrived 3.5 and first turn was 3.75... this one is the REAL 4.0 turn 16
>>
This is the first Real Winter, everyone. Weather has finally arrived to Admor. Even those of you in the tropics notice the cooldown of this winter. (We're ignoring reversed weather in southern hemispheres, roll with it). It snows in high elevations, this is the first year where deciduous trees stay bare for most of the season, where appropriate.

Frozen ponds if you are far north... monsoon season if you're on the plains...etc. It's scary for many people
>>
Rolled 13, 85 = 98 (2d100)

>>1218992
>Turn 4.25 Spring?
>Gnolls

>Assets
>Population 102 (1 cub, 2 pups)
>Log Palisade T1 +4
>Infighting: T1(gnollish fighting technique)
>Wilderness Survival: T2
>Tools: T1 (stone)
>Woodworking which T1

>Development
>Woodworking which T2 312/1000.
>Infighting T2 46/1000.
>Missile Weaponry T1 100/500
>Characters
>Rogar T1, Wilderness Survival T1, Stone Tools T1 Cordage T1
>Infighting T2 280/1000, Missile Weaponry T1 100/500
>Nomnar Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, Wood working T2 312/1000

Action 1: Well that didn't go to plan at all, seeking to learn from his mistakes Nomnar goes back to the drawing board as he starts to carefully look over the ideal of the tower once more, maybe something that involves a set of four legs instead of a square tower?

Action 2: Rogar hums as the spear lodges itself into the tree with a dull thunk, draw the next one he loads it carefully before throwing it once more wincing as it simply digs into the dirt with a eruption of snow and soil. Needs to figure out a better way to aim...

PP98

Rogar: Infighting 80 Missile 20
Nomnar: 100 WoodWorking T2
>>
Rolled 53, 85 = 138 (2d100)

>>1217116
Turn 16 Year 4.0
Branch-time 4
Belegorn Tribe
Pop: (Elves) 99+2% annually
First Shaman: Thaichon
Specialties: Nature Affinity
Skills/Knowledge: T1-Animal Lore, T1-Herbalism, T1-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, T1-Bows, T1-Woodworking
Passive Development: T2-Herbalism(210/1000)

>Begin training apprentices in Moving Ways.
Some of the fellow survivors who had experienced the strange running phenomena as well as a few of their friends had been watching Thaichon’s progress over the past year and finally decided to ask him for lessons so that they too could tap into this strange power.

>Weave Straw Cloaks and Clothing
The tribe notices that it is quite chilly this year. So they rely on their animal lore to mimic the fauna and weave “fur” coats for themselves. Although not as warm, it is easier than dragging hide blankets through the snow and allows them to camoflage as bushes during snowball fights.

>Passives: Spend all remaining points on Herbalism
>>
Rolled 38, 8, 65, 61 = 172 (4d100)

>>1218785
Name: The Swarm
Leaders: Queen Alala
Race: Plains Faeries
Population: 106
Technology: Fey Magic T3, Plant Mastery T1, Weaving T1, Cordage T1
Magic: Fey Magic T2, Light Molding (74/100)
Buildings: Hive (T0)

Turn 15
Action 1: Research Stone weaponry
Action 2: Research plant killing magic
Passive: 36 to Light Molding, 64 to expanding the Hive.

Turn 16

Action 1: Gather and study nearby plants (beginning of herbalism/ herbal medicine)
Action 2: Continue studying Animal Mastery
>>
>>1220335
Turn 16 Year 4.0
Belegorn Tribe
Pop: (Elves) 99+2% annually

Passive Development: T2-Herbalism(210/1000)

A1:(R53):Begin training apprentices in Moving Ways. Some of the fellow survivors who had experienced the strange running phenomena as well as a few of their friends had been watching Thaichon’s progress over the past year and finally decided to ask him for lessons so that they too could tap into this strange power.
>+106 towards their development. Each practitioner must have Nature Magic (Theory) T1 Before they may move on. It would function to train theory to 100/500 first, then moving ways 100/500. Each would be able to have functioning spells faster that way, rather than 500pts before spellcasting begins. If you're training citizens, determine how many will be studying. If you train 20, then reduce Passive Point pool by 20, and we'll have a unit of troops in training, if you will. They'll each get 100 CP per turn. They must first master theory to the appropriate level before they may take a spell. So, at T1, each 200 pts, will buy a spell.

A2:(R85): Weave Straw Cloaks and Clothing. The tribe notices that it is quite chilly this year. So they rely on their animal lore to mimic the fauna and weave “fur” coats for themselves. Although not as warm, it is easier than dragging hide blankets through the snow and allows them to camoflage as bushes during snowball fights.
>your foray into weaving is a success. Who knew it was possible to turn plant stems into comfortable clothing! Several of your people speculate that if the right plants could be found, and the weaving made softer, these things could actually be comfortble! Weaving T1 is discovered and is at 85/500. At a later date, you have people mentally innovating Textiles T1 now, so it's developable.

>Passives: Spend all remaining points on Herbalism
>>
>>1220422
>>1218785 (You)
Name: The Swarm
Population: 106
Technology: Fey Magic T3, Plant Mastery T1, Weaving T1, Cordage T1

>Your Fey Magic is only T2! Culturally, all of your people are self taught to T1. Alala's personal skill level is 2.

Characters: Alala
Magic: Fey Magic T2 (1000/1000), Light Molding (74/100)
Buildings: Hive T0 (28/250)

Turn 15
Action 1: (R38)Research Stone weaponry
>Tools T1 (Stone) (38/500). Tools are just hard work for the fey.... but worth the research in the long run. This is now passive research. You don't have to finish it right away, it can be shelved. You can develop it with Passive Points, or with Actions. An action can be a “take 50” where you don't roll, just take an average success. Active points are doubled when applied to a passive task, you can either +100 to a passive task, as an action, or roll, and risk critical failure, or success, and double the result of your roll, and distribute those as PP.

Action 2: (R8)Research plant killing magic.
>gasp. Why on earth would you do that?!

Passive: 36 to Light Molding, 64 to expanding the Hive.

>You are training Alala as a character, so you're -1 Passive Point. It turns into 100pts for Alala to improve her skills on her own. So do this:

Passive: 99 to the Hive = 28/250 starting point. +99 = 127/250. It's halfway done. It'll have sleeping arrangements for the whole swarm, and honey storage for a year's food!

>and add a Characters section

Alala: +100 to Light Molding.

>Which will take her to 174/500. She has full mastery of her 1st level light spell, and 74% mastery of: 2. Light Mirage — Creates any simple immobile image or scene up to an area of 10' radius.

Turn 16

Action 1:(R65) Gather and study nearby plants (beginning of herbalism/ herbal medicine)
>Herbalism T1 65/500. You have the “Herb Lore” spell, and the “Plant Tongues” spell, so this will be a simple task for you.
Action 2: (R61)Continue studying Animal Mastery.
>61 active points will give Alala +122 points to work with this turn.

PP: (99) Improve Hive to (226/250)

CP:
Alala +100 to Animal Mastery

> so +100 from CP and +122 from Turn 16:Action 2. You began at 100/500. This will raise you to 322/500. You gain the following
2. Animal Restoration I — Caster may heal any non-fatal damage in any animal up to 10 pounds in weight. Healing takes 6-600 minutes at full proficiency.

And: 3. Animal Tongues — Allows caster to understand and “speak” the language of any 1 animal species. At 22%....
>>
>>1218273
Turn 17, Year 4.25 Spring
Goblins
Pop:116(10 Children)

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

AP1: (R:49) Gretix keeps working on his Monk Magic. Goblins watch in awe as Gretix runs and jumps throughout the caves, balancing on impossible edges and climbing smooth walls. He tries to teach the other goblins how to do it themselves, but only the 20 Exemplar Students really end up pulling anything off.

>+98 to T2 Monk Magic (Theory)

AP2:(R:70) Frax has another go at Trap Making. Traps for Frax, she's geting there.
>+140 to traps, if it's more than enough, carry them over into something else.

PP:
Wilderness Survival take 50
Written Language take 49

>I hope you're updating these in your googledoc !

CP:Gretix works his magic(Monk Magic)+100

>Monk Magic (Theory) T2 now at 473/500. Next turn we begin unlocking the spells themselves so that he can perform his feats with mastery.
>>
>>1218553
Year 4.25, Turn 17, Spring
The Dwarves of Kinmelbil

In progress:
T1 written language (282/500)
Trap Making T1 (332/500)
T1 Military Academy (184/500)
Character Improvement
Helgi: Cleric Magic T1: 350/500
Available Passive Points: 99

With the fortifications complete the dwarves could breathe a sigh of relief, and with the forge down pat they need to find some decent metals to smelt. So, a group of dwarves ventures into the caves again. The now fully healed Sven leads the group, as he knows the cave layout best, is a fearsome warrior, and wants to get some revenge by bashing in the heads of any more forgotten beasts that might show up.

AA1: (R:51) Action: Explore in the caves, looking for the lair of the beast or anything else of interest (minerals, etc.)
>the maps are roughly situated beneath the mountain, and as you descend into level two, you find that the mineral deposits from above, descend, in predictable ways, into the roots of the mountain. You do not find the wyrm lair, the indications are, it lies … deeper... Here and there down the wyrmbores, you find smallish piles of metals and gems, where, it apparently couldn't hold it until it got to wherever it usually pooped...

AA2: (R:10) : Action: Continue the military academy
>+20 to the Academy. Your People, unaccustomed to an actual winter, with snow and, ice, and... long, slippery trudging to trees that should have been felled in the summer... we're going to blame this poor roll on a wood shortage and early problems with your first attempts at iron nails, or perhaps it's all the wooden sword swinging, who knows.

The Project E workshop is still overtaken by trapmakers perfecting their stonefall trap designs.

>Passives: 99 in trapmaking

>Character development: 100 for Helgi's cleric magic
>>
>>1219152
Turn 17 Year 4.25 Spring
Gnolls

Assets
Population 102 (1 cub, 2 pups)
Development
Woodworking which T2 312/1000.
Infighting T2 46/1000.
Missile Weaponry T1 100/500
Characters
Rogar T1, Wilderness Survival T1, Stone Tools T1 Cordage T1 Infighting T2 280/1000,
Missile Weaponry T1 100/500
Nomnar Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, Wood working T2 312/1000

Action 1: Well that didn't go to plan at all, seeking to learn from his mistakes Nomnar goes back to the drawing board as he starts to carefully look over the ideal of the tower once more, maybe something that involves a set of four legs instead of a square tower?
>+26 T2 Woodworking. He's takin>>1218992 (You)g his time to make sure it doesn't fall down.

Action 2: Rogar hums as the spear lodges itself into the tree with a dull thunk, draw the next one he loads it carefully before throwing it once more wincing as it simply digs into the dirt with a eruption of snow and soil. Needs to figure out a better way to aim...
>+190 T1 Missile Weaponry

PP98: Allocating these to your Missile work for you. 388/500.

Rogar: Infighting 80 Missile 20
Nomnar: 100 WoodWorking T2
>>
>>1217653
>>1214706 (You)

>population growth

A1:(R43): Further Develop Psion Academy T2 (5/1000)
>+86 +to the Academy 91/1000
A2:(93):Devolop Power Group 1: 178/500
>+186 increases to (364/500) Mastery of 2nd and 3rd level abilities
2. Mind Store—Caster stores the mental pattern of a target which must first have been detected by Presence. This pattern can be used with other spells on this list (and other lists). The caster can only have as many patterns stored as the sum of his Memory and Presence stats (not the bonuses). The caster can choose to release a pattern at any given time (the GM should require that a character keep track of all the patterns he has stored).
3. Seer’s Analysis—Caster learns one of the following concerning a target: race, profession, or level. The target must have been located by Presence. 4. Minor Finding—Caster learns direction and distance to any unshielded mind for which he has a mental pattern from Mind Store or Long Mind Store, and which is within range of this spell.

>64% progress on:
4. Minor Finding—Caster learns direction and distance to any unshielded mind for which he has a mental pattern from Mind Store or Long Mind Store, and which is within 100' highest level spell known. (i.e. currently within 364')

Passive (100-30=70)

Herbalism 352/1000 >> +70 >> 422/1000
To Character Points: 30
T1 Psions (30) +100CP ea Psionics increases to (500/500)
10/500 Power Group 1. 10% Mastery of 1st level power.
>>
>>1218273
>>1218273
Turn 17, Year 4.25 Spring
Goblins
Pop:116(10 Children)

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

AP1: (R:49) Gretix keeps working on his Monk Magic. Goblins watch in awe as Gretix runs and jumps throughout the caves, balancing on impossible edges and climbing smooth walls. He tries to teach the other goblins how to do it themselves, but only the 20 Exemplar Students really end up pulling anything off.

>+98 to T2 Monk Magic (Theory)

AP2:(R:70) Frax has another go at Trap Making. Traps for Frax, she's geting there.
>+140 to traps, if it's more than enough, carry them over into something else.

PP:
Wilderness Survival take 50
Written Language take 49

>I hope you're updating these in your googledoc !

CP:Gretix works his magic(Monk Magic)+100

>Monk Magic (Theory) T2 now at 473/500. Next turn we begin unlocking the spells themselves so that he can perform his feats with mastery.
>>
dang, wouldn't let me delete the Turn 1, one. Gnolls, I forgot the 7 in your "17" too...
>>
Rolled 96, 95 = 191 (2d100)

Turn 18, Year 4.50 Summer
Goblins
Pop:130(24 Children)

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

BABIES, 14 children are spawned, everyone is happy cause baby goblins are hilarious.

AP:

>Gretix trains the 20 goblins that were more enthusiastic than the rest in martial arts and Monk Magic.(Military Academy)
>Frax wants something strong, to carry and move stuff.(Cordage)
The Goblins who have taken to occasionally going out of the mountain, love and hate Frax. She's helped them all a bunch of times, but also makes constant demands from them, like to gather up all the silk they can find.

PP:

>Wilderness Survival take 50

>Written Language take 49

CP:

>Gretix trains Monk Magic +100
>>
Rolled 53, 68 = 121 (2d100)

>>1222664

Rolling for crits
>>
Rolled 2, 8 = 10 (2d100)

1st Hematite (Year 4.5, Turn 18, Summer)
The Dwarves of Kinmelbil
>Settlements: Uthargeshud (First Fortress)
>Leader: Urist the First
>Other important figures:
Torval the Inventor
Helgi, High Priestess of Brynhildr
Aelfric the Explorer
General Sven (Wounded)
>Population: 105 (100 adults, 4 toddlers, 4 infants) (Population growth: +2%)
>Dorf death count: 1
>Specialties: Craftsmen
>Buildings: Stacked stone living quarters, forge, T1 Fortifications
>Technology:
Masterwork stone tools, Pottery, Brewing, Kegs, T1 agriculture, The wheel, T1 cordage, T1 alchemy
>In progress:
T1 written language (282/500)
Trap Making T1 (431/500)
T1 Military Academy (204/500)
>Character Improvement
Helgi: Cleric Magic T1: 450/500
>Available Passive Points: 99

The dwarves continue their exploration, gathering the minerals they find along the way and leaving landmarks to help them figure out the way back home in the maze of wormbores. Will they find the beast's lair?

>Action: Continue exploring the caves, making sure to find and gather anything of interest

The work on the military academy continues. "Why are ye using wood anyway? Get that shit out of here and build it with stone like a real dwarf would." (Also last turn was Spring, not winter)

Action: Continue with the military academy

The dwarves worked on traps until they were content with the design, and then proceeded to finally get around to refining their written language.

>Passive actions: 69 points into trap making (completing it) and then the other 31 into written language

As she was praying, Helgi was suddenly blessed by a revelation! I wonder what it could be... (100 points into cleric magic bringing her to 50 points into T2)
>>
Rolled 94 (1d100)

>>1223123

Rolling for bad shit
>>
>>1222664
Turn 18 Year 4.50 (Summer)
Rolled 96, 95 = 191 (2d100)

Turn 18, Year 4.50 Summer
Goblins
Pop:130(24 Children)

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

BABIES, 14 children are spawned, everyone is happy cause baby goblins are hilarious.

AP1:(96+53=149):Gretix trains the 20 goblins that were more enthusiastic than the rest in martial arts and Monk Magic.(Military Academy)
>Splitting the points between these two actions. +149x2=298pts to the Military Academy: 148/500 is now 446/500. Which will grant each student +9pts, this turn.
A2:(95): Frax wants something strong, to carry and move stuff.(Cordage)
The Goblins who have taken to occasionally going out of the mountain, love and hate Frax. She's helped them all a bunch of times, but also makes constant demands from them, like to gather up all the silk they can find.
>Cordage T1 95/500. You're assumed to have mastery of T0 Cordage, which is certain vines, crude bark-strip ropes, etc. T1 pretty much covers cordage until parachute cord is invented...

PP: Since you're carving off 20 of your most useful people it's 20/130=15% of your population. So you loose 15 more PP to grant these individuals +100 CP per turn to develop just like you have Gretix. When they cease training, return them to the PP pool.

>Wilderness Survival take 40

>Written Language take 39

CP:

>Gretix trains Monk Magic +100
>Goblin Warrior Monks T0 +50 Monk Magic Theory + 50 Moving ways. +9pts to Theory from the Academy. This will give them 59/500 MMT T1 and 50/500 MW T1. And will grant them 50% effectiveness at the first level spell you're teaching them. Once we get them to T1 In Gob-fu, (or whatever we decide to call it in the end, I just whipped that up as a placeholder) T1 in MMT and one spell list we can officially call them T1 troops, which will be...8, maybe 7 more turns.
>>
>>1223123
Year 4.5, Turn 18, Summer
The Dwarves of Kinmelbil
In progress:
T1 written language (282/500)
Trap Making T1 (431/500)
T1 Military Academy (204/500)
Character Improvement
Helgi: Cleric Magic T1: 450/500
Available Passive Points: 99

Action: Continue exploring the caves, making sure to find and gather anything of interest
>If you gather up all the easily gatherable minerals and metals in Levels 1 and 2, you'l have enough metal and gems to outfit several hundred dwarves with both weapons and armor, but enough swag to make Mr. T envious. To gather more than that, you'll need to discover mining, construct some mines, and hope no critfails!
… but that's not what we're up against with this -92 roll...
(Also last turn was Spring, not winter)
>It got cold here again, I guess I lost track of where I was.... :)

Action: (R8): Continue with the military academy
>+16 to the Academy. Shit rolls mate!
The dwarves worked on traps until they were content with the design, and then proceeded to finally get around to refining their written language.
>after all,if you write, “don't step on white rock” on the wall in dwarvish, the wurm won't know any better!

>Passive actions: 69 points into trap making (completing it) and then the other 31 into written language

As she was praying, Helgi was suddenly blessed by a revelation! I wonder what it could be... (100 points into cleric magic bringing her to 50 points into T2)

I've had a revelation of sorts myself. I was chatting with another player and they have properly labeled something for me. You've been leveling Cleric Magic. I've been making people finish out the 500/500 of the Theory skill, cleric magic in this example, before mastering the actual spells. It would work out to go 100/500 in Cleric Magic (theory) and then train 100/500 Healing, then switching back to theory, … etc. Rather than spending a year and a half not having any spells to cast, but lots of schooling.
>Helgi masters 1. Healing I — Target is healed of d10 concussion hits. Just in time for Action 1.
>>
>>1223123
>A party of dwarves descends into the second level of the catacombs. After exploring a wyrmbore that turned down too steep to follow to it's end, like most of them, they were returning from a dead end cave, back into the main cave when they met at the intersection with something they'd never seen before. It stood as tall as three dwarves. It's massive, gnarled arms hung nearly to the cave floor, it's thick, muscular legs like tree trunks. In one hand it carried a large stalagtite, it apparently was using for a large, unwieldy club... not too far, a wyrmbore connected to another part of the cave system, and the dwarves, staying one step ahead of the Cave Troll, managed to get past the troll, and make it back with only one broken arm and a few nasty bruises.

>Sven informs you that their stone axes and hammers were useless, and that their spears had barely scratched him.
>>
Turn 19, Year 4.75 Autumn
Goblins
Pop: 130(24 Children)

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

AP:

>Gretix continues training his happy students.
Gretix is happy just focusing on 20 students, having over one hundred pestering and eager eyes on you really made you lose your mind.

>Frax is once again called upon the wild living goblins for aid.(Wilderness Survival)
It is getting cold again, and the goblins have already realized that it will only get colder as the days go on, so they call upon their greatest ally...Frax, who is also their most violent and angry ally.

PP: If it goes from 50->40, and 49->30, isnt that 20 Points? not 15?

>T1 Cordage take 79

CP:

>Gretix Monk Magic +100

>20 Warrior Monks +100
>>
Rolled 27, 96 = 123 (2d100)

>>1225238
forgot rolls, and I meant 49->39
>>
Rolled 41 (1d100)

>>1225244
rerolling for crit
>>
Rolled 62, 19 = 81 (2d100)

>>1220559
Turn 17 Year 4.25
Bloom-time 5
Belegorn Tribe
Pop: (Elves) 99+2% annually [+8 children]( 2-4yos, 2-3yos, 2-2yos, 2-1yos)
First Shaman: Thaichon (19 Apprentices) [-20 PP]
Specialties: Nature Affinity
Skills/Knowledge: T1-Animal Lore, T1-Herbalism, T1-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, T1-Bows, T1-Woodworking
Passive Development: T2-Herbalism(353/1000), T1-Weaving(85/500)

>Develop Magic “Academy”
While training his apprentices, Thaichon finds a nice grove for them to meet and begins developing a curriculum for more efficient teaching. Deciding to take the scenic route back home from his communion tree, He found a picturesque little glen beside a secondary stream. Still experiencing the lingering effects of his meditation, he was overwhelmed with a sense of nostalgia, a familiarity that he couldn’t place. As he looked across the area he saw a rippling eddy through somewhere that isn’t here, trailing into the space around him. It seems more energetic than normal, both under and over there’s a beat, a regular, pulsing wave of some spectral colour. Here, the usually gentle song of Nature became a powerful chorus filled with voices he had never heard before, resonating to his very core. He looked up and saw a few ravens circling and adding their voices to the mix, a good omen. As he investigates further, he notices a myriad of ideal running surfaces, plants and herbs for helping his new students to get a feel for the nuances of their beautiful new relationship with the land. This would be their nursery and their sanctuary.

>Develop T2 Bows
Meanwhile one elf with a particularly long bow completely dominates the archery competition at the festival. The others marvel at both his skill and craftsmanship as they attempt to copy and improve upon his design.

>Passives: 80 spent on Herbalism
>>
Rolled 78, 6 = 84 (2d100)

>>1221860
>Turn 4.5 Summer

>Gnolls
>Assets
>Population 102 (1 cub, 2 pups)
>Development
>Woodworking which T2 312/1000.
>Infighting T2 46/1000
>Missile WEaponry T1 388/500

>Characters
>Rogar T1, Wilderness Survival T1, Stone Tools T1 Cordage T1 Infighting T2. 280/1000 Missile Weaponry T1 100/500
>Nomnar Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, T2 Wood working 312/1000

Action 1: The base of the towers are slowly coming together, adopting the stance of measure twice cut once has worked wonders in the assembly of the towers now! Wood Working Research T2

Action 2: Rogar nearly has the job finished now, just need to make the smaller spears, arrows to move through the air with more accuracy instead of skitting off to the side now...

PP98

Rogar: 80 Infighting Missile 20
Nomnar: 100 Wood working T2
>>
Rolled 24, 49 = 73 (2d100)

https://docs.google.com/document/d/103xoBg81-X1ZsM9Y713jtLTqKMoEt2iX4X_6eI6e1wI/edit#
>>1221885
Active:
>Further Develop Psion Academy T2 (91/1000)
>Develop Power Group 1 (364/500)

Passive:
Herbalism 422/1000 >> +70 >> 492/1000

Character:
T2 Psions (30) 0/1000
>Devolop: 10/500 Power Group 1
>>
>>1227586
>Herbalism 422/1000 >> +70 >> 492/1000
>>
>>1227586
>>1214706 (You)
Active
Further Develop Psion Academy T2 (5/1000)
>+86. (+11pts training this turn)
Develop Power Group 1: 178/500
>+186. 364/500

Passive
30 initiates T1 (410/500)
>500/500 with 21 to put into first list.

>29 of your student begin casting the spell you intend them to. One student struggles with it, and finds that his ahilities ma lie in a different direction. 10/500 T1 New List , you're not really sure what it is going to be, there just seems to be a shape in the air, that moves where they will it to go.
Herbalism 352/1000 >> +70 >> 422/1000
>>
>>1225286
>>1220559 (You)
Turn 17 Year 4.25
Belegorn Tribe
Pop: (Elves) 99+2% annually [+8 children]( 2-4yos, 2-3yos, 2-2yos, 2-1yos)
First Shaman: Thaichon (19 Apprentices) [-20 PP]
Specialties: Nature Affinity
Skills/Knowledge: T1-Animal Lore, T1-Herbalism, T1-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, T1-Bows, T1-Woodworking
Passive Development: T2-Herbalism(353/1000), T1-Weaving(85/500)

A1:(r62) Develop Magic “Academy” While training his apprentices, Thaichon finds a nice grove... new relationship with the land. This would be their nursery and their sanctuary.
>You find the perfect spot within a shot travel of your tree village. Your academy's start point is 62/500 for T1. Your students will receive one extra CP this turn. Nice fluff btw, it hurt my feelings to delete it for the reply message!

A2:(r19) : Develop T2 Bows
>19/1000 T2 Bows...

Passives: 80 spent on Herbalism
Characters:
1st Ranger Corps 50/500 T1 Nature Magic 50/500 Rockruning. You have one rebel in thr group who has discovered a new aspect of Nature Magic.
ANIMAL MASTERY 50/500www
1. Animal Sleep I — Puts any animal (i.e., non-humanoid) to sleep. Will not affect enchanted creatures or creatures with greater than animal intelligence.
>>
Rolled 27, 82 = 109 (2d100)

>>1228383
Turn 18 Year 4.5
Leaf-time 5
Belegorn Tribe
Pop: (Elves) 99+2% annually
Special Units: Thaichon(+19 Apprentices) [-20 PP]
Specialties: Nature Affinity
Skills/Knowledge: T1-Animal Lore, T1-Herbalism, T1-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, T1-Bows, T1-Woodworking
Passive Development: T2-Herbalism(353/1000), T1-Weaving(85/500), T2-Bows(19/1000), T1-Druid Grove(142/500)

>Thaichon further develops his ability to sense the interwoven veil of life, allowing him to use the Lore of Nature to enhance his awareness of things unseen.
The more Thaichon meditated, the more sensitive to Nature’s rhythms be became. It had started with hearing the subtle song and seeing the flowing energy. But now he is beginning to notice a strange tingling in his feet as he walks. When he sits, he feels as if the forest’s roots and mycelium are wrapping around him. As he falls into his trance, he seems to be able to sense even the falling of leaves upon the ground. When he goes hunting, he is able to instinctively find even the smallest of game trails. As he teaches, he is able to sense the magic flowing through his students. He has even managed to accurately predict the next day’s weather. Whereas before he was regarded as a gifted eccentric who ran about and played with plants, now the tribe is beginning to appreciate the practical aspects of his power.

>Actively improve Druid Grove(Academy)

>Passives: Spent 80pp on Druid Grove
>>
Rolled 86, 39 = 125 (2d100)

>>1228049
>>1228062
Active
> Further Develop Psion Academy T2 (102/1000)
> Develop Power Group 1: 364/500

Passive
29 initiates T2 (0/1000)
1 Errant Student: Mediate alone in the caves, find your true calling. 10/500 T1 New List


Herbalism 422/1000 >> +70 >> 492/1000
>>
>>1230808
>>1228383 (You)
Turn 18 Year 4.5
Belegorn Tribe
Pop: (Elves) 99+2% annually
Special Units: Thaichon(+19 Apprentices) [-20 PP]
Passive Development: T2-Herbalism(353/1000), T1-Weaving(85/500), T2-Bows(19/1000), T1-Druid Grove(142/500)

A1:(R:27)Thaichon further develops his ability to sense the interwoven veil of life, allowing him to use the Lore of Nature to enhance his awareness of things unseen.
>Not sure where you're applying this action! Nature Magic? +54

A2:(82) mprove Druid Grove(Academy)
Passives: Spent 80pp on Druid Grove
>+242 to grove. Students will gain 8cp this turn from their time in the grove

>I don't where you've allocated Thiachon's 100cp. \
>Apprenticies 100/500 T1 Nature Magic 100/500 Full mastery of : Rockruning. Your rebel has
ANIMAL MASTERY 100/500. Full mastery of: 1. Animal Sleep I — Puts any animal (i.e., non-humanoid) to sleep. Will not affect enchanted creatures or creatures with greater than animal intelligence. He has opened this college for Thiachon.
>>
>>1231561
>>1228062 (You)
A!:(R86): Further Develop Psion Academy T2 (102/1000)
>+172 brings Academy to 274/1000 (+12cp for students this round)
A2:(R39): Develop Power Group 1: 364/500
>+78 Power Group 1

Passive>>1228049 (You)
29 initiates T2 (0/1000). +100
Mediate alone in the caves, find your true calling.
>I've been checking each turn they need a high critical success for this to happen. As luck would have it one of your students did have an epiphany! 10/500 T1 New List. VISION BORROWING 1. Animal Sight I—Caster may borrow the visual sense of any non-intelligent animal within range, thus sharing the visual perceptions of the animal. The animal must be within sight or located with a Presence spell or with Mind Store followed by Finding (for the initial contact only).

Herbalism 422/1000 >> +70 >> 492/1000
>>
>>1225238
Turn 19, Year 4.75 Autumn
Goblins
Pop: 130(24 Children)
Characters:
Gretix: Gob-Fu T2 175/1000, Monk Magic T1, Wilderness Survival T1, Moving Ways T1 72/500
Troops: T0 Warrior Monks (20) Gob-Fu T1, Wilderness Survival T1, Monk Magic T1
https://docs.google.com/document/d/16A01oYly_IQzF7FTLI3foPiUlQY2NgcwzUiIwaPzDCM/edit

A1:(R27) Gretix continues training his happy students. Gretix is happy just focusing on 20 students, having over one hundred pestering and eager eyes on you really made you lose your mind.

A2(R:96+41=137) Frax is once again called upon the wild living goblins for aid.(Wilderness Survival) It is getting cold again, and the goblins have already realized that it will only get colder as the days go on, so they call upon their greatest ally...Frax, who is also their most violent and angry ally.
>T1 Wilderness Survival 409/500 only needs 91 to finish. Frax has generated 274 PP with this action. Wilderness Survival T1 Complete. I'm going to call it a cordage thing, and say that Frax has made major progress in making thread and rope from silk. Cordage T1 Cordage 278/500.

PP: If it goes from 50->40, and 49->30, isnt that 20 Points? Not 15?

>Passive points represent a percentage of your population. You have 130, so your numbers are shifting, everyone else is still rather close to 100 pop, and the ratios haven't made a noticable effect yet, like you're seeing here. 20Students/130 population = 15% or 15pp. The remaining 85% of your population is attending to other matters.

T1 Cordage take 79
>Cordage T1 357/500

CP:

>Gretix:Gob-Fu 175/1000 You have completed T1 Monk Magic (Theory) 500/500. He's 127/500 T1 Moving Ways and has 27% mastery of mastery of Landing.

>1. Rockrunning — Caster can run on any nearly horizontal rocky and earthen surfaces as if he was on level ground. He will expend exhaustion points as if he were walking.
>1. Leaping I — Allows caster to leap 50' laterally or 20' vertically in the round that the spell is cast. Is actually level 1 monk spell in their movement list. Ironically, level two is Landing

>Goblin Warrior Monks T0 +50 Monk Magic Theory + 50 Moving ways. +9pts to Theory from the Academy. This will give them 118/500 MMT T1 and 100/500 MW T1. They have masery of level one Moving Way's spells. So all 20 of you can rock run, and leap 50' gaps, or 20' into the air.
>>
Rolled 97, 78 = 175 (2d100)

>>1232901
Turn 19 Year 4.75
Fruit-time 5
Belegorn Tribe
Pop: (Elves) 99+2% annually
Special Units: Thaichon, Saithor, Lavanith (+17 Apprentices) [-20 PP]
Specialties: Nature Affinity
Skills/Knowledge: T1-Animal Lore, T1-Herbalism, T1-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, T1-Bows, T1-Woodworking
Passive Development: T2-Herbalism(353/1000), T1-Weaving(85/500), T2-Bows(19/1000), T1-Druid Grove(464/500)

>Actively improve Bows

>Actively improve Bows

>Passives: 80 spent on Grove
>>
Rolled 86 (1d100)

>>1233215
rolling for A1 crit
>>
Rolled 85, 57 = 142 (2d100)

>>1232916
Actives:
>Further Develop Psion Academy T2 (274/1000)
>Develop Power Group 1: 442/500

Passives:
29 initiates T2 (112/1000)
(The one special initiate will be called 'Ru')
Ru travels to the desert to see through the eyes of birds and attempts to call one to him.

Herbalism 492/1000 >> +70 >> 562/1000
>>
Rolled 34, 9 = 43 (2d100)

>>1225894
>Turn 4.75 Autumn

>Gnolls
>Assets
>Population 102 (1 cub, 2 pups)
>Development
>Woodworking which T2 312/1000.
>Infighting T2 46/1000
>Missile WEaponry T1 388/500

>Characters
>Rogar T1, Wilderness Survival T1, Stone Tools T1 Cordage T1 Infighting T2. 280/1000 Missile Weaponry T1 100/500
>Nomnar Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, T2 Wood working 312/1000

Action 1. While Nomnar and Rogar both contribute to the tribe through their own way one of the rival clan heads Tagnok has his own contribution to the tribe. Basket weaving and the like to hold things instead of piles are all well and good, but for a better container he has an idea after seeing children leave mud out in the sun for too long... Research Pottery.

Action 2. Rogar is just about finished with the new weapon! Soon all will tremble before his mighty reach with is spear thrower! Oh and the other hunters will have an easier time of it I suppose as well...

PP:97

Rogar: 80 Infighting T2 20 MissileT1
Nomnar: 100 Wood Working T2
Tagnok: 100 Pottery
>>
>>1233215
>>1232901 (You)
Turn 19 Year 4.75
Belegorn Tribe
Pop: (Elves) 99+2% annually
Special Units: Thaichon, Saithor, Lavanith (+17 Apprentices) [-20 PP]
Specialties: Nature Affinity
Skills/Knowledge: T1-Animal Lore, T1-Herbalism, T1-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, T1-Bows, T1-Woodworking
Passive Development: T2-Herbalism(353/1000), T1-Weaving(85/500), T2-Bows(19/1000), T1-Druid Grove(464/500)

A1:R(97+86=183) Actively improve Bows
A2: (78) Actively improve Bows
>+522 to T2 Bow 531/1000

Passives: 80 spent on Grove
>Grove is now T2 11/1000. +10CP for your students
>>
>>1233312
>>1232916 (You)
A1(85):Further Develop Psion Academy T2 (274/1000)
>612/1000 +16cp this turn for students
A2(57):Develop Power Group 1: 442/500
>472/500

Characters:
29 initiates T2 (112/1000) (The one special initiate will be called 'Ru')
Ru travels to the desert to see through the eyes of birds and attempts to call one to him.
>you can give 50 to theory and 50 to power group, so they level together, rather than all theory, and then spell list...

Passive:

Herbalism 492/1000 >> +70 >> 562/1000
>>
>>1234278
>>1225894
Turn 4.75 Autumn

Gnolls
Woodworking which T2 312/1000.
Infighting T2 46/1000
Missile WEaponry T1 388/500

Characters
Rogar T1, Wilderness Survival T1, Stone Tools T1 Cordage T1 Infighting T2. 280/1000 Missile Weaponry T1 100/500
Nomnar Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, T2 Wood working 312/1000

A1:(r34): While Nomnar and Rogar both contribute to the tribe through their own way one of the rival clan heads Tagnok has his own contribution to the tribe. Basket weaving and the like to hold things instead of piles are all well and good, but for a better container he has an idea after seeing children leave mud out in the sun for too long... Research Pottery.

>Pottery T1 34/500. It's now on the passive list and any active points applied to it will count double. This round you're discovering, 1:1 point ratio for that.

A1:(r9): Rogar is just about finished with the new weapon! Soon all will tremble before his mighty reach with is spear thrower! Oh and the other hunters will have an easier time of it I suppose as well...
>+18 to T1 Missles 118/500

PP:97

Rogar: 80 Infighting T2 20 MissileT1
>T1 Missles 138/500 Infighting T2 300/1000

Nomnar: 100 Wood Working T2
>412/1000

Tagnok: 100 Pottery
>134/500
>>
>>1234826
hey, you need to apply those 97 PP to something
>>
>>1234834
Oh well damn, in that case I'm going to go ahead and finish off the missiles...wait I thouught I had that nearly finished? Yeah I did, look Missile WEaponry T1 388/500
>>
Rolled 3, 94, 34, 7, 4, 32 = 174 (6d100)

Fey folk
Leaders:Oberon&Titania

>Turn 16
>Both into continuing trying to contact the tree folk
(Currently 152/500)

>Turn 17
>All into stone tools
(148/500)

>Turn 18
Begin making a written language.
(0/500)


And yes I'm allocating my PP to training the rest of the fairies.
>>
Rolled 90 (1d100)

>>1235202
>>
Rolled 63 (1d100)

>>1235268
>>
Rolled 74, 64 = 138 (2d100)

>>1234678
Turn 20 Year 5.0
Branch-time 5
Belegorn Tribe
Pop: (Elves) 99+2% annually
Special Units: Thaichon, Saithor, Lavanith, Glithel (+16 Apprentices) [-20 PP]
Specialties: Nature Affinity
Skills/Knowledge: T1-Animal Lore, T1-Herbalism, T1-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, T1-Bows, T1-Woodworking
‘Structures’: T1-W&D Treehouses, T1-Wolf & Raven Totems, T1- Druid Grove
Passive Development: T2-Herbalism(353/1000), T1-Weaving(129/500), T2-Bows(541/1000)

With the increasing cold of winter approaching, many elves feel encouraged to stay inside and improve their winter clothing while drinking hot tea. To make matters better, Glithel has managed to persuade some birds to bring honeycombs for sweetener. Meanwhile more cave art is made.

>Actively improve Herbalism

>Actively improve Weaving

>Passives: 36 spent to finish Grove, 44 spent on Weaving
>>
>>1235202
Fey folk
Leaders:Oberon&Titania

Turn 16
Both into continuing trying to contact the tree folk
(Currently 152/500)
>+294 Plant Mastery T1 What you think you're working on : talking to trees, what's really happening... learning this spell group: 356/500 now. You have mastered first three levels of spells, half mastery of #4.

PLANT MASTERY
1. Plant Lore — Caster learns nature and history of any 1 plant.
2. Speed Growth I — Allows caster to increase speed of growth for any 1 species of plant within the area of effect by 10 times.
3. Plant Tongues — Allows caster to understand and “speak” the language of any 1 plant species.
4. Plant Restore — Heals damage to one plant that is less complex than a tree (especially severe damage may get a RR to avoid the effects of this spell, GM discretion).
5. Speed Growth II — As Speed Growth I, except growth rate is 100 times normal.

Turn 17 All into stone tools (148/500)
>+82 now 230/500

Turn 18 Begin making a written language. (0/500)
>action 1 rolled a 4 to open the tech to 4/500, action two rolled 32, and is doubled to 64. 68/500 Written Language Fae T1

All the fey are now T1 Fae Magic and T1 Light. So is Oberon and Titania, who are also now 356/500 in plant mastery
>>
>>1235314
Rolled 74, 64 = 138 (2d100)

>>1234678 (You)
Turn 20 Year 5.0
Branch-time 5
Belegorn Tribe
Pop: (Elves) 99+2% annually
Special Units: Thaichon, Saithor, Lavanith, Glithel (+16 Apprentices) [-20 PP]
Specialties: Nature Affinity
Skills/Knowledge: T1-Animal Lore, T1-Herbalism, T1-Nature Magic
Tools/Tech: T1-Hide Canoes, T1-Ceramics, T1-Bows, T1-Woodworking
‘Structures’: T1-W&D Treehouses, T1-Wolf & Raven Totems, T1- Druid Grove
Passive Development: T2-Herbalism(353/1000), T1-Weaving(129/500), T2-Bows(541/1000)

With the increasing cold of winter approaching, many elves feel encouraged to stay inside and improve their winter clothing while drinking hot tea. To make matters better, Glithel has managed to persuade some birds to bring honeycombs for sweetener. Meanwhile more cave art is made.

>Actively improve Herbalism

>Actively improve Weaving

>Passives: 36 spent to finish Grove, 44 spent on Weaving
>>
Rolled 73, 13 = 86 (2d100)

>>1234996
>>1234834
>Turn 5.00

>Gnolls
>Assets
Structures: Log Palisade T1, Pallisade w/ Towers T2 172/1000
Tech:Wilderness Survivla T1, Cordage T1, Infighting T1, Stone Tools T1, Wood Working T1, Bows T1

>Population 102 (1 cub, 2 pups)
>Development
>Woodworking which T2 312/1000.
>Infighting T2 46/1000
>Bows T2 16/1000
>Pottery T1 265/500

>Characters/Profciency In Skills
>Rogar T1, Wilderness Survival T1, Stone Tools T1 Cordage T1 Infighting T2 360/1000, Bows T1 160/500
>Nomnar Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, T2 Wood working 512/1000
>Tagnok Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, Pottery T1 265/500

Action 1 Finish the T2 Pallisade with towers with Nomnar to help and advise as needed.

Action 2. Rogar goes on an exploration with some of the best hunters to the west to further map out their surroundings. Maybe even get a map of the area?

PP: 97 Pumping into Pottery for researching the technology there.

Character Skills.
Rogar: 80 Infighting, 20 Bows
Nomnar: 100 Wood Working
Tagnok: 100 Pottery
>>
Rolled 32, 22 = 54 (2d100)

Turn 20, Year 5, Winter
Goblins
Pop: 130(24 Children)

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

AP:

>Gretix works on his teaching method.(Military Academy, Can I change this to "Monk Academy"?)

>Frax works with the silk "ropes" she has been making, trying to make them stay together better, making them longer, and making them stronger.

PP: If I am losing 15 passive points from the warrior monks, and 1 each from Frax and Gretix, I'm only losing 17, so I have 83 points to use.

>Written Language T2 take 40

>Tool Development T2 take 43

CP:

>Gretix works his magic +100 to moving ways

>Frax makes a terrible shirt +100 to Tailoring

>Warrior Monks(20) train their magic +100 to MMT
>>
>>1237675
>>1234996
>>1234834 (You)
Turn 5.00
Gnolls
Population 102 (1 cub, 2 pups)
Development
Woodworking which T2 312/1000.
Infighting T2 46/1000
Bows T2 16/1000
Pottery T1 265/500

Characters/Profciency In Skills
Rogar T1, Wilderness Survival T1, Stone Tools T1 Cordage T1 Infighting T2 360/1000, Bows T1 160/500
Nomnar Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, T2 Wood working 512/1000
Tagnok Wilderness Survival T1, Stone Tools T1 Cordage T1, Infighting T1, Pottery T1 265/500

A1 (R73) : Finish the T2 Palisade with towers with Nomnar to help and advise as needed.
>+146 to Palisade 318/1000. You have one tower partially completed. It needs a roof. Nomnar's designs seem to be sound.

A2(R13) Rogar goes on an exploration with some of the best hunters to the west to further map out their surroundings. Maybe even get a map of the area?

PP: 97 Pumping into Pottery for researching the technology there.
Character Skills.
Rogar: 80 Infighting, 20 Bows
Nomnar: 100 Wood Working
Tagnok: 100 Potter
>Rogar Infighting 440/1000 Bow 180/500
>Nomnar WWT2 612/1000
>Tagnok Pottery 462/500

I've put some thought into the disconnect between notables and civtechs. There would be a “rub off” factor I have not considered. If a skilled person works with people of lesser skills, they pick up on it. Rogar will be helping others craft primitive bows, or they'll be copying his... etc. Each turn your notable is sharing his knowledge with others we'll add 5% of their accumulated points for the higher tier will go towards raising the civilization tier rating. So this turn, we get +22pts for Infighting, +9pts to Bow T2, +30pts to Woodworking, and +23 to pottery. I've begun keeping track of everyone's stuff on a spreadsheet for ease and less mistakes...
>>
>>1238279
Turn 20, Year 5, Winter
Goblins
Pop: 130(24 Children)

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

A1(32) Gretix works on his teaching method.(Military Academy, Can I change this to "Monk Academy"?
>It's your academy and your martial art, I just call it gobfu bc you haven't told me what you want it called :) +64 to the Academy

A2(R22) Frax works with the silk "ropes" she has been making, trying to make them stay together better, making them longer, and making them stronger. +44 to Frax's

PP: If I am losing 15 passive points from the warrior monks, and 1 each from Frax and Gretix, I'm only losing 17, so I have 83 points to use.

Written Language T2 take 40
Tool Development T2 take 43

CP:
Gretix works his magic +100 to moving ways
Frax makes a terrible shirt +100 to Tailoring
Warrior Monks(20) train their magic +100 to MMT
>>
Rolled 27, 46, 28, 27 = 128 (4d100)

>>1235980
>Turn 19

>Continue working on the fey written language.

>Turn 20

>Continue working on the fey language.

And I'll put my PP(98 each turn) into stone tools

And my CP (100 each to titania and oberon each turn) into finishing up plant mastery.
>>
Please forgive my two mislabeled posts, i got turn right, but not year...
>>
>>1239064

>>1235980 (You)
Turn 19 + 20 (+256)Continue working on the fey language.
>324/500
And I'll put my PP(98 each turn) into stone tools
>328/500
And my CP (100 each to titania and oberon each turn) into finishing up plant mastery.
> Plant Mastery T1 Complete 46pts Rolled into Fey Magic T3 46/2000.

Midwinter's eve, you have a stargazer lilly bloom on the sacred flowerpatch. From it emerges your first sprite. It's the water version of your Pixies. It has damselfly wings, which she can fold down her back while swimming. It's flight is slower than the other two. Webbed fingers and toes, and can breathe underwater. 12' tall. Electric blue skin and ghostly white hair, and of course strikingly beautiful!

When are you to name the Prince? He is walking and talking by now. I would like to point out, that when you grew, you lost your wings. However, if you need to be flown somewhere, an eagle will happen to be nearby, if you need a ride a stag will show up... etc. You will have to learn flying spells if you wanna fly again on your own! And did I mention that you really love to hunt now?
>>
>>1239189




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