Frontier
Welcome, frontiersmen! You and your team, whom you've been training for over a year now, must embark on an adventure to find a new home! Our homeland, Irongrasp, has long been on the verge of anarchy. Overpopulation, food shortages, social inequality, these have plagued our once great kingdom. Your instructions are in the various manuals sent along with this scroll, along with a map. Your equipment will be waiting in the Gate.
This is a low-magic fantasy game where a party of four, each lending their abilities to help reclaim the continent of Krag. These four abilities are in the scope of Survival, Construction, Reclamation, and Exploration.
Survival is to ensure that the new town you have created can support itself. They must me able to grow their own crops, obtain their own resources, and defend themselves. A Survival Frontiersman must search for proper crops or livestock for the town to focus production.
Construction is to create homes and workplaces for the kingdoms citizens to be able to thrive in. They must be able to produce their own products, trade with other cities, and build further additions without the aid of the Frontier. A Construction Frontiersman must learn of the surrounding building materials and plan out the construction of the city to optimize efficiency.
Reclamation is to be able to fight back the vile creatures that have overtaken Krag. The Reclamation Frontiersman must be able to defend himself, his Frontiersmen comrades, and be able to find the surrounding enemy's weakness and relay it to the new city.
Exploration is to discover the natural (or, sometimes, unnatural) wonders that pock the surface of Krag. Including dungeons, hidden treasures, artifacts, and secrets to benefit the Frontiers and the Kingdom of Irongrasp.
Game mechanics will rely on the six-sided die. Standard table of 1-bad, 5-good, and 6-good=bad. Fighting will probably develop along the game but will mostly rely on the Chunky Salsa system. Basically, if you are designing a town, do it together, it won't be meta. The turns will generally assume you have discussed together at some point even if in the turn you are far away. Unless your character had no possible way of communicating.
Humans
The oldest and most powerful race. They do not vary much in form; most being generally the same height and all of them being generally recognizable. However, they are the most "potent". By that, they are able to divine or scry. Note that they still require years of training and even then it is almost certain to backfire fatally. Many humans are skilled in various skills.
The Humans are the leading race in the Iron Coalition. They contribute to nearly half of the population. Many are discriminative of the other near-human races. +1 to Divining, +1 to all diplomatic attempts with Humans, +1 to skill of choice.
Fae
Myth has it that the original Fae were orcs who had interbred with Humans. The result was half-human, half-orc hybrids who took on a humanoid form with the outward appearance of a generally docile animal, most often birds, domesticated animals, and forest herbivores. They are either loved or hated, depending on what animal they resemble.
Fae are jacks of all trades. Depending on the animal they appear to be, they have very different talents. +1 to Divining with Animals, +1 to a Skill associated with Animal, ability to Communicate with Wildlife.
Dwarves
Dwarves were once stone homunculi tasked with mining riches for Irongrasp. The Flesh-Techs experimented further and further with the Stoneculi and became so advanced that they developed sentience and after a long uprising earned citizenship. Since they are artificial, they have a lot of trouble with Divination
Dwarves are very strong and have an iron will. They have an ingrained knowledge of rocks and minerals and require very little to sustain themselves. +1 to Rocks and Mining, -1 to Divining Attacks (against and for them), requires ration every month instead of half a month.
Drow Outcasts
These are not regular Drow; they mostly resemble humans, having four limbs, a face, and the ability to verbally communicate. However, they retain their Drow heritage in that they have insect-like abilities, such as flight, spinning web, etc.
These Drow have a very low social standing; event the most tolerant, justice following citizens have second thoughts of letting these Drow in. The Drow have retained their ability to psychically communicate with one another, and are expert builders. +1 to Building, +1 to Divination, ability to Communicate telepathically.
These Races are either hostile, have no relation to the Coalition, or neutral.
Orcs
Orcs are as old as the Humans. It is said that Humans are the primal mental state opposed to the Orcs primal physical state. Orcs are very large humanoid creatures. Each varies in appearance; all taking the form of a predator or aggressive herbivore. Many have the appearance of bulls, lions, wolves, or alligators. They are all very aggressive and actively seek to pillage and hunt civilized towns. They travel in packs of 10-20, led by an Alpha.
Goblins
The smaller variant of the Orc. They resemble smaller animals, and are generally the height of a human child. Many of them resemble rats, badgers, and such. Though smaller, they are just as savage as Orcs. They mostly use cunning to compensate their size and physical potential. They travel in small groups of 5 or by themselves to work as thieves.
True Drow
These Drow have no resemblance to humanity at all. Some say they predate the oldest Humans. They take the form of gigantic insects, or an amalgam of insects. Many of them hide and prey on Humans, due to their psychic nature. They generally brainwash weak-willed individuals to do their work or act as free-lance agents who use natural stealth and savage power to assassinate targets.
Mer
Mer are aquatic Orcs. They prowl the oceans, raiding ships and dragging sailors to the bottom of the deep to feast on them. They take the shape of a humanoid sea-creature, and all of them are amazing swimmers. They are incredibly brutal, even for Orcs, and most have a fear of travelling far on a boat.
Treants
Treants are Orcs more attuned to plant-life. They take the form of large, humanoid trees and are very protective of their groves. While not actively hostile, they are still very dangerous and have been known to be extremely brutal if their peace is disturbed.
Many more Races have not been documented! You will face creatures you have never seen, so remember to take notes!
Name: Obvious
Sex: If you say "yes", I will send you to the bottom of the pit waitlist!
Age: 18-28
Race: Choose from the Playable Races
Skills: Add the skills and bonuses mentioned in the OP and the ones you choose.
Bio: Appearance, Personality, Backstory, etc.
Associated Department: Note: The party doesn't need to complete all four. They could all focus on one and I'll provide NPC's to the rest.
This is the supercontinent of Krag. A large landscape; it is full of varying biomes. To the North and South are the Icedeath, the polar caps. The outlying West and East are deserts known as the Demented Sands. The kingdom of Irongrasp is the last vestige of civilized humanity. They are located in the lush, central plains of Krag.
Many millenia ago, Irongrasp had the entire continent in its reach. Their walls were the height of mountains. Everything was in their power. Until the Orcs arrived. These Orcs were much more powerful; their height was of four men, their strength of forty. They fought with tooth and claw, and humanity's blades could not penetrate their scales. One city at a time, Irongrasp had to let go of Krag, until they were a small kingdom.
To this day, humanity had to survive from Orc attacks, but thankfully the Orcs have somehow become less savage, and that's saying something. Humanity finally poured it's resources into the Frontier. Their final hope at reclaiming Krag.
I'll choose the most appropriate or most interesting characters for the party. The rest will be on the waitlist until a PC drops out or is killed. They might also be added in if things are going to slowly.
Most of the game mechanics will be explained as you do it, such as starting the first town, combat, etc.
By the way, I've written a story about dwarves here: Short Stories (http://www.bay12forums.com/smf/index.php?topic=129037.0)
Hm, suppose you still need to list the skills & bonuses?
Name: Obvious
Sex: M
Age: 18-28
Race: Choose from the Playable Races
Skills: Add the skills and bonuses mentioned in the OP and the ones you choose.
Bio: Appearance, Personality, Backstory, etc.
Associated Department: Exploration
Gender: Female
Age: 27
Race: Dwarf
Skills: +1 to Rocks and Mining, -1 to Divining Attack and Defense; no idea what else I can give her.
Appearance: Eberk's most striking features are her orange-red eyes, roughly the color of a sunset. She is muscular and tall for a dwarf. She has a high forehead and wavy black hair which is so unkept it almost reminds one of a dandelion. She wears simple work clothes dyed to match her eyes.
Personality: Stubborn and forward-thinking.
Backstory:
Department: Construction
WIP
Name : Muliebris
Sex : Female
Age : 18
Race : Fae ( Panther )
Skills : +1 to divining with animals, ability to communicate with wildlife, +1 to any allies fighting with her.
Bio.
Appearance : Muliebris has fine chocolate brown fur covering her body other then a pair of white patches on her cheeks. She's human height with with a very slim and full figure with long toned legs. She has a small cute nose and small panther like ears which give her an appearance often noted as cute or sweet, she has clawed hands and feet though they are very delicate in size and shape and still has the sharp teeth of her ancestors and a long fluffy brown tail.
Personality : She is fiercely loyal to those important to her considering them to be her only family and though she rarely becomes angry when one of her family is in danger her base animal instincts tends to come to the fore and she will go to any length to protect them seeing anybody attempting to harm them as prey and nothing more, but this side of her personality is rarely seen and she hopes for that to never change.
She is a warm, affectionate and loving young woman who is almost invariable seen in the company of men and women alike with a smile on her face. It is extremely common for her to be seen rubbing up against people when walking and when sitting she is frequently seen nuzzled up to her friends or on other occasions curled up in the laps of those same friends.
She is very trusting of those she cares for and her behavior is often misunderstood by those who do not know her and simple see a woman throwing herself at a great deal of men and women alike.
Despite this at the age of 18 she has never made an enemy in her life and is well liked if not loved by all those around her and her only hope in life is to take a loving mate, raise a happy family and do everything within her power to see that her family is able to do the same. As such she devoted her more animal skills to the protection of that family and is always available for her family in any situations.
Backstory : To come later.
Associated Department : Reclamation.
Name: Derrod
Sex: Male
Age: 26
Race: Human
Skills: This wasn't completely clear; there are the racial skills, but do we get to choose a few additional ones, or are we just supposed to list the racial bonuses here?
Racial +1 to Divination, Racial +1 to Diplomacy (Human), Racial +1 to Archery; (Additional) +1 to Fletching (both bows and arrows), +1 to forest camouflage/sneaking
Bio: Unkempt black hair, grey eyes, average height. Looks like he's spent most of his life outdoors. Not overly talkative, but if he has something to say, he'll say it.
Derrod was a peasant, raised on a farm and taught by his father how to till a field and keep livestock. His father also showed him how to string and shoot a bow, and he took to archery quite well. Alas, not well enough to feed his family during an early and harsh winter, when his father fell ill and died. None of the other villagers were willing or able to feed him, and in desperation he tried to break into the local lord's stores. Which worked out about as well as you'd expect. While in the lord's dungeons, however, he fell in with a group of bandits. They escaped, and for a while, he lived as a bandit, often fletching his own arrows. The other bandits taught him woodcraft and encouraged his attempts at improving his archery. Eventually, his successes, combined with a bit of foraging, was all the small group needed to survive. That didn't stop the others, though, and while he was away on a hunting trip, they raided a passing merchant who was better protected than usual.
Alone, Derrod traveled to a fairly distant city, where none knew his face. Hearing of the frontier and its opportunities, he signed up as a farmer and hunter.
Associated Department: Survival
I assumed that the tech level was roughly medieval when I was typing up my character, but the only reference to tech are the flesh-techs who created the dwarves. So; bow and arrows, anachronism or normal fare?
Turn 1: A Whole New World
Your party and your carriage soon arrive at Bleakfallow, a large plains with plenty of wildlife like deer and bison. To the north are vast forests with pine and redwood, the Bleakwoods. To the East is a mountain, and when the Sun rises, it rests above the peak and watches over Bleakfallow. When Bleakfallow was under the Irongrasp's rule, many outposts were set up on the Sun Peak. Mining outposts, research labs, and such. To the West is a swamp, and old rumors tell of a mysterious cave in the heart. To the South, from where you came, is the Kingdom of Irongrasp, nearly a weeks travel.
To get things started, you must design the initial town. Each family requires shelter. Each family consists of four members, all of working age. One family requires one ration per week. Building materials for all Irongrasp blueprints, at the moment, require Lumber, Stone, Supply (work materials and tools, etc.). Other requirements will be listed if you design your own buildings. Lumber may be accumulated by taking wood to a Lumber Mill. Stone can be obtained from a Quarry, as can other minerals. However, Quarry's take a long time to construct. Fortunately, there are abandoned Quarry's on the Sun Peak. Supply can be created from Workshops, or requisitioned from the Frontier by request.
Buildings:
Caravan
Workforce:
10 Families (Human) (Untrained)
5 Packs (Fae) (Hunting Proficient)
5 Broods (Drow) (Construction Proficient)
5 Families (Dwarves) (Mining Proficient)
Building Supplies:
50 Lumber
50 Stone
100 Supply
Areas:
Sun Peak (Mountain) (Abandoned Outposts) (Abandoned Quarry)
Bleakwoods (Forest)
Unexplored Swamp (Swamp)
1. Packs, Broods, etc. are all just the same as families, as in they consist of four.
2. Being Proficient at something means that they will have a hard time training in another skill, while Untrained means that you will learn faster.
3. You and your workers are all equipped; as in, all fighters have weapons, all builders have tools, etc.
Turn 2: New Beginnings
While you design plans, you send out the Fae and Humans to replenish the food you've exhausted on the way here. They travel into the plains, and sneak up on the bison herd. (2) They hear the packs closing in and run off. The Fae decide to try again, with the deer, closer to the forest. (3) They kill only two fauns, and they gather berries for the herbivores along the way back. (Humans gained Hunting Adequate)
You tell the party to establish a settlement near a river, which you find flowing back to Irongrasp. (3) Things go well, albeit behind schedule. You manage to set up a large town hall, and enough houses to shelter the families. (5) You even manage to set up a mill and a storeroom. You tell the Humans to chop the trees in Bleakwoods and soon you start wood production.
Derrod takes his bow and quiver and travels up the mountains for a path to the quarry. (2) You can't find a road that's broken or dangerous. As you go down, you spot something moving in the trees. (1) You can't see it, and as you go closer to look, a goblin jumps out at attacks you! You retaliate (4(+1)-6) but the goblin trips you and you are cut in the leg. (5-6) The goblin strikes again, and you try your best to stop its next attack with its claws, but it slashes you in the arm. You try to escape (1-3) but it grabs your legs and drags you off. You pass out.
You wake up in a cave, tied to a post. You see a campfire, surrounding it are more goblins, around 10-15 but your mind is groggy. You see a big goblin, which you assume to be their Alpha. It looks like a badger, and it nearly resembles an Orc, if not for a telltale goblin laugh it does as it sees you.
Muliebris takes her packs with her to kill predators, despite their urging you not to. (You'd upset the food chain) You go around, killing only the very dangerous first, as requested by the Fae. Most notably, a grub-bear you find in its den. A large, multi-armed bear with a ferocious bite. (6-3) You hit the bow in one of its arms. The pack go on all fours and ram at the creature, goring, clawing, or biting it. (6(+1)-4) The grub-bear is savagely beat and it burrows away. You follow it to a cave where you hear chants. Goblin chants. You look inside and see a human tied up.
Buildings:
Caravan
Town Hall
Houses
Mill
Storeroom
Workforce:
8 Families (Human) (Untrained)
2 Families (Human) (Hunting Proficient)
5 Packs (Fae) (Hunting Proficient)
5 Broods (Drow) (Construction Proficient)
5 Families (Dwarves) (Mining Proficient)
Building Supplies:
40 Lumber
45 Stone
80 Supply
Areas:
Sun Peak (Mountain) (Abandoned Outposts) (Abandoned Quarry)
Bleakwoods (Forest)
Unexplored Swamp (Swamp)
River (River)
Goblin Cave (Hostile) (Cave)
Injuries:
Cut Leg
Slashed Arm
Okay, tings just went a turn for the worse.
Answers to previous arguments:
Turns last within a week, and the turn post isn't in chronological order.
None of the families are designated to follow any one of you. Think of them as Dwarves from DF. You tell them what to do, but they do it as they like. Which one they want to do first, stuff like that.
Families increase per half a year. Each family requires another family (human) to breed, and skills are interchanged. Two families birth two children with mixed skills. Packs can breed within themselves, but don't get the human bonus. Dwarves must be created in a Flesh Lab. Drow must have a nest to lay their eggs in.
In short term, you may request more workers from Irongrasp, but they expect you to handle things on your own.
One thing: If you wish to continue your debate, I can start an OOC thread if you'd like. These fae right now are only mostly predators since you've requested the Council. Almost every other fae are predominately herbivorous.
Last thing: Goblins (and orcs) have no sense of right or wrong; you can't reason or parlay with them. They will do anything imaginable, no matter how cruel.
Also: The Creation Story on the Dwarves. (http://www.bay12forums.com/smf/index.php?topic=129037.0) Please give me feedback. I'm trying to improve my writing skills.
Okay. Two problems here: Why didn't I get to decide what my character did in combat? You made different decisions than I would have... for example, my reaction to movement would've been 'Shoot at it! Back up and get ready to kill whatever it is' not 'Let's walk right up here and see what this is'. I use a ranged weapon and had nothing for melee, for god's sake.
2. Minus six!? What for? 'Twas surprising, yes, but the instinctual reaction of a hunter to being jumped is to shoot at the thing, not completely freeze up. :/ I could see a -1 or -2, but -6 is way too high. I suppose it might have been a range handicap for trying to use a bow at close quarters, but, again, not what I would have done. (For example, I have these things called fists. They are better for beating things up than trying to fire a bow at something standing right next to me.)
Stay calm. Clear my head and evaluate seriousness of injuries and how tightly I'm bound. If I can break the rope or slip out of it, do so at the first opportunity. (AKA when Muliebris comes around the corner in about one second, but I don't know that's going to happen.) Also determine location of my bow (and my quiver of arrows, I guess). Evaluate threat of the goblins in the room. Weapons? And look for exits.
Here's hoping that wound doesn't get infected and kill me if I get out of this alive! /temptingfate
Is this still part of Turn 1, or are we into turn 2, now?
(And I was suggesting we each take control of department-related families, not that we automatically had control of them. For example, we expect the Construction leader to give commands to the Drow and towards building stuff, and we basically agree not to step on each others' toes.)
Alexandria, there are between 10 and 15 goblins in that room, the leader of which is almost an Orc in size. And you want to sneak in, knock the leader out in front of a dozen of his goblins, and leave without any further fighting? You have two packs with you, which makes 9 Fae (including you). You probably can't expect to beat them, at least without heavy casualties, but you can distract them long enough to free me, if I can't manage it myself.