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Author Topic: Oldlands: Age of Dwarves  (Read 32287 times)

King Zultan

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Re: Oldlands: Age of Civilization
« Reply #75 on: November 14, 2019, 04:10:27 am »

Fungiwood and farm produce. More food, you never know when you'll need to seal all the exits.

Fungiwood and Farm produce.
Fungiwood and Farm produce.
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Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
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Murphy

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Re: Oldlands: Age of Civilization
« Reply #76 on: November 15, 2019, 10:31:36 pm »

Finding a path past an underground river is far more dangerous from below than from above, but goblin miners didn't have much choice. They decided to make a drainage pit first, just in case. It would serve a secondary purpose as the Citadel's moat.

There were too many peons to house in the warren, so it had to be expanded. However, while digging out a new area, they stumbled onto the gold vein. Immediately the place was secured by warriors and barracks established to guard the new find, while the peons would still be forced to endure overcrowding. There was unrest and occasional brawls, but they were quelled by Azstrog's overseers, and Tursong stayed under his firm control.

One of the rooms upstairs was converted into a temple of Chaos. The temple entrance was decorated with the best work goblin craftsmen had to offer, using the newly-mined gold. Well, A for effort.

***

In the meantime, Dwarves set up a spider farm. These poisonous spiders were not large enough to threaten a dwarf, but they fed on mice, fruit bats and other small animals that ran aplenty in the abandoned Triton caves. The dwarves collected those animals and released them in the webbed area, encouraging the spider colony to stay there. Asteshdatan now had spidersilk to make high-grade rope, fine clothing and furniture.

The miners decided to move their excavations further east past the spider colony; they wanted to find out how far the gold vein goes. Another migrant family joined the settlement—unlike Goblins, Dwarves had more space available than they knew what to do with.

In the end of the winter, Dwarves celebrated the beginning of year 41, marking ten years since the founding of Asteshdatan.
Spoiler: Map (click to show/hide)
(To be continued.)
« Last Edit: November 16, 2019, 12:06:00 am by Murphy »
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Murphy

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Re: Oldlands: Age of Civilization
« Reply #77 on: November 16, 2019, 03:32:44 am »

By the end of 42, Dwarves had mined two more spans of the vein and founded a Hall of Records where they would store tablets and books—adding a gold-plated ladder just because they could.

Mayor Zefon issued a mandate prohibiting the export of silk goods, aiming to lure more settlers with the promise of silk available only in Asteshdatan. It seemed to work: the population increased to at an all time high of 7 extended families, and thanks to the scribes working in the Hall, an accurate census became possible.

On the 1st of Obsidian, 42, it was written down that Asteshdatan is home to 144 dwarves; one gross, as one of the scribes noted on the margin.

The spring of 43 was marked with the invention of the crossbow, brainchild of Kilrud "Diamondwork" Dorenducim, first prototype fashioned by Urist, son of Ustuth. For sure this was the beginning of a golden age.

***

Out in the goblin corner, things were much more "fun". In 41, most of the leaks causing slow flooding of the area have been removed, and king Azstrog dispatched a troop along with some peons to set up a permanent mining outpost below the gold vein. The Citadel felt less crowded now; out of sight, out of mind.

This was fairly common during that era: goblin colonies were largely independent, but they had to pay tribute in whatever they mined, in order to get supplies and reinforcements from the Citadel. Skilled craftsmen, be they peons or free goblins, were forbidden from moving to the colonies, ensuring that the King controlled the flow of supplies. Conversely, ambitious goblin warriors who might be a threat to the king's rule were often the first to be picked for new colony expeditions.

In 42, goblin miners at last reached the gem cave, a colossal geode lined with many different gems on the inside. Awestruck by their discovery, they celebrated with a sacrifice to the gods of Chaos, before sending word back to the king as they started excavating more of the wondrous cave.

However, their camp was soon beset by Usnos Namo, "The Eel of Decay", a crested, skeletal husk of a snake, easily mistaken for undead. It ravaged the ranks of the miners before the warriors moved in, battering it with a hail of thrown spears and clubs. After a vicious battle, the forgotten beast was hacked apart, but all who received so much as a scratch were lost to the horror of its flesh-eating venom. Such was its strength that their very bodies decayed to bleached bones in a matter of hours.

News of this had reached Azstrog in the autumn. The King was ever so optimistic, as despite setbacks, his new kingdom prospered. He decided more sacrifices should be made to please the dark patrons of the goblins, and by his order several slaves were interred live in an ornate tomb lined with gold.

When winter came, Azstrog took his warriors to personally lead a hunting party. Equipped with nets, spear-throwers and the best trollhide armor the underworld had to offer, they ventured far into the upper tunnels, seeking to find and slay or capture more beasts of old.

By the end of winter, they returned with a beast in a cage. Dangspunngu, "Horridlurk", they called it. A skinless blob with long, thin arms, covered in filth. Its noxious secretions dissolved iron, so the cage had to be gold-plated, which was only fitting for a trophy of this magnitude. The cage (with a secure release mechanism) was placed below the peon warrens, to intimidate them into obedience.
Spoiler: Map (click to show/hide)
What could possibly go wrong?
« Last Edit: November 16, 2019, 07:12:10 am by Murphy »
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Murphy

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Re: Oldlands: Age of Civilization
« Reply #78 on: November 16, 2019, 08:48:03 am »

Eventually, the domain of Asteshdatan grew too large to effectively govern, which led to Momuz and Rith (two of the original founders, who were also husband and wife) taking some of the more adventurous dwarves on a new mining expedition. Following down the old Triton tunnels, they found a layer of high-quality sandstone with quartz inclusions. The presence of quartz indicated past volcanic activity in this area, and they soon discovered warm springs below that could be used to keep another small settlement comfortably heated.

And thus, in the fall of 43, Ineth Nil, "The City of Hammers", was founded by a dwarven group led by Rith "Earthboot" Bercog and Momuz the Uncouth. Some of the craftsdwarves decided to move into the new city, taking along some of the wealth.

Rith and Momuz had no idea that just as they were assessing their new home, goblins were encroaching upon the halls of Asteshdatan.

***

At the same time, multiple events happened in the goblin lands all in quick succession.

The site of battle against The Eel of Decay was sealed and turned into a tomb; none of the goblins had the courage to even approach it now, having seen what the slightest touch of the dead beast's venom could do to their flesh.

The peons of Tursong rose up in revolt, breaking their chains and turning their tools against their masters. Bloody fighting ensued, and as his warriors fell one by one, slaughtered by the angry rabble, King Azstrog fled to the secret chamber, from which he could pull the lever that released the beast Horridlurk.

None of the goblins were aware, however, that the ugly slug possessed a power over minds. Telepathically it had been gaining influence over nearby peons, conditioning them into disobedience, and now time had come for it to use the full extent of its ability. Historians would later speculate that perhaps Horridlurk had even staged its own capture leading to these events.

The Citadel was lost and the forgotten beast took residence, forcing the surviving goblins to do its bidding. King Azstrog fled the area, not to be seen for many years.

Some refugees escaped to the colonies, and the gold mine became the new capital, taking on the name Ngomongong, "Doomgold". The tunnel back to Tursong was sealed, so as to remain safe from Horridlurk's menace. Good thing goblins need very little food, or with this many they would surely have all starved.

A new leader arose from the chaos, the former priestess Mato Hexjackal. She took charge and had the goblins dig an exploratory shaft up, connecting the Goblin tunnels to an abandoned Dwarven mining chamber. The goblins swiftly attacked the lower rungs, but were met with a hail of crossbow fire. Mato called everyone back, retreating into the narrow tunnels where crossbows would give the Dwarves no advantage, but the bearded folk chose not to pursue.
Spoiler: Map (click to show/hide)
It is the fall of 43. The current populations are: 8 in the Dwarven lands, 7 in Ngomongong, 6 in the gem mines. One unit of Goblin population will be lost in the current skirmish. What should the Goblins do next year? Make a choice:
  • Reclaim the Citadel
  • Attack the Dwarves again
  • Explore farther east
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TricMagic

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Re: Oldlands: Age of Civilization
« Reply #79 on: November 16, 2019, 09:01:11 am »

D: Diplomacy with the Dwarves.

Otherwise, reclaim the citadel.

I kinda figured this would have been the result.
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Naturegirl1999

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Re: Oldlands: Age of Civilization
« Reply #80 on: November 16, 2019, 09:03:59 am »

Explore further East, if possible, attempt diplomacy with the dwarves
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mightymushroom

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Re: Oldlands: Age of Civilization
« Reply #81 on: November 16, 2019, 09:19:20 am »

Explore to the east
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Glass

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Re: Oldlands: Age of Civilization
« Reply #82 on: November 16, 2019, 02:50:53 pm »

Explore further East, if possible, attempt diplomacy with the dwarves
+1
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

helmacon

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Re: Oldlands: Age of Civilization
« Reply #83 on: November 16, 2019, 04:58:55 pm »

  Reclaim the citadel, or die trying
« Last Edit: November 16, 2019, 06:43:44 pm by helmacon »
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TankKit

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Re: Oldlands: Age of Civilization
« Reply #84 on: November 16, 2019, 05:14:03 pm »

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UristMcRiley

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Re: Oldlands: Age of Civilization
« Reply #85 on: November 16, 2019, 05:28:56 pm »

  reclaim the citadel. or die trying
I recognize this is a bad idea, however it is a very goblin idea grab the shamans drink the hallucinogenic tea and lets get down to business
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Superdorf

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Re: Oldlands: Age of Civilization
« Reply #86 on: November 16, 2019, 07:25:59 pm »

I think... I should like an exploration further east. Such an exploration seems to me safer than the other, more military options-- and we can't have properly impressive goblin-dwarf battles if the goblins all wipe themselves out now!
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Murphy

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Re: Oldlands: Age of Civilization
« Reply #87 on: November 17, 2019, 12:25:18 am »

The dwarven golden age was plagued by disappearances. Reports of young dwarves going missing piled up on Zefon's table; search parties in the mines turned up nothing, nor was there any indication of water-related accidents.

It was only later that Zefon began suspecting the goblins. He doubled the guard at the tunnel connecting Asteshdatan to the goblin caves and called it a day. Sure enough, while they didn't intercept any new snatchers, the disappearances ceased.

In the following years, yet more of the gold vein was mined, finally reaching its easternmost edge. There were now 9 families living in the area. Rith and Momuz built a treasury to store some of the dwarves' more valuable treasures. (The treasury is visible on the map, but the entrance is hidden.)

***

Indeed, it was Mato who had sent her best thieves to infiltrate the dwarven settlement.

It was relatively successful; the thieves couldn't break into the armory, but they both evaded detection and managed to kidnap several young dwarves. Subterfuge was not the dwarven way, and it would be some time before they learned to deal with it. Mato intended to use that time to learn about dwarves. She didn't mind coexisting, but her idea of coexistence was very goblin. That is, it would be the dwarves serving as the goblins' source of labor. In any case, having captives would help her negotiate later.

Two years passed without open warfare, as the goblins expanded east, but while the population grew, Mato's popularity waned. There were no less than five challenges to her reign; she defeated each one in single combat on the newly-built arena. There were also other fights, which led to a slight decline in warrior numbers.

Then the arena was flooded because goblin excavations broke into the ruins of Yantar'Eryovl. Many peons died in the flood. Some more were killed by wild Tritons.

The goblins happily turned from stealing dwarven children towards subjugating the ruins. By the winter of 45, their population reached a critical point, with only four warrior families standing strong, and the enslaved including some of Dwarven heritage, and even Triton remnants captured in the eastern caves.

The slaves never outnumbered their masters enough to start another rebellion. But the feuds between warrior families were growing, with only a slight spark needed to turn everything into chaos.
Spoiler: Map (click to show/hide)
It is the spring of 46. The current populations are: 9 in the Dwarven lands, 10 in Ngomongong (critical!), 7 in the depleted gem mines. Per the rules, reaching a population of 10 in one place causes the Goblin civilization to end in chaos. If you want them to make war with the Dwarves, the time is now or never. Make a choice:
  • The goblin society collapses into civil war, and Mato leads the survivors in an exodus to the surface. (Least carnage)
  • The dwarves invade Ngomongong before the collapse happens. (Moderate carnage)
  • Azstrog returns to overthrow Mato and lead the goblins to war with the dwarves. (Maximum carnage)
« Last Edit: November 17, 2019, 12:32:35 am by Murphy »
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Glass

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Re: Oldlands: Age of Civilization
« Reply #88 on: November 17, 2019, 12:32:34 am »

I support surface goblins.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Shadowclaw777

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Re: Oldlands: Age of Civilization
« Reply #89 on: November 17, 2019, 12:49:11 am »

The Dwarves Invade, it’s time to end slavery folks
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