Community Game - "Mission from the Homelands"On a late winter day you pass by the main hall and see a note hanging on your most beloved statue. It's an announcement. You heard rumors about this and start reading:
"Mandate:
To every Dwarf in the glory base of dwarven culture.
Our yet young though mighty and motivated culture is about to rise high. We, the most powerfull race in this world, are going to have a long story of success. If YOU feel willing AND ABLE to lead a journey to an unknown target with a secret mission, report to the eastern tower baracks."
That's your chance. You hurry to get there and are quite late. The guard opens the door for you and heads are raised as you enter. The kingdom's secret-manager continues: "
As I said. This task is very important and under no circumstances to be talked outside of this room. Violation of this, will result in 10 beatings from chief of militia, Erulk." He points to the right and you see a tree of a man in plate armor, wielding a ≡ silver warhammer ≡. You definitely wouldn't forget THAT beating.
The manager goes on with the introduction:
"
We will create a new outpost far out. We handled a lot of stress due to craziness and corruption on the last misson, so we decided to change the head of the task every four seasons. If you are not O.K. with this, i ask you to leave NOW. "
- 4-7 Players; Rounds from spring to spring, If there are more potential players we can make the count bigger, but i'd prefer to see the fort go through the hands of a smal amount of players several times
- Maximum time of 1 week.
- You have to choose one dwarf to be givven your name. If he dies, your turn is over.
"
You will have to stay in contact with us and follow the rules most strictly. Note that this is a great but experimental mission. So stick to the plan, as only then we can gain the knowledge how and if it works. A detailed yearly report is essential."
-An, at least a bit, role played annual report
-screens of important/interresting stuff are appreciated
-Giving me yor mail-adress, or better having board personal messages reported to you per mail, so that we can stay in contact.
"
The goal is to be independent on the issue of "food imports" from humans and these unrational elves. We have much knowlege about crafts and construction but a major lack of experience in growing outdoor food. We need to get a foot in this, if we want to stop trading for it and so giving weapons to our enemies."
- NO food production and IMPORT other than overground crops and honey
- Stricktly NO food production and IMPORT other than overground crops and honey
- NO weapon exports (it will be unlikely to find ore at all)
- Meat may be produced (if you have to get rid of animals it would be a shame to waste it) but has to be forbidden and traded ONLY to a dwarven caravan.
"
That's it so far. It will be a hard time so prepare carefully."
- Middly dry treeland in a very young history, a lot of savage and few beasts containing world.
- Play realistic. No atom smashers, no sticking different animals in one cage. You can put 5 deers in a cage without problem, but not with a cougar. AND 1 elephand DEFFENITELLY fills a cage to it's maximum. No quantum garbadges. No gliching, like erasing trade depot while traders are on it and so on.
- What is ok, is a adequate big refuse PIT. I think it's not realistic to store 10x15 tiles of just some bones and vermin remains, too.
- Most important: Try to succeed this crazy mandate
If you agree, just report in. version .25, phoebus tileset,
Loon
1. Loon
2. Khenal (Herbalist/farmer)
3. melkor
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