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Author Topic: World of the Smalls  (Read 13081 times)

Taricus

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Re: World of the Smalls
« Reply #90 on: March 12, 2011, 07:07:11 pm »

Negotiate atrade deal with our contact in the large wooden hatstand.
Build up more into the Sofa.
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NewsMuffin

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Re: World of the Smalls
« Reply #91 on: March 12, 2011, 07:38:51 pm »


Create beasts of burden by mutating Worker spawnlings.


Skreeblikis Worker 378 has named himself 'Exile.'
He wanders the wilds of the Den, utilizing his blade, and any other tools he can make or find to survive. He will have his revenge.
Exile secretly begins kidnapping other Skreeblikis workers, making swords for them to fight their oppressors.
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Armok

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Re: World of the Smalls
« Reply #92 on: March 12, 2011, 07:53:15 pm »

I hereby RAGEQUIT. Trying to say anything more would likely get me banned.
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Sheb

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Re: World of the Smalls
« Reply #93 on: March 13, 2011, 04:41:32 am »

I'll propose an alliance to Taricus, each race getting suzerainity over half of the Fluffy Plain.

Back in Yggdrasil, my people will start digging upward, alway upward, hoping to get a glance of the Giant.
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FuzzyZergling

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Re: World of the Smalls
« Reply #94 on: March 13, 2011, 12:39:24 pm »

Bigin constructionof a great rope city in the rafters.
Also, send a scouting party to harvest fur from the large creatures.
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Heron TSG

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Re: World of the Smalls
« Reply #95 on: March 13, 2011, 05:43:36 pm »

As they lead you to the dining hall you notice that the Skreeblikis seem to be arguing with eachother. There are some who speak of this "sword" as if it were some sort of demon, and others like it were a god. You wonder if you could use this, should it come to war. You hope not. Many of the arguers seem to be women and children, and they remind you of back home.
 
You call out to the silken city, but do not yet recive a response. You camp outside of the walls, certain your forces will not be seen as a siege, and wait for a reply.
 
Your people cannot seem to climb the pedastal, as it's twists place much of it upside down. Nutrients are hard to come by, but there are enough. And you fortify and re-fortify your palisade, making wood almost as strong as the strange material the pedastal is made of.
 
You use the lush plains and the hard wood of the walls to build a full town in this strange "Golden Land". Soon you have a bustling community and begin to ship materials back to the Capitol. You camoflage the walls, but they aren't as sturdy as the ones back home. and to be frank, you aren't sure if you want to surpass the beauty of the Homelands.

At Esselnor - Mazwadmarg will lead a project to carve handholds up the top part of the twisting pedestal supports. When this is complete, a competition will be held wherein the strongest Radikalstem compete to climb to the top the fastest. The winner will be granted first pick of any resources found atop the towering structure.

At the Encampment - After a general consensus, the town is creatively dubbed Noosity. While it is not the most beautiful city around, it will serve its purpose as a trade center for the Den. Goods are shipped back to Esselnor, and a great stock of materials are gathered for future projects and trading.

Malkum - Malkum excuses himself after a while, stating that his people should be arriving shortly and he must tell them of the wonders of this city. Following rumors of a rebel Skreeblikis abducting other Skreeblikis workers, he follows some workers sent to forage out in the Den. If he sees an abduction take place, he will confront the rebel and establish diplomatic relations. Always good to be friends with everyone, right?

Chief Barbarossa - Barbarossa and his men wait for a response. One Radikalstem is sent back to Noosity to bring word that the silken city does exist. The messenger has the citizens of Noosity prepare a shipment of tradable goods to be sent to the city when its gates open.
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG
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