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Author Topic: Spirits of the Sevlagar- Turn 3 Lucky squid  (Read 3267 times)

WhitiusOpus

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Re: Spirits of the Sevlagar
« Reply #15 on: February 12, 2014, 11:30:30 am »

I myself prefer strategy, but if we're an avatar that works too.
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Quote from: The Froggy Ninja
Young Masches: Fetch yonder blade!
Masches grabs his "sword." Navi gasps. Her aura flushes a pinkish hue and she flies out the window.

Urist Mc Dwarf

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Re: Spirits of the Sevlagar
« Reply #16 on: February 12, 2014, 03:28:11 pm »

Votings closed.

notquitethere

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Re: Spirits of the Sevlagar
« Reply #17 on: February 13, 2014, 04:46:58 am »

How can there be any number of players but only four civilisations, when the sign up sheet is for creating a civilisation? Have I missed something?
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Urist Mc Dwarf

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Re: Spirits of the Sevlagar
« Reply #18 on: February 13, 2014, 08:15:30 am »

 It's like destroy the planet/humanity. There are four factions, one civ per faction, and multiple players per faction, but each player can only have one faction. Makes sense?

notquitethere

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Re: Spirits of the Sevlagar
« Reply #19 on: February 13, 2014, 09:01:20 am »

What you've said makes sense, but I'm not sure it answered my question. Imperium of Salvos, Kingdom of the Garganthuan ReptileEmpire of Mind, and The Land of the Great are all player-defined civs. You've said that there can only be one civ per faction, and there are four factions, so that implies that any other player will have to choose one of those four civs. Did you in fact mean, one faction per civ?
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WhitiusOpus

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Re: Spirits of the Sevlagar
« Reply #20 on: February 13, 2014, 11:02:37 am »

Well, in the OP it is stated that their are the Sevlagar, which are the factions. There a is only 1 civilization per faction. Therefore, you can only have four civilization's and yes, you must choose from one of these four. But, seeing as none of the others besides the Imperium of Salvos actually have faction alignment, you could make your own and choose a faction. Not guaranteed that it will be chosen, though.
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Quote from: The Froggy Ninja
Young Masches: Fetch yonder blade!
Masches grabs his "sword." Navi gasps. Her aura flushes a pinkish hue and she flies out the window.

Remuthra

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Re: Spirits of the Sevlagar
« Reply #21 on: February 13, 2014, 02:54:25 pm »

I wasn't sure it was to be chosen yet, as it was not a part of the sheet.

I choose the Wizardy Dude.

My Name is Immaterial

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Re: Spirits of the Sevlagar
« Reply #22 on: February 13, 2014, 03:19:59 pm »

I chose Mazca.

Urist Mc Dwarf

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Re: Spirits of the Sevlagar
« Reply #23 on: February 15, 2014, 08:44:50 am »

I wasn't sure it was to be chosen yet, as it was not a part of the sheet.

I choose the Wizardy Dude.
Wizardy dude?

Remuthra

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Re: Spirits of the Sevlagar
« Reply #24 on: February 15, 2014, 10:16:10 pm »

I wasn't sure it was to be chosen yet, as it was not a part of the sheet.

I choose the Wizardy Dude.
Wizardy dude?
Meddling, meddling wizards.

Urist Mc Dwarf

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Re: Spirits of the Sevlagar- Turn 1
« Reply #25 on: February 16, 2014, 09:46:35 am »

Imperium of Salvos

You have finally manged to guide these 30 humans to a fertile land that can support you. Then you notice the vast number of large predators and poisonous plants. Well, crap. Your people also look nervous and ready their stone spears and axes. The lone shaman begins his ancestral chant. then a storm begins to brew. Better and better

Spoiler: Tech (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: Gear (click to show/hide)

Kingdom of the Garganthuan Reptile

This jungle is a good place for your small gang of lizardfolk, or would be if it wasn't so impenetrable, there were no giant mosquitos, and the gorillas would leave them alone. Then, you spot a large clearing in the jungle that looks like heaven right now.

Spoiler: Tech (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: Gear (click to show/hide)

Empire of Mind

These tall mountains are bloody freezing, but rich with life and minerals. most creatures here avoid mindflayers, but several hunt them. Many tall trees provide cover from the few dangers that wander these mountains. As they prepare to make camp, they spot massive and oddly shaped structures, of which you have no idea exsisted.

Spoiler: Tech (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: Gear (click to show/hide)

The Land of the Great [The sound that you make when you slowly blow out through your lips with moving your finger back and forth slowly]

This beach is long and sandy, and the ocean is rich with fish. But nothing else really reccomends it. Just as you think this, you notice that the way a portion of the beach curves makes a natural and highly defensible harbor.

Spoiler: Tech (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: Gear (click to show/hide)

((If you want a map, just ask. And please do not look into spoilers for other civs))
« Last Edit: February 16, 2014, 09:48:15 am by Urist Mc Dwarf »
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Remuthra

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Re: Spirits of the Sevlagar- Turn 1
« Reply #26 on: February 16, 2014, 09:57:14 am »

We must establish a permanent settlement here, where we can properly plant the seed of our glorious empire.

Send out two-flayer parties to survey the area. Meanwhile, instruct the elders to begin the prototyping of excavation equipment, that we may begin to alter the land to suit our image.

Detoxicated

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Re: Spirits of the Sevlagar- Turn 1
« Reply #27 on: February 16, 2014, 10:31:05 am »

The Garganthuan Empire shall build a nice keep for important tribe members, and several small huts to give the population a home. So all of the population is set to finish these said tasks, by cutting wood, and gathering rock. Afterwards they shall build the huts.
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My Name is Immaterial

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Re: Spirits of the Sevlagar- Turn 1
« Reply #28 on: February 16, 2014, 03:33:26 pm »

Yes, this shall be the site of our new utopia! Viva la época nuevo!

Send out five equipped with nets to gather fish, and another five equipped with clubs to explore a short distance inland, collect materials for incense and runestones, and escort four dowsers who are looking for water (only if Darksquid drink freshwater) and sources of magic.
The group's wisest three shall be appointed as shamans. One shall pray for the success of our actions, and to prepare new runestones when the exploration group returns. The second shall consult the ancestors, asking for their blessing on our new settlement. The third shall commune with the spirits for guidance and assistance.
The rest of the group attempts to construct a few large huts, each capable of housing ten people.


Three questions: How long are turns, are the different unit types (can everyone use magic?) and what does the magic do?
Also, I'd like a map, please.

Urist Mc Dwarf

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Re: Spirits of the Sevlagar- Turn 1
« Reply #29 on: February 16, 2014, 06:21:31 pm »

Turns during a crisis for any civ will take place over a few days. Normal turns will take place over 25 years. The next turn will be however long it takes the storm to blow out, which I will roll for. In theory, everyone can use magic, but it takes some training. Dowsing lets you find things, spirit and ancestral magic get you advice and more advanced spirit magic will cause th fight for you or otherwise actively help you. Praying sort of works like it does in masterwork, and runic magic is a process where through deep mediation about something, you discover the rune for it. That rune can then be inscribed in anything, and if that thing is a stone, it becomes a rune stone.

As for the map:


Apologies for low quality. Is not to scale.
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