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Author Topic: Masters of a New World [Month 1: Till]  (Read 5087 times)

IronyOwl

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #15 on: February 05, 2015, 08:09:37 pm »

Probably be another 6 hours or so until I can get things together, so anyone else hoping to join has a bit of time. Speaking of which, still only 5 signups.

Also fair warning, if all I've got to go on are the musings of Ozarck, Baldman, and myself, our main wizard is probably going to end up as a holographic catgirl.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

adwarf

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #16 on: February 05, 2015, 08:31:11 pm »

Probably be another 6 hours or so until I can get things together, so anyone else hoping to join has a bit of time. Speaking of which, still only 5 signups.

Also fair warning, if all I've got to go on are the musings of Ozarck, Baldman, and myself, our main wizard is probably going to end up as a holographic catgirl.
It would certainly be a unique Archmage of the entire universe :v
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Nirur Torir

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #17 on: February 05, 2015, 09:15:41 pm »

I think the mighty wizard should be a master of planar lore, and the one who discovered this new world. He should be a snooty elf.



Name: Savaul Havrius
Specialty: Enchantment (Permanent object).
Tribe: Salamanders of Kaltalius
Physical Description: A red salamander-person. He wears a Roman-style toga with a flame motif. He has a magic amulet that gives him a translucent illusory cape of fire (It's class I say. Classy).
Mental Description: Savaul sees himself as both great and kind. He is primarily concerned with building a lasting legacy for himself. His greatest virtue is temperance. His biggest flaw is his hubris.
Personal History: He was born into a ruling-class dynasty. His talent for magic was discovered early, and trained alongside governance and intrigue. He is eager to immortalize his name by civilizing this new world.

Tribe Description: They're pseudo-Roman salamander folk. They were unable to create a large empire from barbarians (due to a relative lack of nearby barbarians), and have only a moderately sized kingdom. They have an affinity for combat and craftsmandership, but do poorly in the cold and don't fight well in forests, swamps, or mountains.

Ship Name: The Grand Flame Deliverer.
Colonists:
  All are salamander-folk
   10 bureaucrats
   75 farmers
   25 hunters/scouts
   25 entertainers
   100 soldiers
   40 crafters of misc specialties
   75 smiths
   50 miners
   50 masons
   20 golem artificers
   10 enchanters
   10 healers
   10 pyromancers
Food: 2500.
Tools: Good. Emphasis on tools for golemcrafting and enchantment.
Amenities: Sparse.
Navigation: AdequateTM.
Insulation: Inadequate.
Structural Integrity: Inadequate.
Additional Supplies: A small herd of cattle, a small herd of horses, a small flock of chickens.
Additional Note: 10% of my population as mages is kind-of a lot. If -1 level of hull doesn't pay for that, just mix in apprentices.
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Ozarck

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #18 on: February 05, 2015, 09:47:26 pm »

Veto the elf, upvote holographic cat girl. Planar magic is good.

Harry Baldman

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #19 on: February 06, 2015, 04:50:53 am »

Veto the elf, upvote holographic cat girl. Planar magic is good.

I agree, holographic catgirl sounds rather interesting.
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tryrar

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #20 on: February 06, 2015, 06:32:46 am »

Veto the elf, upvote holographic cat girl. Planar magic is good.

I agree, holographic catgirl sounds rather interesting.
heh, why not?
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

IronyOwl

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #21 on: February 06, 2015, 08:16:12 am »

Month 0: Hard Hitting


Prior to your grand launch, the headmistress of this mission, Fang Axefeather, is invited to say a few words. What follows is a two-hour concert, largely of synthetic instruments and voices.

Fang Axefeather, your associate and friend, is not known for her subtlety. Existing, as far as anyone can tell, purely as mystical energies and lights, she most often takes the form of a catgirl, shifting her coloration as whim demands. She's a peerless and terrifying Augmentation Mage, known for preferring unstable creations to more modest enhancements.

In any case, her concert does eventually end, paving the way for actually launching the things.


Barig the Iron Lord
[4, Malus]
The trip between planes is a strange one. Everyone, including you, is placed into stasis chambers to protect from the worst aspects of the void, but "stasis chamber" is something of a misnomer. It doesn't render the targets completely unconscious, and even less so in your case- you're sort of the one piloting this thing.

So you have some advance warning of the... thing you're about to run into, and some advance warning that your plan is failing and you're probably going to run into it. So when you do, it's all the more impressive that the screaming energies wracking your ship startle you. It's difficult to describe what they do, presumably similar to the way snow behaves would be difficult to describe for somebody who's never seen it before, but suffice to say your vessel catches quite a bit of it before making it through safely.

[16, Good]
The landing is considerably better; there's a deep thuddering as your vessel careens into the soil, but it's designed to do that. The locks disengage, and your people begin to emerge.

What follows is mixed news. A river runs through the land not far west, and the land seems decently hilly to boot. It doesn't seem you'll have much difficulty finding a good spot to settle, particularly as all of your initial gear- tents, campfire cookware, and so on- is perfectly fine.

Unfortunately, that's where the good news ends. For one, the world you've landed on is truly alien. The soil is a sort of dark orange color, and a variety of predominantly purple mushrooms and things grows all around you. Initial prodding suggests they're analogous enough  to more normal fare to serve the same functions plant life typically does- as wood and food for something- but it might take some time before you get acquainted with everything.

The other bit of bad news concerns your people. Some of them have come out of the pods changed, presumably by that mishap in transit. They are sullen and their hands twitch, but the most noticeable effect is that their eyes now appear solid gold. Various methods can get them to talk, usually rather irritatedly, which confirms they're still themselves to some extent, but they're otherwise incredibly surly and unmotivated. Estimates seem to indicate that every one in ten of your people is now afflicted with this malady; preliminary testing doesn't reveal anything overtly dangerous about it, but doesn't seem to suggest that it's temporary either.


Mayborg
[17, Bonus]
On an ill-advised pass through some particularly fascinating voidstuff, you and your people are subjected to a truly breathtaking view of some connected... well, constellations probably isn't the technical term, but it's close enough. On popping out of their pods, your people are ecstatic over "really seeing everything" like that, and interest in your new home's astronomy goes through the roof.

[8, Poor]
They don't even mind that the ship landed on a beach. On, you know, the watery part of the beach. It landed in four feet of standing water and hauling stuff out of it is now a pain, is basically what you're getting at, here. The tides help sometimes, but other times they bring that to sixteen feet of water; this place does not appear to screw around with regards to tidal strength. Which is curious, as it lacks a visible moon...


Ms. Pretty Obvious, The Lady Ozarcanus
[10, Poor]
You experience turbulence en route, but it just makes the flight more fun.

[17, Bonus]
On the bright side, preliminary scouting efforts reveal a lush, idyllic area fed by waterfalls and then crisscrossed by rivers. It's perfect, or at least as perfect as red-mud mushroom land is going to get before you add your people to it.


Arivaris the Wolf of Trokken
[19, Bonus]
Knowing what you do about the mind and the void, you're a bit less inclined than most to buy into the obvious origins of "The Wolf's Howl," as your people would later call that particular planar anomaly. However, even you were startled when it began resonating, your people echoing it throughout the ship in a chorus of purpose.

Regardless, on exiting their pods, your people were incredibly united in purpose, and in very high spirits. They now feel this expedition has received The Wolf of Eternity's blessing.

[20, CRIT!]
And of course, that was before evidence started cropping up of real wolves. Well, "real" might be slightly more tenuous than your people are familiar with; the tracks you were shown had a strange quality to them that you couldn't place, but would wager meant something magical. Possibly more concerning is their sheer size; assuming normal proportions, these things are probably larger than horses.

You try to convince your people to be careful, but they don't seem to be having any of it, and are now ecstatic about this new place.


Kee Ti Lax the Thorn Ghost
[13, Good]
The trip is mostly uneventful, at least for your passengers. You see a lot of neat things that are a lot neater from a safe distance, though your people get some occasional glimpses of same as well.

[3, Malus]
Sadly, your landing is not so smooth. The ship kicks as it lands, and on a slightly disorienting exit, it becomes clear why- this place is flooded. You've landed in a marsh, and while scouting reveals more and less marshy areas in your vicinity, dampness definitely seems to be a prevailing feature.


Savaul Havrius
[4, Malus]
Your journey is pleasant and uneventful. Very pleasant and uneventful. Really nothing more to say on that note.

...

Oh! The violet fire, yes. Hardly worth mentioning! But, ah, it did envelop the entire ship, so, you know, maybe a little footnote here or there. Really, fine though, ship's fine!

Though... about one in ten of your citizens are now flaming incandescently, often in a fire-inappropriate color, and seem to show an odd predilection towards watching things burn. They seem fine, just... preoccupied. And on fire. It doesn't always hurt what they're holding, but they seem poorly disposed towards stopping it, so...

[8, Poor]
Also the landing's a bit rough and the land's a bit rocky, though compared to being so alien in general you suppose neither thing is much to complain about. You mean, yes, the whole ship splits open a bit and everyone complains about the impact, but it's not like you were expecting either to do that again.





Once you've all had a chance to get your bearings, you note your lack of communication with anyone else. According to Fang, she'll work on re-establishing contact once you've arrived; meanwhile, all you need to worry about is yourself. She also said not to start worrying that anything had gone wrong until several months had passed without word.

Spoiler (click to show/hide)
((Haha, me and deadlines. Oh man.))
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Harry Baldman

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Re: Masters of a New World [Month 0: Hard Hitting]
« Reply #22 on: February 06, 2015, 08:51:28 am »

Magical Action: Utilize my magical expertise to supply the consuls with a map of the surrounding area, with handy notes on resources (such as fresh water, adequate soil and so forth).

Leadership Action: The consuls have that handled, I presume.
« Last Edit: February 07, 2015, 12:49:15 am by Harry Baldman »
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Detoxicated

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Re: Masters of a New World [Month 0: Hard Hitting]
« Reply #23 on: February 06, 2015, 10:20:30 am »

Scan the area for mind resonances of higher quality to find big intelligent beasts and possibly other sapients

Begin constructing farms and irrigation systems and make the farmers work on them
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High tyrol

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Re: Masters of a New World [Month 0: Hard Hitting]
« Reply #24 on: February 06, 2015, 11:11:53 am »

waitlist me plz.

will make character soon
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FArgHalfnr

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Re: Masters of a New World [Month 0: Hard Hitting]
« Reply #25 on: February 06, 2015, 12:39:26 pm »

I'll join the waitlist. Here's my character page:

Name: Fghaar Alzub
Specialty: Summoning magic, with a focus on dark and infernal creatures
Tribe: The watchers of eternity
Physical Description: A dark-gray skinned demon of human size and proportion (which is rather small for the specie's standard, with some of the tallest demons being almost twice as tall as an human), has yellow iris-less eyes, a malicious smile, four horns, two on top and two on the cheeks. wears a gray buttoned suit and bluish gray pants (Look at my avatar for reference)
Doesn't seem to be aging, Is known on the overworld since 75 years ago, but have the wisdom of someone who might have lived centuries, if not millenniums.
Mental Description: He tends to talks before thinking and is often offensive, making a poor diplomat. He is rather smart, but has a tendency to favor cold calculations instead of emotions. He is also eccentric, with a tendency to overdo things. He cares little about politeness, honor, title or standards, prefering to be direct. Has a tendency to deconstruct concepts he doesn't like to ridicule them. And finally, he prefers pacific negotiations to conflicts, but will happily crush an enemy who doesn't want to listen to reason.
Personal History: He was respected by his tribe for being wise and honest, and was chosen by the shaman (Leader of the tribe)
to be his apprentice and successor, learning how to summon various fiends to protect the tribe, and eventually becoming the greatest summoner seen since decades, if not centuries. He saw this new world as an opportunity for his people to become stronger applied as soon as possible.
Specie Description: Demons tend to have a rather strong and tall build, but many exceptions exist. They tend to be great at jobs requiring strength, but poor at jobs requiring dexterity. Their skin can be of any shade between red and black and their intellect is as varied as their appearance. Most demons have at least two horns, with no upward limit known, some of them have their head entirely covered in them, giving the impression of having hair. Their horns can be of any shade of gray.
Tribe Description: The group known as "The watchers of eternity" consist of approximately 1500 demons who migrated from the infernal plane after a colony of greedy dwarves breached into their realm. The colony was rapidly slaughtered and any attempts at re-conquering the stronghold was met with a fierce resistance from the new occupants. This outpost was deemed a lost cause and several armies of dwarves were sent around to prevent any attempts at invading the overworld. At everyone's surprise however, no attempts were made, as the inhabitants were apparently perfectly content with their new home. As decades passed, The inhabitants of the overworld were forced to accept this now permanent presence and eventually, trades routes were established and, while people were still distrustful towards them, they were slowly accepted, with demons sometimes moving to human villages, and even reaching high positions such as diplomats. It was to everyone's surprise that a shaman from the tribe became an acquaintance with one of the most respected wizard of this world, around the same time it was discovered that demons had a particular affinity with magic.

Ship Name: The majestic wambler (named in honor of the fact that most of the budget went into the appearance and other frivolous expenses rather that on other, more practical things, such as the structural integrity.)
Colonists:
15 demon elite guards (Rest of military is provided with summoning magic)
50 demon farmers
25 human farmers
30 kobold scouts
9 dwarven diplomats
1 demon diplomat (might demolish furniture, only sent to people I don't like)
50 demon warlocks, who channel living energy into magic spells
25 demon healers
10 demon enchanters
15 demon entertainers (include musicians, dancers, etc.)
40 demon miners
20 human masons
20 demon masons
20 human carpenters
20 demon carpenters
20 demon crafters
20 human crafters (the reason why I split theses professions half human, half demons is that I imagine demons would be quite bad at making fine, detailed work, being better at jobs requiring strength, while humans would be better at dexterous jobs.)
50 prostitutes: 10 dwarves, 10 humans 10 kobolds, 10 demons, 10 elves, split equally in gender (gotta keep the morale high ;) )
20 demon peasants (Because I'm positive I forgot something)
20 demon archers
20 Elf prisoners (Used as an energy source by the warlocks)

Food: 3000. Measured in person-months; 3000 is six months' worth of food for 500 people.
Tools: Adequate.
Amenities: High (because of all the prostitutes and entertainers)
Navigation: AdequateTM.
Insulation: AdequateTM.
Structural Integrity: mediocre (to afford all my useless stuff)
Appearance: The most majestic ship ever created
Additional Supplies: A single golden toilet, A complete set of armor of extremely high quality, built to inspire fear to any opponents, a good supply of magic spices of random effect (have a different effect at each taste).

Edited about a billion times for corrections and grammar
« Last Edit: February 06, 2015, 01:35:17 pm by FArgHalfnr »
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FArgHalfnr for the #1 eldrich monstrocity.

High tyrol

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Re: Masters of a New World [Month 0: Hard Hitting]
« Reply #26 on: February 06, 2015, 03:51:14 pm »

name: aguva trilva
speciality: mundane magic/practical magic (either one) his magic focuses on doing things anyone(well anyone skilled enough at the task) could do but better , faster or with less effort/materials.
tribe:mountain dwelling humans with a knack for engineering/mechanics/machines/ect.. that call themselves the trovalians
physical description:brown haired with a full beard, he also has large muscles in his arms and shoulders he would be quite tall if not for his abnomally short legs. he has a tiny head as well. he usualy wears plain clothes that allow plenty of freedom of movement(and are secretly enchanted) his hand is blistered from much hard work.
mental description: he is extremely focused on function and doesn't care for finery much. he is a hard worker who"s dedication any employer would love. he is also a good leader who leads by example. he  doesn't like speaches much. his favorite dish is chicken stew. he likes to sing but not to dance.
personal history: he was born into a minor noble family witch had faded in power but was still quite rich. he of course as a noble went to college he often spent time with those of lower rank much to his parents dismay.as  he started college he decided maybe if he applied magic   
in a practical manor he could use it to improve the lives of many people.(not to mention that he could use it to improve his already impressive physical abilities.) his determination and hard work paid off as he rose to the top of the class in practical applications of magic.


ship stats
ship name:the horizon of hope
colonists:
20 trovalian magical technicians
10 rock trolls
10 trovalian military officers
10 trovalian electricians
10 trovalian managers
50 trovalian animal caretakers
50 elite soldiers(30 infantry 8 heavy weapons 2 demolitionists 10 war mages)
30 trovalian hunters
10 trovalian permaculture experts
10 trovalian aquaponics experts
20 trovalian miners 
5 trovalian smiths
10 trovalian stonemasons
10 trovalian healers
5 trovalian animal trainers
25 trovalian foresters
20 trovalian craftsmen
10 trovalian carpenters
30 trovalian peasants
10 trovalian weavers/seamstresses
total colonists=350
food: 3000
tools: good
navigation:none
insulation:excellent
structural integrity:adequate
additional supplies:small chicken herd, small sheep herd,moderate amount of  fruit tree saplings,small amount of fruit bearing bushes saplings (blueberrys,rasperrys,ect..),small amount of fruit bearing vines saplings (grapes,ect..),sprouted seeds of various veggie plants.
 
 
 
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Nirur Torir

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Re: Masters of a New World [Month 0: Hard Hitting]
« Reply #27 on: February 06, 2015, 04:10:46 pm »

((I thought 1's were low. I must have been mistaken, since a 4 gave me a bunch of flaming salamanders that won't much mind being drafted for military service  :P))

Use my magic action to lead a team of enchanters in trying to study the new Voidflame caste, particularly with a mind for using them for military service, and whether or not they need some sort of magical incentive, such as rings of berserk, to fight effectively.

Use my leadership action to setup what farming operations we can in this area.

Order my bureaucrats to oversee that the animals are secured, fed, and that Voidflamers don't get too close to them.
« Last Edit: February 07, 2015, 03:23:43 pm by Nirur Torir »
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IronyOwl

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Re: Masters of a New World [Month 0: Hard Hitting]
« Reply #28 on: February 06, 2015, 04:26:16 pm »

((When life gives you lemons, forge ravening lemon golems.))
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

VoidSlayer

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Re: Masters of a New World [Month 0: Hard Hitting]
« Reply #29 on: February 06, 2015, 04:30:18 pm »

Kee looks around the marshy land, then back at the sullen faces of his colonists. 

"Do not worry, there is much life in these lands.  We will find food and build with what we find.  What will grow may be different then what we once had, but a good life can be had, a better life."

Use my magic action to root the living wood building into the marsh to allow it to heal and maybe grow.  Reshape the inside while it grows to allow people to live in it.

Leadership action, gather plant and animal samples.
« Last Edit: February 06, 2015, 09:15:43 pm by VoidSlayer »
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