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Author Topic: Oldlands: Age of Dwarves  (Read 34354 times)

Shadowclaw777

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Re: Oldlands: Age of Decay
« Reply #225 on: December 04, 2019, 03:09:08 pm »

Personally i lean More towards Adventure but i would also Like to See a schism.
The adventure option is likely to come back and end the age, the schism is interesting and should be taken into account and you should choose it.
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Thanik

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Re: Oldlands: Age of Decay
« Reply #226 on: December 04, 2019, 03:34:04 pm »

Adventure
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UristMcRiley

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Re: Oldlands: Age of Decay
« Reply #227 on: December 04, 2019, 04:04:07 pm »

scavengers
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King Zultan

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Re: Oldlands: Age of Decay
« Reply #228 on: December 04, 2019, 04:04:56 pm »

Scavengers
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
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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Pokeboss44

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Re: Oldlands: Age of Decay
« Reply #229 on: December 04, 2019, 08:49:43 pm »

Schism
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Murphy

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Re: Oldlands: Age of Decay
« Reply #230 on: December 05, 2019, 01:00:31 am »

I went back and added a table of contents to the first post. Experimented with adding a "jump to next" link to every update but since it can't avoid reloading the page, it's not really worth adding over the TOC.

Adventure 4, Schism 4, Scavengers 3, I guess we're doing both after all?


In the spring of 76, a large group split off from Galkagaval, claiming to be fed up with the city boss' rule. They packed up warm clothing and broke into the city's stores to take supplies for a journey to the surface.

Ÿare was not very happy when the migrating group slaughtered his wandering creations, but what could he do?
Spoiler: Map (click to show/hide)
Three young dwarves from the enclave, inspired by legends of the glorious story of Zefon, Rith and Momuz, decided to go on an adventure, with or without the elders' blessing. The adventurers' names were Kogsak, Ingish and Èrith.

Kogsak's father was the keeper of records, and the young dwarf knew that along with dusty tablets detailing the dwarven journey to Idodur, the storeroom held something else: a piece of legendary armor, captured ten years ago from the Warped who occupied these very halls. It was deemed too precious to use in actual combat, which made zero sense to Kogsak. He was intending to take it with him when he left Idodur.

Important question: do they go East or West?
« Last Edit: December 05, 2019, 01:10:25 am by Murphy »
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Shadowclaw777

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Re: Oldlands: Age of Decay
« Reply #231 on: December 05, 2019, 01:10:19 am »

Their is more stuff happening East

East
« Last Edit: December 05, 2019, 01:34:55 am by Shadowclaw777 »
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Glass

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Re: Oldlands: Age of Decay
« Reply #232 on: December 05, 2019, 01:32:04 am »

I think they've got their best chance if they go east.
The western tunnels were made mainly by goblins and humans; it's the locations above and east of them that were Dwarven.
And besides, there's still that little bit of gold vein that hasn't been mined yet, and it'll connect them to the rest of the Dwarven areas (and the Chimeras, but they were pretty much a given). Why not make some profit even before finding your ultimate goal?
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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.

Murphy

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Re: Oldlands: Age of Decay
« Reply #233 on: December 05, 2019, 02:11:39 am »

"Any idea where we're going, Cog?"
"Ingish, didn't I tell ya not t'call me Cog?!"
The female dwarf shrugged. "Everyone calls you that. So where are we going?"
Kogsak just snorted at the remark. "From this here map, east is the old city of Ineth Nil."
"So? Nobody lives there anymore. I want to see the surface."

That was Èrith. She and Ingish were the best of the militia trainees, in much better standing than Kogsak. But he had access to the storerooms and keys to the old doors, so he fancied himself the leader.
"I wanna see the clock tower." he reiterated.
"And you're wondering why everyone calls you that stupid nickname. Mechanical doodads is all ya can think of!"
Kogsak sighed. "There are ways to the surface both east and west, but the map ain' trustworthy westwards. There were never any dwarven settlements in that area."
"Oh fine, have it your way, Cog. Just don't forget the bloody keys."

***

They crept into the tunnels of Ineth Nil. All three had their hands on axe handles ever since Èrith spotted blood stains on the walls. Then someone called out in an unknown tongue.

It was a hairy, ugly creature clad in animal skins and wielding a spear. A tribal war mask hid its face, only long ears sticking out behind it. It muttered something like a curse under its breath, then barked a few words into the darkness. They were surrounded! Now Kogsak realized they had been followed ever since they entered these halls.

***

"My Queen", a handmaiden entered the chamber. "There is a scout at your door; he says it is urgent."
Adela Reríth gave no look of surprise, but nodded and stepped out. Outside, she listened to what the scout had to say, then nodded again, gesturing for him to lead the way.

***

Kogsak, Ingish and Èrith were escorted into one of the buildings; nobody made any attempt to disarm them, which gave Kogsak hope they weren't being taken prisoner. Looking at the wall signs, he recognized it was once a furnace room, but what was inside made him disbelieve his own senses. The air was warm and bore a smell of smoke and metal. These wild elves or whatever they were, clearly had been stoking the fires.
"Greetings, dwarves", a voice said from behind the largest furnace. "Come closer and let us speak."
« Last Edit: December 05, 2019, 02:16:39 am by Murphy »
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Glass

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Re: Oldlands: Age of Decay
« Reply #234 on: December 05, 2019, 02:16:01 am »

"I wanna see the clock tower." he reiterated.
"And you're wondering why everyone calls you that stupid nickname. Mechanical doodads is all ya can think of!"
I demand more artificers! :P
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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.

Murphy

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Re: Oldlands: Age of Decay
« Reply #235 on: December 05, 2019, 04:56:10 am »

They spoke at length, the three dwarves and the elven queen. She offered them a story of the rise and fall of the Theliiri, followed by their exodus into the underworld and how Ineth Nil became their refuge. Despite questions, none of them volunteered any information about the dwarven enclave, instead pretending to be adventurers from a far away land. Adela nodded politely.

"We could use true dwarven expertise here", she said. "Before its unexpected fall, Ineth Nil was on the verge of becoming something truly great. I intend to bring it back, even if it means the sacrifice of the old ways of my people. You can be a part of that. Or, if you are interested in adventuring, I would have a quest for you. Dwarves are fabled as warriors, after all."
"A quest?"
"Yes. For the past year, our people have been terrorized by a fearsome foe. Seek out the shaft northwest of the city, where the frozen waterfall is. Search that place and slay the lamias who have been kidnapping our men. When done, return to me and you will be rewarded."
Kogsak looked back at his companions. Were he alone, he would've given everything to stay and examine all of Ineth Nil, and to have a hand in rebuilding it. But he didn't think Èrith and Ingish would be thrilled by the idea.

Besides, "Kogsak the Night Creature Slayer" would've had a nice ring to it too, eh?

Alea iacta est.
Adventurers roll: 9.
Lamias roll: 5.


Traveling to the monsters' lair took a few days; it wasn't that far but having only a torn old map to refer to didn't help their speed much, and Kogsak insisted on checking every side passage. In one of them he picked up an old knife handle, neither of dwarven nor elven make, with wavy motifs and an empty socket presumably for a large cabochon... or pearl.

Before the next corner Kogsak motioned for everyone to stay quiet; he produced a looking glass, using it to peek over the edge. And the first thing he saw was a yellow eye staring back at him.
"Lost your bearingsssss, dwarf?"
The snake tail snapped at him, causing him to drop the mirror; he recoiled, reaching for his axe, but stumbled over a jagged stone and landed onto his back. At the same time, Èrith buried her axe into the snake-woman's side, causing her to crumple.

More slithered out of the shadows, hissing as they descended on the three dwarves. Kogsak rolled aside as one of them cracked forward a flail; the chain yanked the axe out of his hands, leaving him with only Rërithduthnur (the shield) to defend himself. The eldritch steel clanged as it met a new strike, and Kogsak was forced one more step back, almost to the wall. Gathering his strength, he dove under the next attack and smashed the shield's edge into the monster's horrible face. "Libash erlin! Akur akir akam!"

The fight was bloody; the night creatures felt no pain, fear or fatigue while all three of the dwarves were soon bleeding with multiple cuts and gashes. Still, they held out in desperation and then it was over. The lamias were all on the floor.

Èrith limped to the mirror that Kogsak had dropped; it was cracked.
"No luck for ya now, Cog. And why didn't ya have, like, a crossbow in hand instead of that?"
« Last Edit: December 05, 2019, 05:04:54 am by Murphy »
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Superdorf

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Re: Oldlands: Age of Decay
« Reply #236 on: December 05, 2019, 09:13:35 am »

Akur akir akam!

BLESSED BE THE FORTUNE OF CHAMPIONS
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Murphy

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Re: Oldlands: Age of Decay
« Reply #237 on: December 05, 2019, 09:55:36 am »

"Are you sure you killed all of them?"
What kind of stupid question is that, Kogsak thought to himself. But out loud he only said:
"No way to tell. Know how many there were?"
"Not since they started... multiplying. But you did well, o dwarf."

The dwarves were honored as heroes, though they wouldn't spend much longer in Ineth Nil to enjoy their fame. It was time to continue the adventure. Adela advised them against going into the spider cave, so they dug a path through the ice tunnel and into the old gold mines.

Kogsak was busy comparing his own notes and measurements to the map, and he picked samples of minerals along the way. There was still gold in here; it called to his dwarven heart and promised wealth and prosperity and respect. He shook his head, chasing away the thought.

They came by an abandoned nest, clearly belonging to a large predator; there were bones of many small creatures littering the floor and a pile of refuse from nearby ruins serving as a place to rest. Èrith poked it with a stick and winced; the stench was unbearable. "Did whatever lived here recently die and... ewww."

As they left, two red eyes followed them, watching from the dark, unseen.

They made camp when the stench was far enough. A campfire brought warmth and respite from the cold wind howling through these tunnels. It was supposed to also frighten away predators. Unfortunately, not a manticore.

It was Ingish's watch. She didn't pay much heed to the flapping of wings; it was probably just bats. Only when a shape drew close enough to be visible in the dim light, did she understand her mistake.
"Kogsak! Èrith! Up!" She grabbed her axe, ready to take the beast on. Undeterred, it launched itself at her, but not at the face as she expected. A stinger pierced her leg; a single swing of her axe chopped it off, then Kogsak and Èrith caught up to finish the beast.

"How bad is it?" Èrith was rummaging through the medicine bag. She produced alcohol and bandages but one look at the wound made her reach for the knife.
"It's poisoned. Cog, hold her down", she heated the knife in the campfire, preparing it for bloodletting to draw the venom out, but Kogsak suddenly froze and pointed behind. The beast descending from the ceiling looked three times the size of the one they just killed.

The die is cast!
Adventurers roll: 7.
Manticore rolls: 6.


Kogsak grabbed his shield and shouted to distract the manticore, drawing it away from his companions. The giant stinger swished over his head once, then stabbed into the shield, nearly knocking it out of the dwarf's hands. The otherworldly steel held; Kogsak readied his axe, so that when it'd hit the shield again, he could chop at the stinger.

The hunter and the beast circled each other. Then he heard Èrith's battlecry. Furious, she leapt under the monster's massive frame, stabbing it deep with the tip of her axe. It roared and stumbled forward, ripping the axe from her hands and nearly crushing her under its weight, the immense claws tearing a huge wound across her back. With a curse, Èrith made a desperate roll and escaped the deadly grasp, but the manticore was not yet dead.

It clambered to its feet, moving in a broken, jagged way, then stared at Kogsak. The time seemed to slow as he saw it charge, he could see every tooth in its maw. And then the flow of time resumed as Kogsak found himself in the air. He could see the steps of a ladder flashing before his eyes and then there was a sudden stop.

***

Èrith's return was met with great commotion in Idodur. Though bloodied and battered, she was able to tell the story of the adventure: how they met the Theliiri, defeated the lamias and went to the upper tunnels, slaying a manticore and its offspring. Both of her companions had perished, one from the poison and the other from falling down a mine shaft. And she brought Rërithduthnur back.

The elders were not happy. A militia squad was sent to recover the bodies and treasure (Èrith could not carry all of it back). But this unexpected and tragic occurrence had stirred something in the dwarven society, perhaps sowed the seeds of ambition again. In the future years, the Dwarves would no longer hide from the world.
Spoiler: Aftermath (click to show/hide)
Without major threats, there was a period of relative peace that lasted six years. In 77, the craftsdwarves of Idodur built a blast furnace. By 79, they were able to melt large amounts of ice and get the water where they wanted using automated pumps. And in 82 a printing machine was made that could produce new copies of books, improving the pace of education for the new generation.

Elsewhere in the world dwarves and humans experimented with gunpowder, replacing the now-ubiquitous crossbow in their armies with the musket. Both surface colonists and Galkagaval outlaws would now sport an occasional firearm.

The Theliiri slowly recovered from the calamity that befell their species. However, not all of them were at ease with industrial buildup; a few of the surviving cave-druids split off, taking their followers across the underworld to found a new enclave in hitherto unknown caves close to the surface. They found unexpected help from the hermit, Ÿare, who had experimented with man-eating plants and nethercap trees that were able to survive the harshest winter. Together they created a new sacred grove; by rumor, the carnivorous trees of the grove occasionally had to be fed living flesh but it was a small price to pay.

Those who remained began to adopt the ways of the dwarves; in time, a modest flow of trade was established between the two settlements, though the relations cooled a bit in 82 after Queen Adela disappeared without a trace. At the same time, yet more groups began arriving into the valley, hoping to stake out some unclaimed land for themselves.
Spoiler: Map by 82 (click to show/hide)
The world has passed into the Age of Industry. The dwarves build a new, industrial nation with the intent to expand and exploit the yet-untapped resources of the valley. However, there will be both rival nations and rogue groups competing with the big players and each other.

(Continued later; need to make the choices interesting.)
« Last Edit: December 05, 2019, 10:24:02 am by Murphy »
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Glass

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Re: Oldlands: Age of Industry
« Reply #238 on: December 05, 2019, 10:50:54 am »

:)
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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.

Murphy

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Re: Oldlands: Age of Industry
« Reply #239 on: December 09, 2019, 11:28:00 am »

Starting 83, the valley began getting crowded again. The humans built a nice little colony in the winter woods; with time, they hoped to clear out the frozen grove and build a castle in its place.

In the kingdom of Bok-Anlar, a society of monster slayers rose to prominence, causing a mass exodus of monstrous species east into the Oldlands valley. Some of them were just migrating past, others decided to stay, in particular two scavenging groups of Ratlings each of whom found the area perfect for a new hideout. The Ratling tribes were age-old enemies with each other, but the valley was big enough that they wouldn't rediscover each other for quite a while yet.

A few of the native creatures also resurfaced at that time. A lamia, perhaps the only surviving one in the valley, made a new lair in Lenearile, too far from civilization but able to prey on lone travelers. Stone giants stirred in the thick of the earth, awakened by the hum and buzz of dwarven industry. A large, mutated wolf spider began hunting out of the former plague cave near Asteshdatan.

Maar the Creator was watching. He noted that local technological progress had exceeded predicted parameters, in part due to far-reaching consequences of the Cave of Fate incident; by now it would be too late to make corrections. He built a pocket dimension from which to observe further events in the valley, connecting it to a remote enclosed cave through a secure portal.
Spoiler: Map by 83 (click to show/hide)
Civilizations in the Age of Industry are measured not by raw wealth but by production output (foundries), knowledge (libraries), and bureaucratic efficiency (city hall). As seen on the map, the Dwarves have 3 working foundries, 3 library tiers and 2 city hall banners.

The first group to gather 6 loot will start a second civilization. For now, choose whom the year 83 favors:
  • Humans. Both human groups increase population by 1 each.
  • Dwarves. A rival dwarven clan will be added to the map.
  • Ratlings. Both ratling groups gain a bonus to conflict rolls this year.
  • Elves. Both Theliiri enclaves increase population and produce treasure.
« Last Edit: December 09, 2019, 11:34:53 am by Murphy »
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