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Author Topic: Architect of scales (Now with a Map!)  (Read 3413 times)

helmacon

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Architect of scales (Now with a Map!)
« on: August 31, 2020, 03:44:16 am »

You are a Kobold.

You are a small creature, with brown scales and a short snout. Your kind is considered the most wretched of the thinking species, and have traditionally lived under the shadows of others, stealing and begging to survive.

You have grown many years, and seen many things, but you have never quite seen them like others of your kind. You spent the years of your youth in the slums of the human capital, running sewers with the sneak thieves, but where they only saw an escape from the law, you studied the brickwork in the tunnels, and the flow of the water.
You prowled the deep with dragon seekers, delving into dwarven ruins where you saw pipes snaked between metal plating, gears still turning in the dark. When the treatise forbid such expeditions you found yourself in an eleven refuge. While your brethren dug burrows, and forged under the suspicious eyes of their elven benefactors you marveled at the way the trees seems to weave together above you, the huts you found hidden in the branches.

Now, you have come to your age. You have seen the power of the other races, and how your kind are looked down upon, the misery and poverty and even slavery they endure. You have come to a final conclusion.

Your people will never be free, until they have a land of their own. This is your mission, and what you create will be your legacy. You are the architect of scales, and you will build a capital for the Kobolds.


You will forage into the high wilderness, the lands which have never been claimed, and build a such a place as has never existed before. You have made many friends in your time so far, and they have come to share your dream. Go boldly, and keep each other safe. The high wilderness is not an easy place.



Among your friends is another someone equally exceptional as you. They are;

A. The iron-worker, who learned from human smiths and knows the secrets of earth no kobold has know before.
B. The seeker-champion, A fearless hero who fought off many great beasts in your time in the deapths.
C. The heretic-druid, who learned from the elves to grow plants all his own, and thus spurns the traditions of your kind.


Though only one accompanies you, they have all given you their blessings and advice.
You will choose to settle at;

A. A rich vein of ore, which the iron-worker has identified for you. It is valuable to trade even if you can not work it yourself.
B. A defensible hilltop the seeker-champion has identified for you. It is near a forest, and even without fortifications it provides good sight and natural defense.
C. A low river glade the heretic-druid has identified for you. The soil is deep and rich, and many plants and bugs grow easily here.



The game will end when the architect has died. What you have accomplished by that time will determine the future of your project. Will it go on to be the seat of an empire, heralding the coming of an age of kobolds? or will it be nothing more than a tiny warren, a refuge for a few dozen poor souls. Your success, or failure, will determine this.
« Last Edit: September 07, 2020, 07:41:26 am by helmacon »
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Kashyyk

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Re: Architect of scales
« Reply #1 on: August 31, 2020, 05:31:32 am »

AC - This should give us a solid base for feeding ourselves, whilst we can also use our iron-worker friend to find any viable one deposits and then work them into trade goods and weaponry for defence 
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Rockeater

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Re: Architect of scales
« Reply #2 on: August 31, 2020, 07:14:46 am »

AC
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

mightymushroom

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Re: Architect of scales
« Reply #3 on: August 31, 2020, 07:24:07 am »

The promise of growing plants and bending nature is tantalizing. But the heretic part worries me, will our fellow 'bolds react poorly?
Also I don't want to be just a short elf.

AA
Sounds like there are no dwarves making machinery any more – or at least not close by. We can fill that niche and maybe aspire to become steampunkbolds.
They don't laugh at dragons when they rain fire from above, and they won't laugh at us any more, either!
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TricMagic

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Re: Architect of scales
« Reply #4 on: August 31, 2020, 08:08:01 am »

The promise of growing plants and bending nature is tantalizing. But the heretic part worries me, will our fellow 'bolds react poorly?
Also I don't want to be just a short elf.

AA
Sounds like there are no dwarves making machinery any more – or at least not close by. We can fill that niche and maybe aspire to become steampunkbolds.
They don't laugh at dragons when they rain fire from above, and they won't laugh at us any more, either!

The kobolds shall mine the earth and smith great works. AA
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Maximum Spin

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Re: Architect of scales
« Reply #5 on: August 31, 2020, 09:04:38 am »

AC
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Leonardo8

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Re: Architect of scales
« Reply #6 on: August 31, 2020, 01:33:45 pm »

AC Food is a priority for early development.
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Superdorf

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Re: Architect of scales
« Reply #7 on: August 31, 2020, 01:36:50 pm »

AA

Dorfbold!
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klonk
tormenting the player is important
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Nirur Torir

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Re: Architect of scales
« Reply #8 on: August 31, 2020, 02:17:12 pm »

CB
We have three priorities from the choices: Industry, defense, and food. The latter two solve immediate problems, while industry is better later. But if we can survive until later, we'll have other options for getting industry going. I'll vote the druid, since that's a unique choice we'll have a difficult time replacing later, and might unlock magic training options.

AA is my runner-up vote, since I'm alone with CB. An ambitious early rush on metal tools and weapons is hard to balance and succeed with, but can boost both defense and food pretty early. Only taking one A choice has a much harder time with tooling up, leaving us either hungry, or vulnerable and worth raiding.
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Naturegirl1999

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Re: Architect of scales
« Reply #9 on: August 31, 2020, 03:53:59 pm »

CB
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King Zultan

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Re: Architect of scales
« Reply #10 on: September 01, 2020, 08:10:52 am »

AA
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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.
Quote from: Leodanny
Can I have the sword when you’re done?

helmacon

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Re: Architect of scales
« Reply #11 on: September 01, 2020, 09:08:11 pm »

Spoiler: Voteing (click to show/hide)
In the future, for my sake, please only bold a single option.




You have arrived!
Though during your journey you considered settlement in a river glade, and the easy life it would provide you with, you were hardened by greater ambitions (and the persuasions of your iron-working friend) and have made your home among rocky crags rich with iron ore.

Your exceptional friend after a quick survey of the land gives you an excited report of flux stones, an important ingredient in the production of steel, near the surface. The process of steel making is still far beyond the capabilities of your friend, but he is not without his own ambitions. When the day comes, you will have all you need for the process on hand.
Other metals can be found deeper in the earth here as well, he suggests, before scurrying off to establish his workshop.


Your settlement has been established at the Rocky Crags not far from the steppes. A few sparse trees cling to the hillsides here, and rolling hills of shallow soil are broken by huge outcrops of bare rock. Your Kobolds find themselves at home scattered amongst the crevasses and natural caves here. At the surface, the land holds iron ore and flux stones, and promises further metals in it's deeps. A happy little stream gurgles nearby providing fresh water, and ambiance. 



Your Settlement

Rules of play:
Spoiler (click to show/hide)


Your settlement can only hold so many constructs. This can be improved at a later date.
Constructions can be destroyed at any time, with no refund on materials or labor.

Each population generates 5 labor points per turn. Unspent Labor will be lost at the end of the turn.
Spoiler: Construction Options (click to show/hide)

Unfinished buildings retain accumulated labor at the end of turn. Many of these buildings can be upgraded to further improve their stats.
You have 5 available labor points this turn.

Good luck architect. Your people are counting on you.

What will you have built first?
« Last Edit: September 02, 2020, 03:59:37 am by helmacon »
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Superdorf

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Re: Architect of scales
« Reply #12 on: September 01, 2020, 09:14:49 pm »

Build: Forager's Camp
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Falling angel met the rising ape, and the sound it made was

klonk
tormenting the player is important
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Naturegirl1999

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Re: Architect of scales
« Reply #13 on: September 01, 2020, 09:44:28 pm »

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mightymushroom

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Re: Architect of scales
« Reply #14 on: September 01, 2020, 10:33:42 pm »

How does population grow, and do we have any option to prevent it? (If we know that tearing down a shelter two turns from now is part of our master renovation plan, for instance.)
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