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Poll

one or 2

wahid (1)
- 2 (14.3%)
itnanii(2)
- 4 (28.6%)
laa araf (dont care)
- 8 (57.1%)

Total Members Voted: 14


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Author Topic: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2  (Read 22067 times)

elitetaco3519

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #465 on: February 09, 2011, 02:21:42 pm »

Cool, anyway lemon, its your turn.
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adwarf

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #466 on: February 09, 2011, 03:28:22 pm »

hey elitetaco is it ok if I make a race of trolls in the mountains where your dwarves live ( I still need to add orcs, goblins, the great library, librarians, and several other things )
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lemon10

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #467 on: February 09, 2011, 07:47:56 pm »

I roll a 5+2=7
I use 4 points to advance the city of last haven, it becomes a center of healing, using both magic and scientific knowledge to increase their ability to heal people.
Thats it for my turn folks.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

elitetaco3519

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #468 on: February 09, 2011, 11:23:25 pm »

Allright I rolled a 10 +4=14
I use 5 to advance the dwarfs to legendary miners
I use 5 to advance them to legendary smithers.
I now have 4
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"...my word is poontang." Full Metal Jacket

squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #469 on: February 09, 2011, 11:32:30 pm »

8 + 3 = 11 points.  I advance the Quarrus (5) to increase their skill with smithing.  They're on par with Dwarves, but rely less on magical abilities.  I create an order within the Humans (6) named the Magistry, who seek to study magic down to a science.  No map update needed.  Adwarf's turn.
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adwarf

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #470 on: February 10, 2011, 08:21:24 am »

I rolled a 4 + 6 = 10

I advance the gnomes and give them advanced metalworking
I advance the gnomes and give them GNOME COPTERS their dream achieved.

Ok I am out of points so your go furtuka
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squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #471 on: February 10, 2011, 10:42:04 am »

Ehhhh...  The whole flying machine thing leaves a bad taste in my mouth.  This is a high magic world, and I'm okay with magic but...  Seems completely out of place.
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lemon10

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #472 on: February 10, 2011, 01:37:41 pm »

Meh, as long as they are steampunk or mechanical or somesuch its fine. But i think that they have advanced far enough.
7+4+3=14
(14-8=6)
Spoiler (click to show/hide)
Soon, Ekona (6-1=5) Drops by the orb of death, intent on harnessing its power to his own nefarious purposes, but its magic is too great, and even he is unable to touch it or bind it to his will.

Spoiler (click to show/hide)
EDIT: need to edit the map to put in where the orbs fell, will do that momentarily.


The orb of death is to the north of acid city, the orb of life is southeast of tonai.
« Last Edit: February 10, 2011, 02:00:37 pm by lemon10 »
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #473 on: February 10, 2011, 01:43:27 pm »

Epic.  Hey, you don't mind Falak being an elder dragon, right?  Not as strong as Zachina, as she is the mother of all dragons, but ridiculously powerful in his own right.  I believe in Dragons being the strongest mofos around.  Also I await your map edit.

EDIT:  Also, it's Furtuka's go before the next century starts.  Elitetaco, it's actually the third century right now.
« Last Edit: February 10, 2011, 01:51:21 pm by squeakyReaper »
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lemon10

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #474 on: February 10, 2011, 02:04:15 pm »

Honestly, i sorta imagined that their would be two teirs of regular dragon, those with cool features where they live or near to them (eg. acid, lava, land of light/darkness, orbs of life/death, the hive, the jelly sea thing, otataral), and those who aren't able to draw on cool features (eg. regular mountain, forest, plains, lake).
Yeah, no problem with falak being able to curbstomp anything but a party of epic level heroes or similar.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

adwarf

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #475 on: February 10, 2011, 02:05:54 pm »

I wont advance the gnome sbut once more for an improved crossbow and then I move on to my next project the goblins and spiders
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squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #476 on: February 10, 2011, 02:09:19 pm »

Zachina is the mother of dragons, and thus incredibly powerful.  She is also a direct avatar and handforged by the gods to be powerful, but is directly ordered not to kill things, just foster more dragons.

Elder Dragons are those who absorbed the land fully, are completely independent, and have their own kobolds.  These are vicious, territorial, and epic, meaning nothing short of epic fighters will kill them.  Falak is a black dragon, and has absorbed power from the acid to be able to spit torrents of magical acid.  They are not avatars, but for the creation of the world purpose (this thread) they cost the same.

Dragons (usually referred to just like that) haven't absorbed power, can't, or have founded in a place that isn't a mana source.  They're not notable enough to spend creating avatars, but they can terrorize small villages.

Dragonlings are your race.  They're not independent, live in Zachina's Forest, and are fairly helpless.
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adwarf

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #477 on: February 10, 2011, 02:11:38 pm »

Does it cost points to make the gnomes and elves allies forever ? or will I have to make a gnome avatar ?
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squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #478 on: February 10, 2011, 02:12:55 pm »

The rules say that you have to have an order or avatar to command a race or city.  That being said, if it makes sense dramatically go for it.  I don't see Gnomes and Elves getting along very well though.  Gnomes slaughter trees and use things inefficiently.
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adwarf

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #479 on: February 10, 2011, 02:18:01 pm »

Actually gnome slive in the mountains where there are very little to no trees and because of that had to adapt and began using coal and other burnable objects beside wood to make their equipment and such then the copters are made of lighter metals with some wood. The elves in this understand that all creatures must destroy some trees to survive, and because of that they do not get to mad at small tree cutting, but they take a great disliking to large scale deforestation which may  cause war between several races and the elves.
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