Terrance888
Discord Reigns
Legends of Citana. An EQNES. Very very long time ago.
Spoiler Turn 2 :
Terrance888 said:Spoiler :Sverstall: Terrence888
Dominant Race: Dwarves
Plutocratic Oligarchy: Tribune Farenstall Hoardinghands (55; Mercantile)
Capital: Svenhold
Family: None
Population: 263,000
Slaves: 0
Gold: 560 (+450)
Lumber: 500
Minerals: 950 (+250)
Mana Reserve: 0
Expertise: 0 (+5)
Army: 1,500 Warriors
Navy: None
Associated Heroes: None
Settlements: 1 City
Spoiler:
Capital: +450 Gold, +250 Minerals
-Population: 263,000
-Loyalty: 75%
Build the levee with 150 Minerals. Make various channels and drains with up to 150 Minerals/3 Expertise/110Gold so we can control the flow and start a farming community just outside of the Svenhold. Also, in the center of the city concentrate the already-leaked water into a lake and stock it with cave fish and stuff.
Have warriors scout up/down river, as well as to the Emerald Forest to the south and the other to the north. Start with a few dozen and acclimate them, with final long range exploration parties of 300 warriors each.
Sorry for no stories yet.working on my NES. You want to join? :hinthint:
Spoiler Questions :EQandcivfanatic said:Well, I've actually used your randomly assigned names already. Check the front page to see the names so I can make sure I know which one you're talking about.
Yes, rivers are counted in connecting towns.
Levees would be 150 Gold/Resources (any combination that works for you)
sure, tunnels through the mountains would be good. and yes, you could have a settlement 100% in the mountains.
Heh, I'll keep that noted for a future challenge.
Yes, a riverside town would be more fertile than one in the mountains.
Terrance888 said:I'm going to build a road to the Southern Forest. What kind of forest is that, primarily? If not known/very mixed/you don't care then name it Akirastall. How much will the bridge and the road coast?
If I build a town down river, I can use the river to connect the two, right?
How much resources will it cost to build a levee? To dam/divert the river? To build a new Main Entrance?
Can I build tunnels within the mountains? Is that cost effective compared to roads (since they are "safer")? Can I build a settlement completely surrounded by mountains?
I'm stating here that I won't use the magical gems as Deus Ex Magica so save myself: it's just protects the cave from collapsing and prevents miners from shattering the arc. If theres anything else weird with them, I'll leave it up to you to challenge me.
As for towns and stuff, would building a riverside town make it more fertile/more population growth?
Spoiler Turn 3 :
Terrance888 said:Spoiler :Sverstall: Terrence888
Dominant Race: Dwarves
Plutocratic Oligarchy: Tribune Farenstall Hoardinghands (60; Mercantile)
Capital: Svenhold
Family: None
Population: 276,000
Slaves: 0
Gold: 900 (+450)
Lumber: 500
Minerals: 900 (+250)
Mana Reserve: 0
Expertise: -3 (+5)
Army: 1,500 City Guard
Navy: None
Associated Heroes: None
Settlements: 1 City
Spoiler:
Svenhold: +450 Gold, +250 Minerals
-Population: 276,000
-Loyalty: 75%
I have 3000 resources (gold/lumber/minerals) and 2 experience-perfect for 2 settlements.
1 will be upriver, where the mountains are right next to the river. There, the conservative types will be dug a new home where they can live inside the mountains while in a large cavern near the entrance will live a merchant class to intermediate for them in case of trade. Now- Some might not want to walk on the surface, but promise them that we will build a tunnel to the new, nearly completely undergound, mining town.
400 Troops will go with them
1 will be down river, until the mountains are not on teh northern bank anymore. There we will settle a town for the sake of securing our hold on the surface and collection of more food and resources. We should still be close enough to the mountains for some mining, but that's not important.
500 troops will go with them.
To solve our challenge, we are building a Mountain colony within the mountain itself, and in the future will be connected via tunnel to other mountain settlements. The only catch is that they have to swear to Svenhold... and the Tribune of Sverstall will know secret entrances to these mountain cities-so if they rebel, we can attack from sudden directions.
Tell them that it is meant that Dwarfs not only live in the mountain but also on land. We are as tough as other beings in a smaller package, because we are made as warriors. And warriors don't hide in the mountains just because that's what they use to do- they wander the world to challenge and be challenged by neighbors and nature, and to accept these challenges and learn to not only live with those challenges, but defeat them if necessary.
Question their dwarfhood, if need be.
Spoiler Turn 4 :
Terrance888 said:Sverstall: Terrence888
Dominant Race: Dwarves
Plutocratic Oligarchy: Tribune Farenstall Hoardinghands (65; Mercantile)
Capital: Svenhold
Family: None
Population: 280,000
Slaves: 0
Gold: 145 (+475)
Lumber: 0
Minerals: 25 (+275)
Mana Reserve: 0
Expertise: 5 (+5)
Army: 1,500 City Guard
Navy: None
Associated Heroes: None
Settlements: 1 City
Spoiler:
Glenoak: +25 Gold
-Population: 10,000
-Loyalty: 65%
Kaverstall: +25 Minerals
-Population: 11,000
-Loyalty: 70%
Svenhold: +450 Gold, +250 Minerals
-Population: 269,000
-Loyalty: 70%
New Unit: Guardian
Melee Ability: 7
Disipline: 3
The Guardian is everything a dwarven warrior wishes to become; tough, disiplined, and deadly. Only the best trained soldiers can become Guardians. They are outfitted with the best armor and weapons and are the first to advance and the last to retreat.
Use the Gold to build the road to Kaverstall.
Spend 200 Minerals in building the Council of Sverstall, which will be a large building where representatives of all the cities can discuss the future of the nation. The former council was just five Tribunes from the Svenhold with one as First Tribune; the new council would consist of 5 Dwarves per city, and a representative for every ten-thousand citizens giving us a total of 29+15=44 Consuls. There will still be 5 Tribunes chosen by all the clans, of whom the First Tribune will be chosen.
As of yet, the election of the First Tribune is usually defered as the other four choose a successor among them. After a new First Tribune is chosen the remaining four seats are open for election.
Spoiler Turn 5 :
Terrance888 said:Spoiler :Sverstall: Terrence888
Dominant Race: Dwarves
Plutocratic Oligarchy: Tribune Farenstall Hoardinghands (70; Mercantile)
Capital: Svenhold
Family: None
Population: 306,000
Slaves: 0
Gold: 25 (+500)
Lumber: 0
Minerals: 150 (+275)
Mana Reserve: 0
Expertise: 0 (+5)
Army: 1,500 City Guard
Navy: None
Associated Heroes: None
Settlements: 1 City, 2 Towns
Spoiler:
Glenoak: +25 Gold
-Population: 12,000
-Loyalty: 65%
Kaverstall: +25 Gold, +25 Minerals
-Population: 33,000
-Loyalty: 70%
Svenhold: +450 Gold, +250 Minerals
-Population: 261,000
-Loyalty: 70%
Once again, I apologize for the lack of contribution. Hopefully, this won't be as meaningless as the other ones I've offered; surely, the lack of challenges is due primarily to the lack of things to challenge, offered by by (lack of) stories.
THE GUARDIANS
Cost: 15 Gold, 10 Minerals
Number: 30
Total: 450 Gold, 300 Minerals
Remainder: 75 Gold, 125 Minerals
Description: 5 Guardians will patrol each city, with the extra 15 distributed Thus:
5 for the Kaverstall Mines
5 for the Svenhold Gates
5 for the Council Hall Guards
KAVERSTALL MINES
Cost: 25 Gold, 75 Minerals, Any Expertise
Remainder: 50 Gold, 50 Minerals
Contingency: Offer 50 Gold if we seem to be close to a motherload for the final push
Description: Kaverstall, being a newer burrow, is also far less prospected and explored compared to the Svenhold. Exploratory and exploitative mines will be dug, focusing for now the acquisition of Minerals, as well as noting areas of more luxurious ores (gold, ect). Have 2 Guardians with the main tunnel and 3 in reserve in case something bad happens.
MIGRATIONARY PATTERNS
Description: Large influxes of Dwarves are leaving Svenhold, of which the interior is originally made for about 250k population, not counting outer settlements and additions. Kaverstall's new minds bring the thought of wealth to the old stratified clans of Svenhold, many of which send at least one family to prospect. Also exciting, too, is from Glenoak dwarves claiming to see distant talking birdsp), attracting more adventurous dwarves.
For each migration, 5 Guardians and 500 Guards will protect the caravans.
I expect about 17K will go to Kaverstall and 5k to travel to Glenoak.
Also, at Glenoak comes the news of a loud-mouthed dwarf named Jakobic, who claim that they can travel to the Emerald Sea Forests and settle a town with actual access to resources. Only the current scarcity of resources can be accounted for the lack of serious interest.
Spoiler Turn 6 :
Terrance888 said:Spoiler :Sverstall: Terrence888
Dominant Race: Dwarves
Plutocratic Oligarchy: Tribune Farenstall Hoardinghands (75; Mercantile)
Capital: Svenhold
Family: None
Population: 321,000
Slaves: 0
Gold: 525 (+500)
Lumber: 0
Minerals: 50 (+275)
Mana Reserve: 0
Expertise: 4 (+5)
Army: 1,500 City Guard, 30 Guardians
Navy: None
Associated Heroes: None
Settlements: 1 City, 2 Towns
Spoiler:
Glenoak: +25 Gold
-Population: 18,000
-Loyalty: 65%
Kaverstall: +25 Gold, +25 Minerals
-Population: 53,000
-Loyalty: 70%
Svenhold: +450 Gold, +250 Minerals
-Population: 250,000
-Loyalty: 70%
Tribune's Challenge
We will allow our master smiths (expertise, gold, minerals) to start working on this metal. However, we will have guards ready (Guardians, 5x ea for 3 Smiths) in case weird stuff starts happening. They can't use magic to counteract any such thing, but they can put a beat down on it... hopefully. Another 10 Guardians will help extract more ores.
I shall bequeath this ore the name of Farrium, (Farrous, in adjective form) in honor of our Tribune.
Guardian Recruitment
Build 20 more Guardians for 300 Gold and 200 Minerals.
Crossbow Manufacturing
Some smiths have discovered how to use this new, flexible yet strong metal to make metallic bows. However, even Dwarven Might cannot easily use such weapons, although they can be bent. The development of a trigger leads to further ease of use of such ranged weapons. (expertise, gold, making more units next turn)
Glenoak Loyalty
The Glenoak Dwarves are always a magnet for deviants of Sverstallian society. Not only do they shun caves, many of the younger generation are positively caustrophobic. Many see their ties to the Svenhold as nothing but a waste, and seek to dig their own future. Strike the earth!
However, this year all the gold that Glenoak produces will be returned to the people in the form of a local Tribunarium to match the Great Tribunarium at Svenhold and the local one built for Kaverstall. Minerals were sent as well, stout metals and stones, to build this monument to Dwarven unity.
Spoiler Turn 7 :
Terrance888 said:Spoiler :Sverstall: Terrence888
Dominant Race: Dwarves
Plutocratic Oligarchy: Tribune Farenstall Hoardinghands (80; Mercantile)
Capital: Svenhold
Family: None
Population: 337,000
Slaves: 0
Gold: 750 (+525)
Lumber: 0
Minerals: 125 (+275)
Mana Reserve: 0
Expertise: 9 (+5)
Army: 1,500 City Guard, 80 Guardians
Navy: None
Associated Heroes: None
Settlements: 1 City, 2 Towns
Spoiler:
Glenoak: +50 Gold
-Population: 50,000
-Loyalty: 65%
Kaverstall: +25 Gold, +25 Minerals
-Population: 56,000
-Loyalty: 70%
Svenhold: +450 Gold, +250 Minerals
-Population: 231,000
-Loyalty: 70%
New Unit: Krangori
Melee: 2
Ranged: 6
Stealth: 3
Discipline: 3
Krangori use the new, imperfect but amazing Farric Crossbow in battle. As disiplined as their Guardian warriors, the Krangori use their armor-piercing weapons to deady affect and in unison. By nature of their ranged weapons, they are fit for expanding Sverstallian expansion across the plains by enabling them to defeat those who attempt hit-and-run tactics, while Guardians (who were helped somewhat by their armor) run out of breath.
If we run out of expertise, take 1 stealth away first, then subtract from Melee down.
Novices of Sverstall
Some have noticed some strange "Magical" powers in Farrium, and begun studying them. Slowly they will discover that all metals have "Voices" which can be utilized in magic. I will invest 200 gold in 20 Novices this turn, for a production rate of 5 Mana a turn. In a few turns, I will introduce the "Metal Caster", a strong Destruction (Warp opponet's armor to crush them) and Conjuration (create new, temporary weapons by liquifying metal), with some restoration (healing open woulds by covering it with a metal sheath. Metal Casters won't focus on Mana-creation, they will focus more on the application of their power either in battle, or the creation of magical tools.
Trials of Durshnak
Durshnak, already indicted in the murder of his clan, will be given the newest punishment devised by the Council of Tribunes. He will become the first of the Forgotton, and only one who will be named, if only to refer to the other Forgotton. He is exiled to that Chasm-rift to the East with no clothes, weapons, or anything other than a tablet of poison, and he will be striken from the names of the Guardians.
This will show that Dwarven Society believes that a torturous life is worse than death. Better die in the battlefield then be captured prisoner! Better die making that masterpiece, then live, never having fulfilled that vision! Better die when spirits sway your sword against your clan, then live, and suffer a infamy for the rest of time.
OOC:
Maybe he will become an evil hero!