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File: 1373960831241.jpg-(74 KB, 640x708, Dwarfpick.jpg)
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New thread
Old one here >>26037712

Aranax laughingly agrees to drop you off at the warrens as he leaves the mountain, and does so before taking wing to enjoy the fresh air at full speed.
"Would you care to stay with us, as an honorary, and revered member of our society?" Zapson asks a weary Ardghal. "We will offer you protection, and you can learn with us about the runes of your ancestors." Ardghal looks around contemplatively. "Tell ye what lad, I'll think on it. There's an ethergate on the other side of the mountain, down on the edge of Bile-Scum Bog. Right froggy there, lots of Bullywugs.. but I have a keystone that'll take me to Opal Island and another one that will bring me back to that gate. I'm gonna go spend some of this gold and silver, spend some time in a nice warm bed. I'll come back to visit, and if I like the operation you've got going on in that ole ghost town of yours I'll even get some of me travellin' buddies to stop by. In a shit-hole like this ye need all the help ya can muster, eh? Well.. it's been good. Take care, boyo! I'll drop in soon." With that he hugged the Gnome, and let himself out with his loot in tow.

Population: 32m/26f
Magic: Silence
Weapons: Sharp sticks, stone slings, toothed spears
Heroes: Zapson Hextech, Ardghal
Food: Steady supply

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
>>26045111
We need to have the community prep for moving
>>
>>26045111
>Tech - Take a look at the loot, see what we can learn from it.
>Magic - Runes - Electricity
>>26045168
We need to clear out the majority of the area before moving into it. For all we know, there could be a lot more Blindmaws down there.
>>
>>26045111
Begin the Great Migration. Before ferrying people to the ruin, let's have a small recon party go back to the abandoned ruin to plant torches in the entrance level. This will hopefully drive out the Blindmaws from that area and make it habitable.

Also, give Grantham, the gnome who created the Silence spell, a position as our chief magical researcher. (If this is a free action)
>>
Prep shit to move to whatever place we're moving to.
>>
>>26045220
Replace magic with community preparations. Harvest as many mushrooms as possible and this >>26045247
>>
>>26045168
Aye.
Armor up, Pack up, and get ready to move out.

We need two things (other than the obvious) before we go:
1.weapons capable of hunting and exterminating those lizards... can't have those around no no.
2. Mages able to cast the silence spell. And enough of them so our journey to the ruin will at least not be heard. ever. We have babies we can't risk not being covert.
>>
Also can someone archive the last thread if it hasn't been archived already?

>>26045247
Btw this was me
>>
>>26045269
The silence spell doesn't eliminate all noise, just the majority of it. Just so you know.
>>
>>26045298
balls.
We should work on that.

I vote to postpone the migration until we're ready.
>>
>>26045356
And allow it to be overrun by somethingg else in the months we'll need to wait for the babes to mature? We can migrate soon, and it's better to do it sooner rather than later.

I stand by my original plan.
>>
>>26045356
I second this.
>>
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>>26045111

Alright, I'm updating our info right now too.
Everything is packed, all the mushrooms are barreled, everyone who can be armed is armed, and our gnomes case silence over themselves to remain unheard.
Everyone gets comfortable in the guardhouses and barracks of the first floor (it's just barely big enough to hold everyone) before further direction from Zapson. Grantham is named the tribe's archmagister.
The loot is also examined upon arrival. The book was left in the courtroom for Aranax, but its functionality is already known. The staff seems to wield definite magic, but not even Grantham is able to intuit how to control or use it. The pickaxe seems able to exert far more force than is put behind it, and is very durable. This allows for much more breaking with hardly any work. The box will not open for anyone, and the pickaxe is unable to even scratch it. It is likely that without a knowledge of rune magic, both the staff and box will be useless to the Gnomes for now.

Population: 32m/26f
Magic: Silence
Weapons: Sharp sticks, stone slings, toothed spears, Patchwork armor
Heroes: Zapson Hextech, Ardghal, Aranax, Grantham
Food: Enough

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
OP, on a scale of 1 being dwarf house and 10 being slaughterhouse, how dangerous is teh mountain?
>>
>>26045425
Light fires around the first floor (guess this counts as improve settlement?)

Have Grantham research some sort of way to create a long burning magical fire or generate some sort of heat that will keep Blindmaws at bay
>>
>>26045425
>Fire Magic by the magister and the rest tinker
>>
>>26045425
Upgrade Settlement:
Hunt down all the Blindmaws on this level (foooood). Or capture and attempt training, for mounts and war animals.
Either block or guard all entrances to the lower levels (no lizards sneaking in on us, no sir...)
begin cleaning and searching the place in guarded groups.
>>
>>26045425
Posting this just to make it easier to see the floors.
>>26042246
>Other - Ensure that the first floor is cleared. Capture any Blindmaws that can be, but don't risk lives for them. Kill those that can't be captured.
>Magic - Fire [Runes if possible. I would like to keep this as scientific as possible.]
>>
>>26045570
Sometime or another, I think we should check up on the mine level of this ruin. IIRC, that's where the goblins managed to break in. There may still be a breach in the mines, and we'll need to patch it up to make this place truly secure.
>>
We should seal up that hole in the prison section
>>
>>26045614
I was thinking the same thing. I was also thinking that this would be a nice way to start metallurgy and it would be nice to break in that pickaxe.
>>
>>26045614
I agree. But I take comfort in the fact that the awakening and exit of a mechanical dragon didn't stir them.
Doesn't mean they wont comeback thou.

I stick to my suggestion.
>>
>>26045684
Let's hope not! I was also wondering how people feel about the possibility of using one of the floors for mushroom cultivation. I'm sure we can use the Blindmaw corpses as nutrients to be able to grow mushrooms in the mines, which might be suitably dark and damp.
>>
>>26045425

The first floor is secured with only two Gnomes being eaten.. Dwarven architecture was actually quite advanced, and via a system of furnaces the interior of the mountain can be lit and heated. There is a furnace on each level. With the heating of the furnaces the Blindmaws will grow uncomfortable and probably flee through the breach in the prison mines.
I love Gnomes being smart, because it makes shit like this easy. Orcs or trolls would be stumbling around retardedly, unable to figure out what a furnace is.
The Gnomes realize quickly that to the Blindmaws, certain temperatures are registered as edible (a Gnome's body temperature would be one) and certain temperatures mean 'holy fuck it's like a sauna in here, peace bitch'.

Grantham experiments with magic and fire, and learns how to use magic to make fires sustain themselves indefinitely, which is very practical but not quite able to be weaponized.

As a note, by day the Gnomes will have to defend themselves, but at night while Aranax is present, he will defend his home. You're basically living in a dragon's lair.

Population: 31m/25f
Magic: Silence
Weapons: Sharp sticks, stone slings, toothed spears, Patchwork armor
Heroes: Zapson Hextech, Ardghal, Aranax, Grantham
Food: Enough

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
We should secure a reliable source of food like farming within our sanctuary and further explore our new decrepit home

Don't want no surprises when we go out and explore
>>
>>26045830
>living in a dragon's lair.
I like that this makes us more secure, and not in imminent danger
>Light the furnace.
>Secure level two.
>>
>>26045830
Magic, duh
>>
>>26045869
For the time being, it seems that while we kill Blindmaws, we can use them as food and future fertilizer. I think we can probably work on the food source in a couple of turns, once we clear out the place.
Also, I would like to know if we will be able to access the Noble Residential Area. I think it was locked last time we tried.
>>
>>26045830
Guntech research it.
Tech- clothing that prevents a gnomes body heat from being seen.
We can allow a section of the first level to grow cool and kill the blind maws that show up.
>>
>>26045966
I don't know about using blindmaws

They're carnivores and way WAY bigger than us and can ravage us if we're not careful. Farming them sounds like a very risky move. I think we should farm some creature that is smaller than us to make it easier
>>
>>26045966
Can we ask the dragon to melt the door down?
>>
>>26045971
I think we should just do that with the mines and use it as a mob grinder and mine for resources.
>>
>>26045966

You'd have to find a key

You are able to take two actions now, or a single action twice.
>>
>>26046006

>yfw suddenly you're playing Minecraft, gnome edition
>>
>>26045971
Changing my answer.
If it takes an action light the furnace for this level. And then guntech.
If not guntech twice.
>>
>>26046035
This should be a mod. Polite sage because it doesn't contribute to the thread.
>>
>>26045999
I agree they're terrifying but they're also big, fast, have amazing smelling capabilities, and could carry a gnome no problem.
We're too few to farm 'em now. but later....

I vote magic research in the direction of lighting those furnaces. and offensive magic
>>
>>26045830
Upgrade: Build a small palisade or redoubt outside as a first line of defense.

Explore: The mines. We can see the breach for urselves and also survey what kinds of metals are available. Bring some torches using Grantham's fire and also go with a decently sized warband for safety.
>>
>>26045830

The second level furnace is lit, and that area is now free of blind maws and everything in it is visible.
Zapson and Grantham study the gun, and being Gnomes they immediate figure out its workings and mechanisms, being able to disassemble and reassemble it several times without breaking it. Zapson even has some ideas about how to improve the gun's accuracy, and Grantham wonders what might be accomplished if he bound runes to the rounds....

Population: 31m/25f
Magic: Silence
Weapons: Sharp sticks, stone slings, toothed spears, Patchwork armor
Heroes: Zapson Hextech, Ardghal, Aranax, Grantham
Food: Starting to run low (3 turns left)

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
>>26046094
I'll repeat my last post at >>26046075
since I think it was too late to get counted
>>
>>26046094
We start mining
>>
>>26046094

In case it is not apparent, the first two levels are lit and thus secured, and it takes an action to light a furnace because that is an upgrade to your settlement. You may eventually go about repairing the residential area, or even one day making the city completely functional again, returned to its former glory.
>>
>>26046094
Lets take the next turn researching magic and thouroughly cleaning/searching these two safe levels.
We might find something useful.

1. Research Magic
2. Clean/search the first two levels

On a side note have we secured a food source? Does the training grounds/arena have dirt in it?
>>
>>26046146

The floors are as follows for those who weren't in the first thread.
>1st: market/guardhouses
>2nd: training grounds and arena/guardhouses
>3rd: soldier barracks/armory
>4th: residential area/guardhouses
>4th second section: main guard barracks/prison and mines
>5th: noble residential area/temple
>6th: Dwarven courtroom/treasury
>>
>>26046094
>Explore - Current levels for the key
>Other - Learn the Dwarven language
>>26046128
We haven't secured the mine, and the mines are another two floors down. We shouldn't risk it yet, just continue with our descent.
>>
>>26046166

you guys are still living off of the barreled mushrooms and have killed three Blindmaws but the bodies weren't harvested. I assumed you guys would end up using them for fertilizer. But no one said anything and I can't make that decision for you.
>>
>>26046094
Light the third and fourth furnaces
Use the pick to mine materials to make more guns
>>
>>26046200
I would rather we use it for future fertilizer, since we have enough food.
>>
>>26046169
In that case, I second Faust's post at >>26046166
>>
>>26046214
Oh, I am a bit curious on how long it would take for our people to learn the Dwarven language.
>>
>>26046166
thirded
>>
>>26046094

The first two floors are explored thoroughly. Within the various shops and the bloodworks of the Arena, over 255 gold is found, bringing the total Dreman wealth up to 359 gold. Not much else of use is discovered, except for tablets describing prices or public bulletins. Nothing particularly fascinating or useful. These levels were both already explored pretty thoroughly by Zapson and Ardghal, along with the majority of the rest of the city.

Population: 31m/25f
Magic: Silence, lasting fire
Weapons: Sharp sticks, stone slings, toothed spears, Patchwork armor
Heroes: Zapson Hextech, Ardghal, Aranax, Grantham
Food: Running low (2 turns left)
Wealth: 359 gold

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
>>26046303
>hunt find lizards and build mushroom farm
>>
>>26046303
We start creating mines to look for sulpher and coal
>>
>>26046303

oh sorry, forgot the second action. Grantham's mastery of fire expands, he's now able to breathe puffs of fire, and teaches this technique to the Gnomes capable of learning. Roughly 1 in 3 Gnomes will have aptitude for magic, and Grantham's spells are far more powerful when cast than those of other Gnomes.
>>
>>26046303
Again, is there any large amount of dirt in these two levels?
>>
>>26046303
>Explore - 3rd Floor
>Other - Light 3rd Floor furnace
>>
>>26046322
2nd
>>
>>26046328

You're underground, so yes. The arena in particular is mostly dirt with the exception of the stands.
>>
>>26046344

That's a single action.
>>
>>26046349
turn arena into giant farm
>>
>>26046357
Sorry, that and this >>26046359
>>
>>26046303
Upgrade settlement- re-establish mushroom farms using blindmaw carcass
Upgrade settlement- light third floor furnace
>>
>>26046303
Turn the arena into a giant mushroom farm
Light the third floor furnace

Anyway it's getting late and I should go to bed. Please archive these threads as I'd love to read them in the morning! Thanks for the fun civ thread, Slouch and everyone else!

BTW, your setting sounds awesome!

Goodnight all, see you in the next thread.
>>
>>26046359
>>26046322
These guys
I vote for their stuff
>>
>>26046303

The arena is cultivated into a tremendous farm and in days is producing enough mushrooms to feed many times the number of Gnomes present. The Dreman clan has fanned out, and many are using stalls in the market as homes for now, but the tribe enjoys its new home.
The 3rd level furnace is lit, and it is cleared of Blindmaws, with 4 being killed - enough to feed the tribe for a month, and Zapson is glad to see meat served beside their mushrooms at last. The tribe is now eating better, and will work better and fight better.

Population: 31m/25f
Magic: Silence, lasting fire, fire breath
Weapons: Sharp sticks, stone slings, toothed spears, Patchwork armor, firearms
Heroes: Zapson Hextech, Ardghal, Aranax, Grantham
Food: Running low (2 turns left)
Wealth: 359 gold

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
>>26046359
dis
>>
>>26046436
attempt to capture blind maws live and begin using them as live stock
since we have claimed the armory, improve weapons/build forge if one is not already made
>>
>>26046436
Do gnomes need water?
>>
>>26046436
We have an orgy like no other due to the abundance of food. Then we begin mining, gotta get those metals and volatile compounds
>>
>>26046489
Who needs water when we can live off of mushroom beer?
>>
>>26046436
Hunt.
>>
>>26046470
this
>>
>>26046436
>Upgrade Settlement - 4th Floor
>Other - Learn Dwarven language
>>26046492
Please don't do this. Ever.
>>
>>26046436
Light the fourth floor furnace
Begin mining for materials to make guns.
Goblins have raped and held our people captive for too long. It is time for them to meet fiery justice.
Also have our archmagister research appkying silence to objects
>>
>>26046521
Whats the problems with my plan?

We do need the numbers if we want to fully secure this place. Too much room and gnomes go missing in this vast area. We also do need to improve our materials too and those guns aren't gonna shoot anything if we don't develop the powder for it
>>
>>26046489

Barrels of water were brought, but there are two wells on each floor. Some of them are stagnant and bitter tasting, and others likely have lizard piss in it, but the most of the wells are safe to drink from as they draw their water from aquifers in the mountain.
>>
>>26046583
make water taste better
>>
>>26046547
That's like "save princess, rape princess" scenario. It just doesn't make sense. We are a race of intelligent Gnomes, not stupid Orcs. I think we should learn the Dwarven Language from the dragon so we can finally makes some proper use out of those runes. I would still like to know how long learning the language would take.
>>
>>26046436
Seems people want to capture Blindmaws for farming and to begin pushing to the 4th level and the mines.
>>
>>26046630
pretty much then next turn start have a designated gnome learn dwarfish then have him teach all the children as they grow up
>>
>>26046649
In fact, we should have all the Gnomes that are magic users learn Dwarvish.
>>
>>26046436

The fourth floor furnace is lit, and both sections quickly warm up and become visible. Aranax reports a rise in the number of Blindmaws scuttling about his chambers, and has taken to killing them with his claws or boiling them with his steam breath. He shares the surplus of cooked and uncooked meat with the Gnomes.
The mines are once more put to use, with the magic pick it's quite easy to break apart rocks for one worker, and others label with the crude bone picks or the rusted ones discovered in the prison. Deposits of gold, sulfur, iron ore, topaz, and coal are discovered in various tunnels. These materials are all remarkably bountiful here. This is quite the location indeed!
One tunnel in particular leads to a breach obviously made by claws and beyond is a great cave. Some sounds can be heard within, but it is too dark to see and too large for exploration to seem safe with mere torches.

Population: 31m/25f
Magic: Silence, lasting fire, fire breath
Weapons: Sharp sticks, stone slings, toothed spears, Patchwork armor, firearms
Heroes: Zapson Hextech, Ardghal, Aranax, Grantham
Food: Running low (2 turns left)
Wealth: 359 gold
Resources: Sulfur, Gold, Topaz, Iron Ore, Coal

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
>>26046616
>two weeks
>>
>>26046668
I was just suggesting that so we dont waste all of our gnomes time, but definitely the heroes should learn
>>
>>26046681
this>>26046470
>>
>>26046616

Learning the language will take about two rounds or double action one round. But once the language is learned, Grantham will still need to read the tome of runes, and it will be months before he understands it enough to begin experimentation. That said. Dwarven rune magic can impart serious power over physics. Increasing or lowering gravity, controlling the vector of an incoming arrow, amplifying the newtons of force behind a weapon or lowering the number of newtons behind someone else's weapon. Even changing friction so that you could slide across surfaces. It's tough stuff, it'll just take a long time to learn.
>>
>>26046681
Tech- reseach bombs
Upgrade settlement-trap goblin entrance with bombs as a type of "alarm".
>>
>>26046681
>Tech - Smithing
>Other - Teach Dwarvish to magic users
>>
>>26046681

oh food should say 'bountiful'
>>
>>26046681
>Upgrade Settlement
hospital

>Research medicine
with focus on birthing, and how to prevent infant death
>>
>>26046765
we need dat birthrate to skyrocket if we are to rule this world
>>
>>26046681
We should block up that cave door in the mine for now.
Study magic
Create some better weapons (like nets, shields, spears) so we can hunt and capture blindmaws
>>
>>26046777
If we want to increase our population... slouch did say there were a bunch of gnome prisoners being held by goblins
>>
>>26046765

Gnome stats:

Breeding: Struggle
Melee:Struggle
Ranged: Struggle
Magic: Average
Technology: Specialists
Diplomacy: Average

You can't improve the Gnome ability to give birth, but you can recruit more Gnomes.
Also, looking back at this I realize how fucked you guys might be in a fight. I'm using those modifiers as pluses and minuses to roll in combat situations. Guns will help though. Bombs too.
>>
>>26046796
that is possibly increasing pop, with a large probabillity of losing pop through fighting.
my suggestion is safe, and might also prevent diseased/injured people from dying.

>>26046812

>You can't improve the Gnome ability to give birth
so we cant reduce child infancy, or diseases that lead to early deaths in fetuses?
thought we were techspec`s
>>
>>26046812
Do all females give birth each time? So, next group of children will be 25 or is that not correct?
>>
>>26046681

The Gnomes focus on improving their technology, in particular smithing. There is an old smithy in the armory that the Gnomes quickly analyze and repair, understanding how it functions with ease. They begin experimenting with their materials, as the tinkerers they are, creating allows of gold and iron, and even studying the explosive properties of sulfur somewhat.
Those with magical aptitude travel to Aranax's court with Zapson and Grantham to begin learning the Dwarven tongue.
>>
getting late, gotta bounce. hope this gets archieved
>>
>>26046842

I haven't penalized you with trivial bullshit like that yet, why would I start now. The first 13 infants were born healthy and I didn't say 'Oh well half of them die because you live in a fucking rabbit-hole'.
Don't bother worrying about stuff like that.
>>
>>26046847

Not all of them are able to give birth every time, that's the Gnome breeding penalty in effect.
>>
>>26046866

fuck it is 6 AM I can hardly think and I left out the update.

Population: 31m/25f
Magic: Silence, lasting fire, fire breath
Weapons: Sharp sticks, stone slings, toothed spears, Patchwork armor, firearms
Heroes: Zapson Hextech, Ardghal, Aranax, Grantham
Food: Running low (2 turns left)
Wealth: 359 gold
Resources: Sulfur, Gold, Topaz, Iron Ore, Coal

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
>>26046917
use new metals to make better armor
>>
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>>26046886
You seem wound up!
Sry for trying to use tech for something besides weapons and armor.
I`ll just jump on the civ-tech railroad.
>>
>>26046917

let me amend that

Population: 31m/25f
Magic: Silence, lasting fire, fire breath
Weapons: Sharp sticks, stone slings, toothed spears, Patchwork armor, firearms
Tech: Smithing, Tunnel architecture, Guns, Explosives, mushroom cultivation
Heroes: Zapson Hextech, Ardghal, Aranax, Grantham
Food: Bountiful
Wealth: 359 gold
Resources: Sulfur, Gold, Topaz, Iron Ore, Coal

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
>>26046917

Can we all agree on making better weapons and armor? at least for now?
>>
>>26046953
yes
>>
>>26046898
Ah, I see. Thanks.
>>26046927
If you have nothing to contribute, please sage your post so it isn't included in the bump limit.
>>26046942
This >>26046953
>>
>>26046927

Calm your tits bud, I'm not wound up over anything. I just never mentioned infant mortality being an issue anywhere, so don't bother with it. Technology also determined the tribe's ability to cultivate mushrooms, and will determine its ability to produce energy (eventually) and other things like that.
>>
>>26046953
Agreed
>>
WEAPONS AND ARMOR???
VOTE!!!!
(trying to get people back on track, i like this thus far)
>>
>>26046942
tech
>>
>>26046969
>>26046955
cool guys
>>
>>26046964
>>26046886
>I haven't penalized you with trivial bullshit like that
>and I didn't say 'Oh well half of them die because you live in a fucking rabbit-hole'.
>not wound up.


>>26046957
you are retarded!
let me contriboot
>research weapons
>reasearch armor
>>
>>26046978
I think all are in favour.
>>
>>26046991
you are wound up. Also tech wep armor
>>
>>26046991

Oh did I hurt your feelings with my big boy curse words? Stop having a fit.
>>
>>26046942
Also can we ask our draconic benefactor if he would be willing to distract the goblins if we attack them?
>>
>>26046978
Yeah, change to this.
Can gnome evolve to electricity?
>>
>>26046942

The Gnomes put all of their energy into weapons and armor. Using their iron and the rusted remains of dwarven armor as a guide, the greatly enhance their previous armor model. They craft full suits of plate mail, chainmail, and using blindmaw scales as inspiration they make scaled armor. The hides of blindmaws and iron links are integrated and sewn together to make light armor variants to allow quicker movements, and heavy armor is designed much like ancient Dwarven armor. Weapons are made much more quickly with iron at their disposal. Sabers, axes, tomahawks, spears, and maces are all made with iron. Pistols are produced in great numbers and perfected quickly. Rounds for the pistols are next, and made in tremendous numbers and stored in barrels.
>>
>>26047012
Ooh! Can we ask to examine aranax steam breath mechanism. We could develop handheldhandheldveraions powered by fire or fire magic.
>>
>>26047057

Population: 31m/25f
Magic: Silence, lasting fire, fire breath
Weapons: Sharp sticks, stone slings, toothed spears, Patchwork armor, firearms, iron martial weapons, advanced iron armor,
Tech: Smithing, Tunnel architecture, Guns, Explosives, mushroom cultivation
Heroes: Zapson Hextech, Ardghal, Aranax, Grantham
Food: Bountiful
Wealth: 359 gold
Resources: Sulfur, Gold, Topaz, Iron Ore, Coal

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
>>26047009
lol
Reading through your thread, I enjoyed it. Then I made a vote not to the liking of you guys, tried to argue it, just with one post. You get pissed and accuse me of having a fit.
I`ll just let you get on with it
(even though I could stay and scream, posting gifs until this thread dies)

>inb4 rustled jimmys, faggot and whutnot
>>
>>26047057
So we can actually fire the pistols? AWESOME
>>
>>26047057
Tech (energy like steam, spark,...)
We have a way to defend ourselves and enough food. Let the Steam Empire begin!
>>
>>26047025

Yeah they can, eventually. First you guys need to master steam power, then diesel.
>>
>>26047074
Lets arm up and make a push to clear the rest of the place.

Block up that cave door (while the armored guys are working we don't want someone sneaking up on us).

Start lighting the lower level furnaces, clearing out the last two levels.

And are we going to capture the Blindmaws (vote) cause if so we need nets... or traps
>>
>>26047131
I'm good with this.
>>
>>26047074

The breach in the mines is sealed shut with the stone debri and rubble from all the mining that has been going on, with scraps of old and rusted metal thrown atop, and heated with fire breath to melt it together. Fuckin' Gnome logic.
The 5th level furnace is lit, but due to being forced lower and lower, the population of Blindmaws in the area is much higher and 3 Gnomes are killed by the beasts before it is lit. Now all of the remaining Blindmaws have receded to the bottom floor, and Aranax complains loudly about their presence. He kills nearly a dozen, and remarks that dozens more are now huddled together in the Treasury room, which he is unable to access.

Population: 28m/25f
Magic: Silence, lasting fire, fire breath
Weapons: Sharp sticks, stone slings, toothed spears, Patchwork armor, firearms, iron martial weapons, advanced iron armor,
Tech: Smithing, Tunnel architecture, Guns, Explosives, mushroom cultivation
Heroes: Zapson Hextech, Ardghal, Aranax, Grantham
Food: Bountiful
Wealth: 359 gold
Resources: Sulfur, Gold, Topaz, Iron Ore, Coal

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
>>26047165
Fuck. We lost three gnomes while in plate male with iron weapons and pistols?
>>
>>26047074
Train in volley fire tactics
Train in close quarters bayonet work.
>>
>>26047165
we should start eradicating the rest of the blindmaws

Don't want to make the dragon uncomfortable
>>
>>26047165
Genocide blindmaws
>>
>>26047165
train with weapons and tactics then make our dragon buddy a bit more comfy by eradicating the rest
>>
>>26047165
>Tech - Steam Power
>Other - Drop some gunpowder towards the Blindmaws, take aim, and fire.
>>
>>26047165
Have aranax steam breath the chamber to blind the blindmaws then kill them
>>
>>26047165
Sorry I just joined the thread, do these gnomes have a God to worship ?
>>
>>26047182

There are a fuckload of those lizards down there now. Each one is three times the size of a Gnome.
>>
>>26047187
>>26047200
I agree. Lets train to move in formation, fight as a group, and fire in/from formation.
Military training go!
Also maybe develop our offensive magic more?
>>
>>26047241

They could worship any God, but they don't have a religion as of now.
>>
>>26047252
fair.
>>
>>26047264
Gunpowder + fire breath = explosion
>>
>>26047252
.... i change my vote to lock the treasury and let them starve
>>
>>26047269
I suggest that once we have access to the temple we take three of our most clever inventors and dedicate them to the dragon of science as philosopher priests.
>>
>>26047165

With all this new firepower at their disposal, the Gnomes train to use their pistols in formation and to reload them which takes some time right now (this shit is flintlock at the moment). They train on the old Dwarven training grounds to do combat as a team.
Using these new skills, they light the final furnace and storm the treasury, killing all of the remaining blindmaws. The battle to finish them off however too its toll. Though over 47 of the hulking reptiles now lay dead, 4 Gnomes were lost in the assault.

Population: 24m/25f
Magic: Silence, lasting fire, fire breath
Weapons: Sharp sticks, stone slings, toothed spears, Patchwork armor, firearms, iron martial weapons, advanced iron armor,
Tech: Smithing, Tunnel architecture, Guns, Explosives, mushroom cultivation
Heroes: Zapson Hextech, Ardghal, Aranax, Grantham
Food: Bountiful
Wealth: 359 gold
Resources: Sulfur, Gold, Topaz, Iron Ore, Coal

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
>>26047277
good idea....
But then we wont get as the treasure for a while.
Smoke 'em out? kill em by fanning smoke into the room through a crack they cant get through.

>>26047276
well... if we breath fire on an explosive we'll probably explode too.
>>
>>26047269
Okay.

I suggest to start searching for a religion to follow, or a God to worship. I dont know, maybe they should talk with elders (if there are), to know more about their lore, Godlore.

Of course they will do this when there is no threat. First things first.
>>
>>26047298

On the upside, the entire place is lit, warm, free of enemies, and there is only one entry point at the very top. The Gnomes have moved from the market to the 4th floor where most of them mine at their leisure and have begun to settle into the crumbled Dwarven homes.
>>
>>26047298
have we had babies mature yet, also upgrade pistol tech and explore bottom floors thoroughly
>>
>>26047298
Well. That was dealt with quickly.
Have we cleaned/searched these last two levels completely? Lets do that.

I'm torn between new magic, guns, or military training to storm whatever is living in the mine...
>>
>>26047298
Breed!
If I can't have muh SE, I'm gonna breed!
>>
>>26047298
Smoke and dry the meat so we can have years worth of foodstuffs
>>
>>26047292
I repeat for this turn
Also explore for goblin camp or allies
>>
>>26047306

Well the last thread has probably expired and I don't think anyone archived it BUT
This very ruin has a temple to Krissus, the God of order, justice, math, and other similarly boring things. The leader of the tribe is even wielding one of his artifacts. There is a mechanical dragon that dwells in the courtroom at the bottom of the ruins (he's friendly) that worships Krissus.
>>
So I wanted to be the gadgeteer but it was already taken.
'sup gnomes, I'm hoping in right now. What's the situation exactly? As far as I see, we've got some magic, guns, we live in dwarven ruins and fought some kind of scaly thingies. Is there anything else I should know before voting for what we do?

Also: do we have any form of alchemy?
>>
>>26047349
praise thee krissus
>>
>>26047298
>Tech - Steam Power
>Explore - Search for the key to the Noble Residential Area
There could be some useful stuff in there and some nice homes for our people.
>>
>>26047335
Also task our mage to develop healing magic to minimiE our losses in combat
>>
>>26047335
>>26047349
I definitely suggest we should start having a religion. In every group, a majority of members will feel the need to worship a god.

Krissus seems to be perfect actually.
>>
>>26047355

We have no alchemy, we have a mechanical dragon ally, and a Dwarven adventurer friend. There is a Goblin camp nearby that has many Gnome slaves. Also we're playing on a deathworld.
>>
>>26047365
So far, the members haven't been pressured to worship. Even the dragon hasn't suggested worship. If I have this right, one of the gods has forsaken this world to death for the arrogance of the ways of technology. I kind of like the idea of keeping to that, to be honest. But, it's a majority vote.
>>
>>26047371
Thank you very much.

Then... how about

>Magic: ressearch the basis of alchemy
>>
>>26047383
I've just joined the thread, and I like the idea of religion in these CIV thread. But you are right, if the gods have forsaken this world, there is no need to worship any of them. I wont insist if this doesnt fit with the previous threads.

We should focus on technology, maybe it would become some sort of philosophy.
>>
>>26047298

Well the meat is smoked and stored, creating a very large lasting supply of meat. If four could feed the tribe for two months, over 70 dead Blindmaws (including those killed by Aranax) is enough to last a very very long time, especially with mushrooms on the menu as well.
Now that the ruins are completely safe, the Gnomes have taken up worship of Krissus. As an honorary judiciar of order, Zapson is revered by the faithful and leads them in their worship. As a result of their worship, the Gnomes are much more structured and organized. Though their population has dwindled, with this improved orderliness they gain an action allowing them to take three per turn.
Technology is studied once more, in particular steam. Zapson and Grantham, as well as a few other Gnomes look over Aranax and ask him many questions. In a matter of days they understand the workings of pistons, steam gauges, and how to use steam as fuel.

Population: 24m/25f
Magic: Silence, lasting fire, fire breath
Weapons: Sharp sticks, stone slings, toothed spears, Patchwork armor, firearms, iron martial weapons, advanced iron armor,
Tech: Smithing, Tunnel architecture, Guns, Explosives, mushroom cultivation, steam power
Heroes: Zapson Hextech, Ardghal, Aranax, Grantham
Food: Bountiful
Wealth: 359 gold
Resources: Sulfur, Gold, Topaz, Iron Ore, Coal
Religion: Krissus

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
>>26047416
we need to make jetpacks/gliders powered by steam. Or you know something to power with the steam
>>
>>26047383

Horux is the one that did that, and he is Krissus's near opposite. He's the god of nature - but not like friendly nature, like roses and squirrels and deer and drum circles. He's metal as fuck. He's the god of animal savagery, bloody brutal slaughter, predators, that sort of thing. He hates animals like deer and goats and shit. He's a 5 headed tarantula kind of guy.
>>
>>26047416
>Magic: ressearch the basis of alchemy
Or, if accuracy is required
>Magic: try to know which of our resources could be magical reagents
>>
>>26047416
Nice !

>Magic : healing magic would be a good start.

>Upgrade Settlement : Fortify walls and entries. We dont want to be invaded. We need to thrive.
>>
>>26047447
I like this guy.

>>26047441
Hm... Steam-powered manufactures (like, say, a refinery of something) may actually be far more efficient on the long term.

Also, if we have steam, we should keep in mind that there must be some way to use it for transportation. And I'm not talking of locomotives (or at least, not only): what about steam-airship and the likes. Quick transportation is one of the keys to expansion.
>>
>>26047405
>>26047355

I just realized the old thread is still alive, you can both read up there to get up to speed in better detail. Even just the first few posts so you know the basic background lore.
>>
>>26047472
any link ?
>>
>>26047416
>Magic - Alchemy
>Upgrade Settlement - Fortify entries
>Tech - Steam powered automation
>>
>>26047468

>Steam airships
Not difficult at this point.
>>
>>26047482

At the top of this thread, in the beginning it says 'old thread here'
>>
>>26047492
sorry :D
>>
>>26047416
Mages should work on being able to produce constant flames able to power a steam engine.

Everyone else should work on making steam powered war machines, mining machines, and battle suits.
>>
>>26047416
>>
>>26047507
but they can make a fire that never goes out, they dont need to stand there like bafoons fire bending into a bucket of water
>>
use steam to capture honeybees then make a bee farm
>>
>>26047416

The Gnomes finally get to talking with Aranax about the surrounding area as he's seen it from the sky.
Directly to the south are the Ever-amber woods, still orange and gold, and between them and the mountain is the old warrens the Gnomes once called home. To the Southeast is the Goblin camp of Craven the Bugbear. It's tremendous, and protected by high wooden walls. The slave pens hold what appears to be at least 60 Gnome women, and 20 Gnome men. To the North is Bile-scum bog, which is filled with reclusive bullywug. Near the entrance to the swamp is an ethergate (a portal between worlds and planes, where you go depends on what keystone you present to the gate). To the West is Fellbramble Haunt, an abandoned Dwarf hamlet built into the hills and populated now by hobgoblins. It is likely from here that the Goblins invaded Ursh Tor Vek long ago.

The Gnomes study magic, in particular alchemy. They learn some of the chemical abilities of their mushrooms. The mushrooms seem able to clean water that is run through them like a filter, making it clearer and taste better. When dried completely and crushed into a powder, this powder stinks obscenely like many dead bodies full of shit and left in a river of piss for days.

>cont'd
>>
do we have a alphabet or just verbal language, we should get a scribe to right down our adventures so future generations can read about us
>>
>>26047416
I think its time to kill some goblins and reacue some gnomish females
Train close quarters battle
Explore goblin areas
>>
>>26047563
guys
GUYS

Explosives + Stinky powder = Death to our enemies' noses.
>>
>>26047563
Gotta train in the art of stealth magic and scout out that goblin camp

See if we can slowly sneak gnomes out of the camp using tunnels
>>
>>26047590
That would leave them very disorientated. Of those that are still conscious, that is.
>>
>>26047563
>Design Stinky grenades
>Train military troops
>Attack Goblins
>>
>>26047602
Shouldn't we have a scout with muffled sound to see their numbers first? Just running in "guns blazin'" seems like a bad idea.
>>
>>26047563
Research gas masks.
Explore everamber woods
>>
>>26047622
everamber woods probably has bees
>>
>>26047563

The Gnomes then begin fortifying the entrance with stone walls using rubble from inside and iron to reinforce them. A watchtower is built with a perch for a Gnome to keep lookout down the mountain trail, as well as an iron gate to block access to the huge stone doors that lead into the ruins. The watchposts of the entrance are refurbished, with slits and holes in the walls to allow the firing of pistols at attackers.
Lastly the Gnomes experiment with steam technology, learning now how to make a steam engine and keep it running using magical fire. They aren't sure what to do with it, but some of them have some pretty good ideas. One of them remembers Aranax translating a tablet for him about the old Dwarven skyships. Another saw a crude schematic like drawing of a powered cart that ran on rails. Some of them had even more creative ideas like mechanical suits of armor, or perhaps packs that would allow lift off the ground for individual Gnomes. With this technology the sky was the limit.

>the glories of a tech specialist civ thread

Population: 24m/25f
Magic: Silence, lasting fire, fire breath
Weapons: Sharp sticks, stone slings, toothed spears, Patchwork armor, firearms, iron martial weapons, advanced iron armor,
Tech: Smithing, Tunnel architecture, Guns, Explosives, mushroom cultivation, steam power
Heroes: Zapson Hextech, Ardghal, Aranax, Grantham
Food: Bountiful
Wealth: 359 gold
Resources: Sulfur, Gold, Topaz, Iron Ore, Coal
Religion: Krissus

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
>>26047622
Maybe the mushrooms could be used to filter air along with water? This would be a primitive solution as well.
>>
>>26047635
I love it when op uses ideas posted in the thread like my jetpack idea
>>
>>26047602
>>26047618
What my fellow scientist said.

>Design stinky 'nades
>Train troops
>Send about fives scoots

Then we'll need gas masks before we can actually use the stinky 'nades.
>>
>>26047622

We can take three actions now

>>26047634

There are no bees as there is no plant life.
>>
>>26047635
>Tech - longer bored pistols [rifles]
>Tech - rifling to improve accuracy
>Explore - Scout goblin camp to the Southeast with muffled sound
>>
>>26047658
EVIL BEES
>>
>>26047635

>Send a bunch of scouts impregnated of silence magic.
>Train military troops using Stinky Grenades and Gas masks (2 actions?)
>>
I think we should invest in Magical Animation.
This way we can bring out amazing creations to life.

After stink bombs of course.
>>
>>26047578
Plan of attack. Make many stink bombs.
Have aranax drop stink bombs on goblin camp.
Goblins run out into volley fire and bombs. Retrieve caged prisoners.
Subjulect to change after scouting.
>>
>>26047674

We don't have either of those things yet.
>>
>>26047664
And cannons.
>>
>>26047647
Yep, we've got a good OP here.

... Just a thought, but shouldn't we split apart "Magic" in two categories: "Spell" and "Alchemy"? Or maybe something broader actually. Basically, there is the magic that can be bast and the magic things that can be made (which includes artifacts, who are not necessarily products of alchemy).
>>
It's been a long ass time since birthing/maturing has happened
>>
>>26047675
This was what I was thinking as well.
>>26047689
I like the way you think.
>>
>>26047687
Yeah, that's why I said "2 actions" :
1. create items
2. train to use them.
>>
>>26047704
I think he thought you meant "Train military troops using Stinky Grenades and Gas masks" counted as two actions, rather than "Use two actions to make this possible."
>>
>>26047714
Yeah, wasnt that clear. Sry
>>
>>26047704
But gas masks and stinknades (I like this name. Stinknades.) are two differents things that must be researched on their own. So
> Tech - Stinknades
> Train the troops
> 5 silenced scouts
sounds like a good plan of actions, as far as I'm concerned.
>>
>>26047729
I second this.
>>
>>26047729
I would rather get better weapons first. We are using flintlock. Our combat is shit, so we need technology to make up for it.
>>
File: 1373973733680.jpg-(160 KB, 500x500, Craven.jpg)
160 KB
160 KB JPG
>>26047635

The Gnomes experiment more with the rancid fungal powder, and mixing it in part with sulfur and other materials, they are able to craft stink grenades of significant potency.
They also take time to further train their troops, honing accuracy and order among formations.
Lastly, a handful of silent scouts are sent to the Goblin camp by cover of darkness. They are unable to infiltrate the walls, but they make holes in the walls that allow them to see within. The prisoners are kept nude, and there are many dead bodies laying at the feat of those who are alive, shivering and staring blankly at the muddy ground. The Goblins were all constantly fighting, yelling, cackling, and raping both one another and the handful of Gnome women (and even some men) that were being passed around. Craven himself, the Bugbear king, sat on a large heap of uncomfortable looking bones and hides from animals, Dwarves, humans, and Gnomes. He had just torn the arm off of a Gnome girl and was feeding it to the viscoraptor he had on a leash. The Goblins numbered roughly 140, and all were armed with crude stick weapons, bone cudgels, and simple barbed spears. Who knows how many Goblins were out of the stronghold hunting at the moment....

Population: 24m/25f
Magic: Silence, lasting fire, fire breath
Weapons: Sharp sticks, stone slings, toothed spears, Patchwork armor, firearms, iron martial weapons, advanced iron armor,
Tech: Smithing, Tunnel architecture, Guns, Explosives, mushroom cultivation, steam power
Heroes: Zapson Hextech, Ardghal, Aranax, Grantham
Food: Bountiful
Wealth: 359 gold
Resources: Sulfur, Gold, Topaz, Iron Ore, Coal
Religion: Krissus

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
>>26047729
Honestly I think we should train and develop thos bombs, but we're not ready to launch an attack.

We need bigger and better guns (cannons and rifles), more armor, fast loading devices, and maybe even armored transport.

We're too few to risk not being properly prepared.
>>
>>26047781

You guys are going to have to excuse spelling errors from here on out. I'm actually a writer by trade but I've been doing this for like 12 hours I think.
>>
>>26047781

Develop faster loading and firing mechanism for guns.

Make bigger guns.

That's my recommendation.
>>
>>26047823

brb breakfast lol
>>
>>26047781
>and all were armed with crude stick weapons, bone cudgels, and simple barbed spears.
We already have a total tech advantage on them.

However, Faust is right, we need more efficient weapons if we want to kill them quickly and reduce our loss.

So I suggest :
>Upgrapde gun tech
>Search Cannon tech
>Upgrade Armor tech
>>
>>26047781
That his one huge clan. This >>26047769 seems like a good plan of actions. If we can't outnumber them, we can out-tech them.

And how a bout a plan of actions? If we want to take down this clan, we'll have to be organized. I suggest to research skyships and stinknades bombarding (as well as explosives bombarding) and start assaulting them with massive well-stuffed troops and death-from-above skyships where the prisoners AREN'T...

... while sending a party of about 10 silenced gnomes - with more than a handful of guns though - to free the prisoners, give'em guns, and... either flee or attack the goblins from behind.

We'll need to breed. We'll need to tech. We'll need resources. And we'll need training. But I think it'll be more than worth it.

(Also, I now direly need a Zapson vs Craven climatic battle)
>>
>>26047781
Outnumbered 3 to 1.
>Tech - Muskets
>Tech - Rifling
>Tech - Primer and Firing pin to make "rounds" for guns
>>
Develop some kind of chemical that can be ignited by striking it on a hard surface
>>
>>26047854
Sounds like US marine plan.
But I like it though.
>>
>>26047848
Anglo-Zulu war. Numbers and strategy matters.
>>
And also of course, >>26047825 for this turn. "Bigger guns" is ALWAYS a good course of actions.

And I just had an idea. Three words. Alchemically enhanced bullets. Who's with me?
>>
>>26047781
Battle plan.

Make faster loading/firing guns.
Mak Cannons.

Tell our residential giant fly machine that there is a mob of murderous rapist who've captured a large group of our kind and are murdering, eating, and raping them. Tell him we want their aid in punishing the offenders and saving the innocent.

We position riflemen and cannons around the goblin fort (aim in the area around the base, no inside).

evening.
Have Aranax fly some of our bombing gnomes over the fort. From him they'll drop a healthy dose of stank gernades to flush out the goblins.

once they're outside we'll unload on them.
Cannons, rifles, and regular gunpowder explosives from off Aranax.

Tried to use a bit of everyones plan. I think it'll work
>>
>>26047858
>>26047876
Rounds are definitely a good idea.
>>
>>26047854
We have a sky ship Aranax.
We attack at night with our noise muffled.
Aranax flies overhead and drops copious stink bombs
As the goblins strwam out we commence volley fire. Aranax is cirlcling back around.
As the goblins charge us aranax drops the explosive bombs among the charging gobling.
We continue firing. Goblins that get to close can be dealt with via handbombs or steam breath.
>>
>>26047944
:D
>>
>>26047931
We need to completely wipe them out of the face of the world, though. Should only one of them survive, he might manage to tell the others "check it out, some gnomes have death-spitting metal wands. Wanna raid'em?"

We don't want goblin gunners.
>>
>>26047960
Well if i hadnt been driving my post could have jusr read "agreed"
>>
>>26047944
>>26047931
I like it. I totally support this.

Before, we need to train and upgrade tech.

But while we do that, gnomes are being eatn and raped. We need to be fast.
>>
>>26047977
I do think we ought to research more reliable technology. Having rather slowly reloading pistols won't help if we get overrun.
>>
>>26047944
Wait I just thought about something.
Can our stinknades downright kill the ill and the diseased? If they can, I have bad news for all of us bombarders. We don't want the prisonrs to die.
>>
Cannons.
Rifles.
Round/faster reloading devices
Aranax's help.
Training.

We work at these non stop. We live to make these a reality.
>>
>>26048024
But we can only choose three right now. Haha.
>>
>>26048024
Add the stinknades to the plan, we still don't have them. Also, gas masks (in quantity).

I'm pretty sure that we should breed more. Except if we can strongly outtech the goblins and get commando.
>>
>>26048029
It'd make sense to spent one entire turn sciencing (aka Tech - cannons, Tech - rifles, Tech - bullets and barrels), then one turn preparing (Train - military, Scout, Tech - stinknades).

Except if convincing Aranax to help isn't a free action, in which case, we're pretty much fucked and have to take three times.
>>
>>26048029
We have time. We'll get them all eventually.

>>26048036
Aye. We have the stink gernades but no gas masks.
We need gas Masks.
>>
>>26048066
>We have time.

No we dont, people are dying out there ! Our people !
>>
>>26047858
Does my previous plan sound alright? Canons don't seem entirely useful at this point.
>>
>>26048085
We're including your plan in the current one. We have all your ideas we just added more.
>>
>>26048119
I meant to use for this turn.
>>
>>26048146
Oh, Yeah that works.
>>
>>26048080
Agreed. But in order to save them, we have to delay our actions until we're prepared enough to be sure that we can fight them.

Remember: they're not only 140. They are AT LEAST 140. Which means that they could damn well be 300, as far as we know.

Plus, they're savages, and they're trained in the ways of bestiality. We want to take on a nearly-sapient pack of rabid beasts who clearly outnumber us. Without proper and meticulous planning, we're only going to be brutally slaughtered.

I'd say 2 or 3 turns of preparation, then we raid them. (If it wasn't for the gnomes dying, we'd have taken 5 turns.)
>>
>>26048171
>trained in the ways of bestiality
I'm sorry, but I almost died laughing at this.
>>
why not add the silence magic to the guns? do some stealth operations and maybe sniper rifles in the long run
>>
>>26048185
That's brilliant.
>>
>>26048185
Not sure if you are aware, but I just want to make sure, the silence magic only muffles the sound. Unless we put more research into it, it will not completely mute the sound. Great idea, nonetheless.
>>
>>26048171
Agreed. We can try to really drive into our workers the dire state of things. Maybe they'll work quicker...
>>
>>26048185
I like it.s
>>
>>26048184
No prob. I'm all ridiculous grandiloquence.

>>26048185
>>26048194
Seconded. But then we'd need some kind of enchanting. Do we have enchanting?
>>
>>26048230
We have Dwarven runes that act about the same, but it takes a long time to understand them. Most likely a two, maybe even three, turn deal.
>>
>>26048205
yea, knew that just thought it would be like silencers in the mean time, when/if we get full sound suppression, upgrade
>>
>>26048249
Maybe more, we dont know. OP said " The old secrets (of Dwarven Runes) are mostly lost"
>>
>>26048249
We have no time (as Qst underlined). Except, of course, if we focus only on perfect stealth and rescue the prisoners ninja style, and then use the additional angry troops - and the precious, precious additional action-per-turn - to blast the goblins.

Hell, if we rescue them first, we can even afford to just piss gunpowder on them and call it a day.

So we have two plans.
Ninja rescue, then bombardment;
Or marine warfare operation.

WAT DO
>>
>>26048268
OP said : "It's very particular you see, the other races can't master or hardly use it."

Maybe we'll never learn to use it... Sad.
>>
I can't hold out any longer guys, gonna hit the hay.
Your all smart guys and I know you'll avenge our fallen and abused people.
Good luck and DEAL OUT OUR JUSTICE IN GUNPOWDER AND HIGH VELOCITY IRON
our battle cry^
g'night
>>
>>26047781

This news put a fire in the Gnome's hearts and they got to work around the clock on preparing themselves to free their brothers and sisters.
Firstly Zapson began drawing up his plans for the pistols, lengthening their barrels and adding stocks to create rifles. These were much more accurate and much more powerful than the pistols, and were produced en masse to supply the Gnome troops.
This of course caused him to have a realization. Why not simply make the guns bigger? There were several failed attempts, but eventually a cannon was made using stronger gold and iron alloys for the barrel and reinforcing it several times so that it didn't crack. The cannon was very impressive, and when loaded with exploding shells could do a great deal of damage.
Finally the Gnomes continued to work on their armor crafting. Eventually they realized that the heating and cooling of the iron could be used to make it harder and stronger, and they redesigned their plate to allow for more coverage and more mobility in the joints.

This turn, 11 Gnomes were born.

Population: 29m/31f
Magic: Silence, lasting fire, fire breath, stink bombs
Weapons: Sharp sticks, stone slings, toothed spears, Patchwork armor, firearms, iron martial weapons, advanced steel armor, cannons,
Tech: Steel smithing, Tunnel architecture, Guns, Explosives, mushroom cultivation, steam power,
Heroes: Zapson Hextech, Ardghal, Aranax, Grantham
Food: Bountiful
Wealth: 359 gold
Resources: Sulfur, Gold, Topaz, Iron Ore, Coal
Religion: Krissus

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
>>26048205

No it mutes it, that was solved a long time ago.
>>
>>26048265
Technically it would be suppression in the mean time. When/if we get full sound silence upgrade.
>>26048268
One turn is ten days. More than three turns is a long time for some Gnomes that already know Dwarven.
>>
>>26048274
Idea. Noone knows how awesome we are. Step 1 build fake gnome village. Crappy fake gnome village.
Step 2 let hunting parties raid village.
We all flee down evac tunnles
Step 3 bombs. How many? Enough.
Then assault thier main camp as planned.
>>
>>26048249
>>26048268

You guys still haven't finished learning Dwarven, so you haven't even started reading the book. Reading the book won't turn anything up for a few months, and then you'll be the masters of physics basically.
>>
>>26048286
Perhaps mix some coal in with iron ore and melt them together to see what happens?
>>
>>26048291
Sorry, I must have missed that update.
>>26048286
>Tech - Rifling
>Tech - Sights
>Training - Riflemen
>>26048310
This will take far too long.
>>
>>26048286

Also, I'm going to have to leave pretty soon for work, so this will probably be the last turn. I'll be back this afternoon and I'll pick up where we leave off. Hopefully someone archives this thread, because the last one wasn't archived.
>>
>>26048286
Magic- healing
Magic-healing
Assault goblins
>>
>>26048338
Assault goblins? We haven't really trained the Gnomes how to use the weapons, yet. Why healing magic twice?
>>
>>26048330
Agreed if we had more time maybe.... but as it is. Lets kill some gobbos
>>
>>26048335
how do I archive

Also, in how many hours will you be back (approximately)? I live in Europe, so "afternoon" doesn't mean anything for me.

Also also, IRC anybody? So we can come up with a stronk plan.

And
> Training - Riflemen
> Magic - Healing
> Traning - Cannoneers
>>
>>26048345
An attempt to minimize our potential losses. Time may be better spent training i was just throwing it out there.
>>
>>26048361

In like 6 or so hours I think, maybe fewer.
>>
>>26048380
I'm just hoping you're not planning on using those gas bombs because we haven't made any yet.
>>
>>26048381
Alright then.
>>
>>26048286

I'm not hearing any cohesive votes for anything other than rifle tech and training more. I've only gotten two votes for either of those, as well.
>>
>>26048392
....sometimes things slip by me at 7 am.
Well considering we mastered traditional firearms in ten days we can spen an afternoon weaponising our shrooms....
>>
>>26048440
Shroom bombs sound good.
>>
>>26048439
My vote becomes
Train with rifles
Make shroomstink bombs
Attack
>>
>>26048439

Everyone gather around!

> Training our men
> Mass producing (rifles, explosives, boulders for the cannons, gas bombs, everything)
> Research: alchemical fungi gas masks

Everyone's okay?
>>
>>26048459
This.
>>
>>26048459
Seconded
>>
>>26048459
Yes
>>
>>26048286

uhhhnnn
er
ok

The Gnomes train more with their weaponry to ensure maximum accuracy and orderliness.
The Gnomes also produce more stink bombs, more rifles, and other weapons so as to create a surplus of weaponry.
Lastly with some work they are able to design masks that filter out the stench of the bombs using Blindmaw leather, mushrooms, and a magically fueled steam pump.

Population: 29m/31f
Magic: Silence, lasting fire, fire breath, stink bombs
Weapons: Sharp sticks, stone slings, toothed spears, Patchwork armor, firearms, iron martial weapons, advanced steel armor, cannons,
Tech: Steel smithing, Tunnel architecture, Guns, Explosives, mushroom cultivation, steam power,
Heroes: Zapson Hextech, Ardghal, Aranax, Grantham
Food: Bountiful
Wealth: 359 gold
Resources: Sulfur, Gold, Topaz, Iron Ore, Coal
Religion: Krissus

What will you do?
>Hunt
>Tech
>Weapons
>Magic
>Upgrade Settlement
>Explore
>[other]
>>
>>26046436
which explains why we were dying so easily, and stupidly when we are clearly capable of doing better, more ordered deeds, MEAT my brothers, flesh, order of the flesh!

>>26048286
Krissus demands mounts!
>>
>>26048508
>>26048509
MOUNTS
>>
>>26048509
He's actually just leaving. This was the last turn. Come back for the next thread.
>>
>>26048509

Actually Gnomes are just pussies, but a more balanced diet with some real protein in it certainly helps with physical health.
>>
>>26048508
Attack. Attack. Attack.
>>
>>26048522

Nah I've got a bit more time. If everyone votes fast we can squeeze out one more turn.
>>
>>26048526
The man is right. We've got a whole arsenal by now, gas masks to resist our own stinknades, our wizards can silently creep and breath fire, and if we can manage to convince Aranax to help, then we even have dominion of the sky.
So.

Attack attack attack.
>>
>>26048538
Whether we get the extra turn or not, excellent thread you sir are amazing.
>>
>>26048508
Confirm with Aranax if he will assist us with a night strike.
If he doesn't agree, wait until we are more prepared.
If he agrees, have him drop smoke bombs over the village, preferably away from our people. Put silence on all weapons and Gnomes and send Gnome marksmen in groups of 5 to kill as many goblins as possible. Send in wizards with silence to set fire to their encampment. All should wear gas masks, of course.
>>
>>26048562

Thanks daggy.
>>
>>26048562
Seconded.
>>
>>26048577
Also, we want results, not glory. If we can take down the leader without a final "deathmatch between leaders" that should take priority.
>>
>>26048508

Well, actually I'm going to save combat for when I get back later because it could take some time. While I'm away you guys should decide what you're going to do with steam power, the settlement, the loot. Stuff like that. It was fun! Hopefully I see everyone again later today, and it'd mean a lot if one of you archived the threads on sup/tg/ to help new faces that might show up.
>>
>>26048577
If Aranax agrees to help, he could ruin the goblin camp by himself imho.

I mean, he's a FUCKING MECH DRAGON.
>>
>>26048624
I'm not sure if this is how it works, but I gave it a shot. http://archive.foolz.us/tg/thread/26045111
>>
>>26048525
Gnomes may be on the slight and petite side of life, but we once fashioned a bronze steam dragon with sentience.
While we are a shadow of a once forgotten past, Krissus flows in our veins, we can corrupt and heal the bioware of this world and all who dwell upon it, with order, justice, and steam!

Soon this world will be under our sway, and beyond, far beyond, order will find it's flag upon the corners of this world..
>>
>>26048657
If Krissus can help us go beyond our ancient glories and help us reach the stars, I can support him.
>>
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>>26048657

uh
yeah..

>tfw warm summer breeze in the morning
>>
>>26048657
>>26048679
sweet
>>
>>26048651
Works for me.
>>
>>26048657
Speaking of which... we seem to have a crapton of loot that we haven't utilized.
Assuming we survive the battle what's our next move? Dwarves have a higher birthrate than gnomes... and crossbreeding with gnomes will produce tech savvy dwarves. Our friend did say he would eventually be back...
Improvong the city moght impress him and his friends netting us much needed allies.
>>
>>26048702
But cross-breeding with any other race doesn't produce Gnome offspring, only tech-savvy races that aren't Gnomes. Allies would be fine, but I don't think we should procreate with other races.
>>
http://suptg.thisisnotatrueending.com/archive/26045111/

I acrhived it on suptg (yup, the thread is thus archived twice on the internet; think of it as backup. Better safe than sorry.)
>>
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>>26048691
None-Believer's do nothing but attempt to bog down the masses, as with the swamps of our once pure Avarrak, before Horux the Blighter brought decay and death to order and pride.
Much like you, Non Believer, you weigh our advance with your slight, Gnomes will be great again, for Krissus forgives, but never forgets.
>>
>>26048729
You know you're talking to the GM, right.
>>
>>26048729
I'm fine with having a "deity" but Gnomes aren't exactly religious nuts. They believe in science and technology. I think Dwarves would hold deities in higher regard.
>>
>>26048727
>>26048702
Bioengineer a way of superseding our otherwise lacking breeding procedures. In vitro, crossbreed-hybrids, with time we can bring the Order that flows through our veins to bring diligence and allegiance to, and with all beings on our beloved Avarrak, with steam and justice and a steady mind.
>>
>>26048749
That won't be for a while. Besides, I'm kind of okay with having difficult breeding. Otherwise we would have a thousand cyborg Gnomes owning the universe within a few threads. As awesome as that is, it's way too overpowered and doesn't sound like fun at all.
>>
>>26048749
Actually given enough time we could replicate the steam dragon template. Effectively solving our shitty fighting problem. But acual bioengineering is probably still a long way off. I kinda assume our crap breeding cycle is part of the curse that screws the world up. So its a case of fight smarter not harder.
We definitely need to get a portion of our population doing nothing but research into tech and magic.
>>
>>26048764
From a thread perspective, yeah for sure, Krissus is merely eager.
>>26048784
Tech and magic are expressions of Krissus presence in our being, research is our best tool to understanding these gifts, agreed.

on a side note, here's part 1, Krissus is fond if keeping track of a wicked great civ:
http://suptg.thisisnotatrueending.com/archive/26037712/
>>
>>26048784
The dremanite "School of Technology, Engineering, Alchemy and Magic".
With a funky acronym as a bonus point.
>>
>>26048806
so here's what OP has given us so far, for those of you who want to browse:

1: http://suptg.thisisnotatrueending.com/archive/26045111/

2: http://suptg.thisisnotatrueending.com/archive/26037712/
>>
>>26048806
Haha. This is a pretty great civ.
>>26048813
That's pretty rad.
>>
>>26048817
*cough*
Gnomes read from the bottom upwards, and denote things in descending order....
>>
>>26048764
Even for a tech specialist race with no tech cap weve advanced very quickly. In the course of six months or so weve gone from primitive cave dwelling mushroom eaters to napoleanic musketmen with artillery support and biological warfare. By years end well probably have WW1 era weapons, enfilading fire and trench warfare, oh yeah... and sentient flying dragon robots.
>>
>>26048832
You, Krissus likes you.
>>
>>26048832
The gnomes: the perfect race to play from warhammer to 40k in a matter of years.
>>
>>26048849
I can't wait until we leave the planet and reach new planes. I kind of hope there are really advanced civs on other planes.
>>
>>26048866
Mention was already made of a warpgateesque thing.
I'm just waiting till the sentient insects show up to outbreed and outtech us.
And outeat us.
And just plain eat us.
Steps must be taken.
>>
>>26048866
What I hope for are fundamentally different planes. A plane of fire made of actual fire, etc... We'll have the tech to explore it sooner or later.

Also, magical reagents. I could use some phoenix blood.

Speaking of which, we should make a list of what we have, how many we have, and how we can use it. Ex:

Shrooms: unlimited. Water purifier, food. Alchemy: stinknade.

Blindmaw fangs: steady supply. Spear o' teeth compound. Alchemy: ???

Blindmaw hide: steady supply. Light armor compound. Alchemy: ???

Etc...
>>
>>26048885
No way insects can out-tech us. Definitely out-breed us but with the way our tech is going, we will probably soon be able to defend ourselves from nearly any enemy.
>>26048905
Most likely later, but I that would be interesting to explore them.
>>
>>26048905
Alright, I've got this: http://scribbless.com/lists/list/158772
Problem is, only one person can edit it, and I'll be leaving tomorrow. But I can share with people, I just need an e-mail (register with a fake one and I'll share the list with you).
>>
>>26048923
Please dont underestimate insect technology. This could be our loss. (I've been on a CIV Insect thread the other day, that was kinda insane)
>>
>>26048945
I mean only the authorized people can edit it.
>>
>>26048923
Depends on how much of our tech they can steal. And how many of our captive females they can breed with. A gnome bred insect would be bumped up from exceptional.... to specialist. And cross breeding could potentially reinforce the trait. Yknow worst case scenario. Every empire needs a great enemy and he did say that he was a "five headed tarantula kind guy"
>>
>>26048954
Too bad, spiders are not insects.
>>
>>26048954
Magic however.... they don't have that. Perhaps a hunger spell? Something to think about.
>>
>>26048954
... Wait a sec, do tarantulas even HAVE heads to begin with?

If we're dealing with a tarantul-hydra, things will get freakingly freaky.

>>26048976
You want to induce hunger in beings whose primary source of food is us-like beings. This is an enormous risk to take. Why would we do that?
>>
>>26048988
Or we could create a pesticide.
>>
>>26048971
... do you know i had completely forgotten that? That surely signals that it ia time for mw to go to sleep. Thank you one and all for the excellent thread.
>>
>>26048988
Keep cool, we're not facing a "tarantul-hydra".

Quoting OP :
>Horux is the one that did that, and he is Krissus's near opposite. He's the god of nature - but not like friendly nature, like roses and squirrels and deer and drum circles. He's metal as fuck. He's the god of animal savagery, bloody brutal slaughter, predators, that sort of thing. He hates animals like deer and goats and shit. He's a 5 headed tarantula kind of guy.

We certainly dont fight a God. At least right now.
>>
>>26049010
But we will. At some point, we will triumph against Horux. I mean, what can a mere god do against a mortal?

>>26049003
Good night, fellow gnome!

>>26048998
That works.

Hey, wild mass question here: do you think we'll have psionics at some point? Shall it be drugs, machinery or anything, really.
(I'm thinking about mind control, because controlling our previous enemis is a lot of fun).
>>
>>26049037
I think we could eventually create a device that could amplify possible psionic powers. Or figure out a science behind it.
>>
>>26049074
Good, good. Well, I have stuff to do, so for now, I'm out. I'll come back with some cookies when OP comes back (that is, if I come back at all).
>>
>mount cannons on aranax
>have a few gnomes also
>cannons powered by his steam
>gnomes first strike with stink bombs
>this masks their smell
>breaks down walls and starts to bombard goblins
>the mounted gnomes free and direct prisoners to safety
>a few gnomes climb whats left of the walls using hooks on ropes
>they start to shoot goblins from the walls
>the others rush in with magic and swords
>>
>>26048624
steam powered conveyor belt for ores
steam powered backhoe
steam powered spider drones that can flamethrower
a fortified nursery area for pregnant gnomes and babes
gun range for short and long distance
steam powered cart for moving anything heavy "can help in general or for construction"
steam powered gliders for reconnaissance and travel
lenses: large ones to use as beacons or to set shit on fire and small ones to use for binoculars and telescopes.
have reconnaissance gnomes that are fitted with light armor, steam gliders, binoculars, goggles for wind protection, and a long ranged scoped gun.
ask aranax about automatons and literature relating seeing as he is one
>>
>>26049670
perhaps even large steam powered arms that gnomes can actively control. these arms can be used for tasks that require both dexterity and strength. maybe they could be used for building.
>>
>>26049670
an addition to the spider drones could be that they can explode if necessary so they can be used as intuitive little terrorists or explode when the foe is too strong. exploding upon death could be a little too risky if allies are near or underground.
maybe the gnomes could come up with a method of communicating using lenses/mirrors and fire. this will be helpful with reconnaissance gnomes, during raids, and with the watch tower
>>
>>26049670

We had a construction bot at one point, not sure what happened to him. If he ran out of power crystals to power him we should just convert him to steam
>>
>>26049670
Damn, when I left last night we just had pointy sticks and a pickaxe we couldnt use
>>
>>26049961
When did we ever have a construction bot? I've been watching both threads, but I must have missed that.
>>
>>26049987
>>26050007
these are just suggestions read the linked post >>26049961
different thread
>>
>>26048691

A new thread is born

>>26050159


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