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/tg/ - Traditional Games


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Though you now fly alone over the wastes, your bloodline's story is long and varied, stretching back into the past far beyond memory. The most distant legend is of your ancestors' joining with the Gods. One God was revered above others by your predecessors, and you carry that reverence even today.

Which god do you revere as the deity of your ancestors?

>Aasterinian, the dragon god of invention, from whom your ancestors drew cleverness.

>Chronepsis, the dragon god of death, and the psychopomp in whose care the souls of your ancestors went to their rest.

>Hlal, the dragon god of humor and storytelling, who taught your ancestors the value of knowledge and good spirits.
>>
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Your ancestors' struggle to survive was not all we remember. In time, they prospered, and their legends grew many as hatchlings from a rich clutch.

Their earliest great gain was:

>Aasterinian's game, when they put up our arms to order ourselves by skill, avoided bloodshed, and shared peaceful company.

>The Wilting, when Chronepsis taught them to avoid the sick so as to keep from dying before their time.

>The Feast of Hlal, when your bloodline learned of storytelling and its ways of raising spirits.

>When Brahamut, the greatest of Dragon gods, first taught them magic.

>When Astilabor went to the hidden hoard and returned to them with a treasure.

>When Lendys, the dragon-god of justice and retribution, first told them of the costs of blood-debt and the laws of the fang.

>When Sardior, the dragon-god of secrets, taught them to better watch their enemies and interpret ill-intentions.

>When Tamara, dragon-goddess of healing, made them the curing brew and kept them from plague.
>>
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Your ancestors prospered well with the gifts of the gods, and in the First Time they gained enough strength and percieved enough mysteries that their territory came to border other powerful dragons.

How did your ancestors deal with these powerful strangers?

>As potential kin to be courted and treated with (better initial reaction, better at defensive tactics, more vulnerable to fallout of foreign disturbances, value fluidity).

>As foes to be conquered (worse initial reaction, better at assault tactics, more vulnerable to unrest and fear of the unknown, value rigidity).
>>
>>27429508
>>Hlal, the dragon god of humor and storytelling, who taught your ancestors the value of knowledge and good spirits.

>The Feast of Hlal, when your bloodline learned of storytelling and its ways of raising spirits.

we chill necromancer dragonkin.
>>
>>27429541
>>As potential kin to be courted and treated with (better initial reaction, better at defensive tactics, more vulnerable to fallout of foreign disturbances, value fluidity).
>>
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The foes of your ancestors were many, and your bloodline fought hard against them.

Which enemy was the greatest?

>The elves, horrors of the caves.

>The dwarves with their engines of war.

>The spider-men in their nests and webs.

>The champions of the greenskins, ever-hungry for our hoards.

>The illithids, cold in their hatred.

>The insect-hives and their subtle poisons and thralls.
>>
>>27429508
>>Hlal, the dragon god of humor and storytelling, who taught your ancestors the value of knowledge and good spirits.

>When Sardior, the dragon-god of secrets, taught them to better watch their enemies and interpret ill-intentions.

>As potential kin to be courted and treated with (better initial reaction, better at defensive tactics, more vulnerable to fallout of foreign disturbances, value fluidity).
>>
>>27429564
>>The champions of the greenskins, ever-hungry for our hoards.
>>
>Aasterinian, the dragon god of invention, from whom your ancestors drew cleverness.
>When Brahamut, the greatest of Dragon gods, first taught them magic.
>As potential kin to be courted and treated with (better initial reaction, better at defensive tactics, more vulnerable to fallout of foreign disturbances, value fluidity).
>The illithids, cold in their hatred.
>>
>Ridiculously overwrought and tl;dr chargen.

Rule number one. You blew it. Read the quester's starting guide.

https://docs.google.com/document/d/1emQ6IYzRYN4MG45Zl9a-0UH0ARuWLaBB_U924NXc-DY/pub
>>
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The First Time ended when earth and sky were sundered and broke apart, and the world was shadowed and strange. The void was all about, and the winds tore mightily, and so all retreated beneath the world into what remained of the sheltering caves. The Gods were silent, and the world entered the Sundered Age.

When the peoples of the world re-established themselves after the many black years of the sundering taught them new ways, your ancestors yearned to hear the voices of their gods. Who did their sacrifices rouse first, when they called from their places of power?

-Aasterinian, the dragon god of invention.

-Astilabor, the dragon goddess of hoards.

-Hlal, the dragon god of humor and storytelling.

-Lendys, the dragon god of justice, protection, and retribution.

-Sardior, the dragon god of night, psionics, and secrecy.

-Tamara, the dragon goddess of mercy, life, and healing.

-Chronepsis, the dragon psychopomp and god death and fate.

-Bahamut, the draconic godhead.
>>
>>27429564

>The illithids, cold in their hatred.
>>
>Chronepsis
>Sardior
>As potential kin

We're leasing creepiness with an option on evil.
>>
>>27429579
>not noticing that this chargen is a KODP reference
do you even /tg/?
>>
>>27429583
>-Hlal, the dragon god of humor and storytelling.
>>
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enough with the choices. what the hell is going on in this thread.
>>
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Things changed greatly since the Sundered Age began, and the Retreat was not the weightiest difference. The Gods no longer flew on the winds, appearing only in dreams. The affairs of your bloodline were much diminished, and they became fewer in number, though stronger in wit and cunning.

One day, they were approached by a power that sought to offer them and many other bloodlines its knowledge, patronage, and guardianship if they were to serve it and add to its hoard. It was not the first such offer, but it was the most important in their history. Though some chose to simply go with it, most opted for a decision for the whole bloodline.

What was our attitude towards this power?

Hostile - We fought against it.

Negative - We rejected its offer and urged other peoples to do the same.

Neutral - We didn't go along, choosing to wait and watch.

Positive - We accepted its offer, but remained in our territories.
>>
>>27429508
>Aasterinian, the dragon god of invention, from whom
>When Brahamut, the greatest of Dragon gods, first taught them magic. your ancestors drew cleverness.
also
-Sardior, the dragon god of night, psionics, and secrecy.
Since we will be fighting Illithids.
>>
> fuck yes dragon thre-
> this utter mess
Wait what?
>>
>>27429613
Neutral - We didn't go along, choosing to wait and watch.
>>
>>27429612
>tl;dr the dragon of words words words words
>>
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Those of your bloodline that served the power disappeared from reckoning for generations, as did many others given similar offers. In time, people heard that they established a number of territories, but things did not end well. Today we still come across the occasional skull marked with the power's sharp symbols in bonding ceremonies, but these dragons and their hoards are nowhere found except as old bones.
>>
>>27429613
Neutral - We didn't go along, choosing to wait and watch.
>>
>>27429612
Reverse King of Dragon Pass looks like.
>>
Okay, I think we've finally reached the end of all the chargen options.

>Chronepsis, the dragon god of death, and the psychopomp in whose care the souls of your ancestors went to their rest.

>When Brahamut, the greatest of Dragon gods, first taught them magic.

>As potential kin to be courted and treated with (better initial reaction, better at defensive tactics, more vulnerable to fallout of foreign disturbances, value fluidity).

>The illithids, cold in their hatred.

>Sardior, the dragon god of night, psionics, and secrecy.

>Hostile - We fought against it.
>>
>>27429667
Second.
>>
>>27429667
Sure, let's go with this. Really don't want to try to read through all that.
>>
>>27429631
>Hlal, the dragon god of humor and storytelling, who taught your ancestors the value of knowledge and good spirits.

>When Sardior, the dragon-god of secrets, taught them to better watch their enemies and interpret ill-intentions.


>As potential kin to be courted and treated with (better initial reaction, better at defensive tactics, more vulnerable to fallout of foreign disturbances, value fluidity).

>The illithids, cold in their hatred.

-Hlal, the dragon god of humor and storytelling.

Neutral - We didn't go along, choosing to wait and watch.
>>
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>Last chargen question.

In time, you were born, and as you grew the territory of your sire was not enough - as is always the way of it for great drakes. You were finally told you had worn out your welcome and fledged fully some weeks ago, and took to the skies with intent in your heart and a keen eye for a new roost. After long efforts, you felt you were safely out of the territory of others and could carve a place for yourself out of your surroundings - a plain blasted by ancient magics, but with a few craggy hills protruding above the surroundings, a forest within easy flight, and some distant signs of smoke and fire - indigenous tribes, perhaps. You claimed these places for your new territory, and no challenger could take them from you - no trouble has shadowed you yet. You have dug a shelter within the rocks, and have taken a fine, shining shield from a passing wanderer to be the first treasure of your hoard.

How much territory did you mark as yours?

>Enough for yourself, no more. (Lowest initial tensions, most cramped, few discovered but accessible resources, easiest to secure.)

>More than you needed, to grow into. (Low-to-middling tensions, somewhat cramped, fair number of discovered resources with more difficult access, patrols need not take very long.)

>Lots more than you would probably need. (Mid-to-high tensions, hardly cramped, good number of resources with scattered access, patrols begin to be draining.)

>Huge areas, far more than we needed. (Highest initial tensions, plenty of room, most varied initial resources with least ease of access, hardest to secure.)
>>
>>27429701
>>More than you needed, to grow into. (Low-to-middling tensions, somewhat cramped, fair number of discovered resources with more difficult access, patrols need not take very long.)
>>
>>27429701

Oh, goddammit.

Okay, I'm >>27429667 and am adding

>More than you needed, to grow into.

To my list. It seems like a good middle-ground option.
>>
>>27429701
>More than you needed, to grow into. (Low-to-middling tensions, somewhat cramped, fair number of discovered resources with more difficult access, patrols need not take very long.)
>>
I want the old dragon quests back, OP is the autisms.
>>
Will there be cute girls?
>>
Resolving ties. Ten minutes from this post for deciding votes on all issues. Undecided votes will be determined by OP's die roll.

Ancestral deity:
>>27429549
>>27429571
>>27429591
>>27429606
>>27429667
>>27429682
Do you want your ancestral deity to be:

>Chronepsis, the dragon god of death, and the psychopomp in whose care the souls of your ancestors went to their rest.
or
>Hlal, the dragon god of humor and storytelling, who taught your ancestors the value of knowledge and good spirits.


>Earliest gain:
>>27429578
>>27429620
>>27429667
>>27429682

Your ancestors' first great gain was when Brahamut, the greatest of Dragon gods, first taught them magic. Your MYSTIC WILLPOWER has increased by two degrees; you are a more powerful mage.
>>
>>27429807
>Chronepsis, the dragon god of death, and the psychopomp in whose care the souls of your ancestors went to their rest.
psychopomps are nice.
>>
>>27429807
>>Hlal, the dragon god of humor and storytelling, who taught your ancestors the value of knowledge and good spirits.
>>
>>27429807
>Chronepsis, the dragon god of death, and the psychopomp in whose care the souls of your ancestors went to their rest.
>>
>>27429807
>Chronepsis, the dragon god of death, and the psychopomp in whose care the souls of your ancestors went to their rest.
>>
Treatment of others:
>>27429563
>>27429571
>>27429578
>>27429591
>>27429667
>>27429682
>>27429690
>>27429689
When faced with powerful and strange neighbors, your ancestors treated them as potential kin to be courted and treated with (better initial reaction, better at defensive tactics, more vulnerable to fallout of foreign disturbances, value fluidity).

Great enemy:
>>27429576
>>27429578
>>27429590
>>27429620
>>27429667
>>27429682
>>27429689
>>27429690
Your ancestral enemy has always been the illithids, cold in their hatred, many in their plots.
(Be careful of thralls.)

Awakened god:
>>27429620
>>27429667
>>27429690
>>27429682
>>27429689
In the Sundered Age, they first re-established worship of Sardior, the dragon god of night, psionics, and secrecy. (MYSTIC WILL improves by a degree; knowledge of SECRETS improves by a degree; night-fighting is now AVERAGE.)

Alien gods:
>>27429624
>>27429634
>>27429667
>>27429682
>>27429689
>>27429690

When confronted by the power of mountain-range-breaking, ocean-boiling beings from beyond the known world, what was your ancestors' position on their offer of knowledge in exchange for servitude?

Hostile - They fought against it.

Neutral - Then didn't go along, choosing to wait and watch.

Initial territory:
>>27429769
>>27429714
>>27429709
You initially claimed more territory than you needed, to grow into. (Low-to-middling tensions, somewhat cramped, fair number of discovered resources with more difficult access, patrols need not take very long.)
>>
>>27429916
>Neutral - Then didn't go along, choosing to wait and watch.
>>
>>27429867
>>27429844
>>27429820
Tie resolved.

Your ancestors' chosen deity was Chronepsis, the dragon god of death, and the psychopomp in whose care the souls of your ancestors went to their rest. (HEALTH has improved, as has ancestral magic.)
>>
>>27429916

Hostile.
>>
>>27429916
Hostile
>>
>>27429949
>>27430007
Tie resolved. Reviewing.

Your ancestors' chosen deity was Chronepsis, the dragon god of death, and the psychopomp in whose care the souls of your ancestors went to their rest. (HEALTH has improved, as has ancestral magic.)

Your ancestors' first great gain was when Brahamut, the greatest of Dragon gods, first taught them magic. Your MYSTIC WILLPOWER has increased by two degrees; you are a more powerful mage.

When faced with powerful and strange neighbors, your ancestors treated them as potential kin to be courted and treated with (better initial reaction, better at defensive tactics, more vulnerable to fallout of foreign disturbances, value fluidity).

Your ancestral enemy has always been the illithids, cold in their hatred, many in their plots.
(Be careful of thralls.)

In the Sundered Age, they first re-established worship of Sardior, the dragon god of night, psionics, and secrecy. (MYSTIC WILL improves by a degree; knowledge of SECRETS improves by a degree; night-fighting is now AVERAGE.)

When confronted by the power of mountain-range-breaking, ocean-boiling beings from beyond the known world, your ancestors fought against it, learning much and growing in power even though they paid the cost in flesh and blood. (MYSTIC WILLPOWER improves, HEALTH decreases, OUTSIDERS now HATED.)

You initially claimed more territory than you needed, to grow into. (Low-to-middling tensions, somewhat cramped, fair number of discovered resources with more difficult access, patrols need not take very long.)
>>
>>27430089
You review your situation, knowing what has brought you here and where you come from will have bearing on your bid for wealth and power.

On your first week here, you dug your lair.

On your second week, you took your first treasure from a passing adventurer - he made a good meal, but the golden shield he carried caught your eye.

On your third week, you found a creek to the west, and pastureland some way north which provided enough SHEEP to keep you comfortably fed.

On your fourth week, you found a passing wanderer carrying scrolls and bid him stay in your lair to serve as a chronicler. You now have the humble beginnings of your Book of Deeds, though it'd go better with a name given by your enemies, or fierce titles to strike terror into the hearts of all that learn of your majesty.

But for now, matters remain sundry and less than majestic.
>>
>>27430101
---
DRAGON'S CHRONICLE
---
FIFTH WEEK OF SUMMER
---

Holds: Unnamed lair in rocky crag.
Treasures: Shining shield.
Wealth: A paltry few dozen coins.
Significant persons: Wretched scribe

---
VALUES:
---
MAGIC, POWER, THE DEAD, DOMINANCE
---

---
CULTURAL ANIMOSITIES & HATREDS:
---
Illithids, Outsiders

---
REPUTATION:
---
STUBBORN mystic will

---
Buildings & improvements:
SUFFICIENT: LAIR

Resources & stockpiles:
PLENTIFUL: Territory, stone, wood
WANING: Sheep, gold deposits
SCARCE: WEALTH

Abilities, crafts, powers, and learning:
SUPERIOR: MAGIC
GOOD: SECRECY, HEALTH, the ancestors
FAIR: Night-fighting, defensive tactics, diplomacy
POOR: Offensive tactics

>Action?

What will you do, O great beast?
>Improve lair (build)
>Survey your lands (exploration)
>Seek battle and treasure
>Other
>>
>>27430128
We could see if the scribe has a name, if he's not too fucking terrified of us to mention it.

Then we can go fuck up some locals and put the fear of dragon into them. Maybe there's adventurers.
>>
>>27430128
improve lair, build a treasure room
do we get more than one action per turn?
>>
>>27430128
Find sheep. Look for sheep. Explore for sheep.
>>
>>27430172
Dragons gotta eat. Secondan.
>>
>>27430172
>>27430179
These.
>>27430164
This works for me as well if we get a second action.
>>
>>27430128

We've got so much land, let's see what's in it.
>>
Rolled 62, 54, 31, 52, 97 = 296

Let's call it two actions per turn for now.

You take to the skies, and after flying great circles over the craggy hills where you've made your home, head for the pastureland you saw earlier.

Only this time, you carry out a more careful survey - houses come into view, hardly more than seasonal huts, not far from the grazing lands. The little insect-creatures beneath you resolve into herders and their dogs around wooly bags of mutton, and soon you dive, looking for a feast and then some.

There's a lot of screaming and panic and running in circles after you fry the first dog, just as a gesture of your seriousness. Some roaring sends a few dozen sheep a-running, and you wheel and cry out again to try and play the herder yourself...
>>
Rolled 72, 18, 51, 29, 37 = 207

>>27430222
...and manage to chase thirty-one sheep south over some briars and into a field of flat, rocky land, noticing that there are oddly glinting stones among the grasses. After a time, the sheep settle, and you land to discover what manner of stone this is.

You find it flakes easily enough, and strikes sparks when you rake it with your claws.

>You have found a PLENTIFUL FLINT DEPOSIT!

You stretch your wings again and chase the sheep south until you've managed to get them into the foothills near your home. You inform the scribe that his duties will include looking after them whilst you find a more appropriate shepherd and that there'll be mutton in it for him if he manages.

He seems pleased that he won't be your next meal.

SHEEP are now IN SURPLUS.

In the meantime, you dig out a better treasure room. There is much waste rock, but you manage to separate some ore of COPPER and GOLD from the rest.

>SCARCE COPPER DEPOSIT found!
>POOR Treasure room dug.

It's hungry work. You feast on raw sheep, the blood running down your massive jaws. The scribe manages not to entirely botch his own dinner of mutton.
>>
>>27430276
Well, there's definitely some terrified locals in your domain now.

It is week six of summer.
>Two actions remaining.
>>
>>27430287
Talk to the scribe. What would he advise for improvements?
>>
>>27430312
The terrified scribe blubbers for a while, then informs you that he could better account for your wealth in a counting house, and that sheep are best kept in pens when not out to pasture so as to keep them from wandering off. He also suggests smelting the ores, though a smelter would require skilled hands.

You briefly consider taking on the shape of a man and wandering into a village to learn smelting, but recall that the northern herders probably only understand flint tools because of their wretched primitiveness. The scribe says there's a town to the south, but it's quite far and well guarded and that the foundry there has already taken on several apprentices.
>>
>>27430365
May as well build a pen, if we can manage it. We could drop some felled trees since we don't have a lot of carpentry skills.

After that, we should explore some more.
>>
build a pen for the sheep.
also commencing diplamncy with a nearby settlement seems like a good idea. we need to find sevents to fulfill the duties of a shepard and a smelter. i am sure we'll need more in the future.
>>
>>27430365

That makes sense. Build a pen.

We should enslave some of the northern herders and make them do the work for us and the scribe. Then after that we explore. If there's a town, it must be fed by many villages around it that wouldn't be as well guarded.
>>
>>27430395
>>27430507
>>27430520
The sheep running off means less food. This is obviously a problem, and you now have an idea on how to fix it.

A few hours' work, and you find enough fallen trees in the forests some short flight away to suffice for the task, but actually dragging logs back to your lair is burdensome. Day after day of hungry work follows, but eventually you create a pen - a POOR specimen by your own estimation, but functional - and the sheep are kept hemmed in by a biggish stump even the scribe can shove out of the way with an effort.

You reward yourself with an extra sheep. Its bones crunch between your incisors.

You take to the sky once more and fly out to find these primitives - time to figure out if they can be enslaved or treated with like civilized creatures - but to your surprise, they're being assaulted as it is! A horde of some fifty greenskins is attacking the hopelessly exposed settlement, with forty or so men and some dozens desperate women trying to fend them off with flint spears and slings.

There is a shaman leading the goblins, his STEADY mystic will allowing him to toss the occasional fireball at an unfortunate manling every now and again.

Well, this is certainly something.

Action?
[ ] These filthy sods are creating unrest in YOUR territory that YOU didn't arrange!
>Attack greenskins, roll d100
[ ] The menfolk are distracted, and make decent workers. Why not snatch a few up?
>Nab some villagers, roll d100
[ ] Seems like a good time to leverage the situation, assuming they speak your language.
>Negotiate. Roll d100 to make yourself understood.
[ ]Other.
>Specify, roll d100.
>>
Rolled 57

>>27430587
>[ ] These filthy sods are creating unrest in YOUR territory that YOU didn't arrange!
after we dealt with the greenskins we'll get some servents from the village.
>>
Rolled 15

>>27430621
we could also get some extra food. does these greenskns taste decent enough?
>>
Rolled 10

>>27430587
>[ ] Seems like a good time to leverage the situation, assuming they speak your language.
>>
Rolled 39

>>27430621
>>27430667
>Attack

You bellow in a rage great enough to shake most of the combatants into a stunned and haltering silence, then swoop down to attack the greenskins that DARE to cause such havoc in your lands. Let them know the wrath of...well, maybe they'll think of something sufficiently terrifying to call you, going by your clutch-name seems immature.

With a few rapid passes and some work of claw and fang, you eliminate a full dozen of the by-then-fleeing green bastards. The shaman sets his feet in the ground, however, and flings some magic fire at you...

>D100 in this post will determine his success.
>>
Rolled 61

>>27430587
>[ ] These filthy sods are creating unrest in YOUR territory that YOU didn't arrange!

I hear Orcs taste lik chicken.
>>
Rolled 47

>>27430704
go eat the shaman.
>>
Rolled 35

Hum. Let's see...
>>
>>27430704
...But his paltry willpower is only enough to singe a few of your scales, and for that, you land squarely over his measly frame and bite off his head.

The goblins scream and run for the cover of a distant copse of trees. The shaman's body crumples. You take his wretched, greasy staff in your claws and look it over, snapping off a shining gem.

>You have gained a SHINING RUBY as a TREASURE.

The people of the village look upon your display of goblin carnage as a stroke of luck and fall to their knees in supplication. They seem pretty pliable now, and speak a pidgin form of a language you know.

>You have learned VILLAGE-TALK.

They call themselves...the herders. How droll. These manlings probably haven't even got a script, talk about primitive. Good luck getting THEM to run a smelter.

They do seem eager to better themselves in your eyes, so the suggestion of herding sheep for you in exchange for protection from these miserable greenskins is kind of a big hit. They're somewhat nomadic, and will move their settlement if you find them a better place close to your lair - but for now they'll gladly send a few shepherds down south with gifts for the Great Sky-Beast Who Kills Green Raiders.

There are some crude copper weapons - knives and spears mostly - that the goblins have variously thrown down or lost when you pulled them off their feet and ate or killed them. You inform the humans they can have the things, because filthy greenskin-worked copper deserves a place in no hoard. The villagers begin to literally sing your praises.

Well, that was pathetically easy.

-You have gained a REPUTATION: Protector. For better or worse, the weak in this area now think you might come down on their side of things.

-You have gained GOOD relations with the villagers.

-Relations with the local greenskins have likely become COLD.

-Eating a dozen goblins has kept you from going hungry, though the indigestion won't be pleasant. SHEEP will not drop in abundance this month.
>>
>>27430748
You fly back to your lair, satisfied.

You notice a couple of herders making their way to the pen in the morning, tutting at the stump used as a gate. The scribe seems relieved that any missing sheep won't be his fault, for now.

It is week seven of summer.
>Two actions remaining.
>>
Rolled 12

>>27430768
Explore more I guess?
>>
>>27430768
work on the treasure room. we need a fitting room for oour magnificent hoard we plan on acquiring soon.

explore around.
>>
>>27430768
Also, what does HEALTH affect? And is it possible to improve it?
>>
>>27430768
Command the peasants to start developing methods for mining, we lessen their tribute of sheep that some of them may have time to devote themselves to finding wealth in mountains and the deep places of the earth
>>
>>27430803
It is possible to improve all stats, though the process might be involved for those with dependency (A lair improvement cannot exceed lair quality, for instance - so to get a GOOD treasure room, you must first have a GOOD LAIR. HEALTH is not dependent on another stat quite so directly, but knowing medicine for instance is a step in the right direction.)

As for what HEALTH does, it's somewhere between an HP count and a territorial mark of wellness. A dragon seeking to rule as a king or liege is a mystical beast connected to its territory - if you have a rotting, disease-filled bunch of subjects, this will reflect on your overall condition because of the way mystic will works.

Couple more minutes on actions while I brew something caffeinated.
>>
>>27430768
More exploration, improve our lair while we're at it.
>>
>>27430841
Ah, my thanks for the explanation. Also, what sort of things we can pull off with our magic?
>>
>>27430870
Guess this is as good as any.
>>
>>27430884
[I'll tell you what I told the last bunch of players to get roped into one of these:]

[As if to add one more level of complexity, this quest features magic and I've tried to make its mechanics and use somewhat original as follows: proposals for magic spells, rites, rituals, or other effects to be used during play can be taken from anywhere. Something from D&D or D20 works just as well as something subtle from a book you once read or that one bizzare campaign you played or egyptian myth. Even something as simple as posting a pic of a card from M:TG or whatever else will do. Power level is dependent on will and as such you get an appropriate rating which determines spell effectiveness, etc.]

[Your current arcane will rating is: stubborn.]

Lucid is pretty alright, and quite enough to deal with the problem at hand.
>>
>>27430841
We can improve our layer and our peasants by teaching them something useful, like how to gather wealth for tribute
>>
>>27430903
Stubborn, that is. Not lucid.
>>
[A final addendum on magic - players can also make stuff up, cut things from whole cloth. While something from any given source is welcome, no source is necessary; no need to paste in a scan of a magic card or whatever if you've got an idea. That was all me trying to broaden my audience's potential sources of inspiration.]

>>27430904
>>27430889
>>27430870
>>27430832
>>27430790
>>27430788

You tell the herders that their village-folk would be richly rewarded if they learned about...digging. Digging, since there's no word for 'excavation' in their broken tongue yet. Going to have to do something about that soon.

After they've mastered control of their quaking knees, they respond that they'll pass the word along, thanks very much huge one.

You then take to the winds, flying out to the forest for some careful observation. In time, you discover what may be tree-dwellings, but find little activity. You also locate a good-sized population of WILD HOGS.

>HOGS are PLENTIFUL in the forest, but you won't really have access to this abundant resource until some infrastructure's in place to create access. You can hunt them if you want, which will increase your stock of FOOD.

You eventually return, and excavate a better treasure-room. A few days' work gets you access to richer copper deposits and a SUFFICIENT treasure room.

At the end of the week, one of the herders trundles up to the lair to inform you that his fellow villagers, working with sticks and rocks - of course, they don't know the first thing about making good tools - have managed to burrow down into the banks of a nearby pond and found a soft, pliable substance - of the earth, but somewhere between dirt and rock.

You teach them the word for CLAY. The deposit seems to be WANING, but they'll probably find more in time.

It is week eight of summer.
>Two actions remaining.
>>
>>27430967
Teach them how to make simple tools, also how ot make pots and shit out of clay!
>>
>>27430967
See if what they do with the clay, dont give suggestions

We dont want them to dependant on our good humour
>>
>>27430967
Search for female dragon
>>
>>27430967
Going to have to vote for exploration again, as well as better our means of communication with the herders. Maybe our friend the scribe can get on that.

Heh, the way we're going at this, we should kidnap a cartographer. Gotta sleep now, good quest OP.
>>
>>27431008
Supporting this.
>>
>>27430903
We should totally go the Circe route and invent a spell that turns people into pigs.

We can always use more food.
>>
>>27431007
You briefly entertain the thought of hunting for a mate.

Then you look around at your barely developed lair in the foothills of a barren badland you've hardly done anything with, and thoughts of the proud accomplishments of your ancestors fill you with an abiding shame.

You'll look for a mate when you get the hatchling smell off of this place, it's hardly fit for one juvenile dragon as it is. Damn villagers pissing themselves at the sight of you isn't exactly impressive.

>>27431026
>>27431008
>>27430996
>>27430992
>cartographer
You ask the scribe if he knows of any mapmakers. He mentions that there's probably one in a university somewhere, but you could maybe find a scout? But not him, he's bad at following ROADS, let alone anything else.

You then ask him to make a map.

His results are not promising. His response to the idea of being carried in your claws above the land as you fly about to give him a better idea of how things look is to unceremoniously gag. He manages to keep down his lunch.

You fly to the village and see what the villagers are up to with their newly found clay. Several are setting chunks of it to bake in the sun, having understood something about brick, though the results aren't that impressive. One or two of them managed to get sick trying to eat the stuff, apparently because it was the best way to find out if it was a food-source like those tasty roots they chew on. You briefly consider transforming into a man's shape just to put your hand over your face in disappointment and shock.

You talk to them for a while about pots and simple tools. They seem to learn some new words and concepts. The concepts are oddly familiar to them - they mention how their grandparents spoke of similar things.

>The VILLAGERS now have slightly better LITERACY, but you're going to need to actually establish some sort of system of education for real results. You've managed to communicate just enough that you feel confident they can learn...something.
>>
>>27431091
The villagers seem like they've diminished in capacity over several generations of desperate survivalist living out here in the wastes. Probably their ancestors weren't quite so ignorant and desperate.

You think this over while you go exploring, finding a LAKE to the west, further out than the creek. It seems to be full of PLENTIFUL stocks of FISH.
>>
>>27431091
We should teach the village that knowledge is power and that they should strive to learn new things!
>>
>>27431091
>Mapmaking

Holy fuck I giggled like a lunatic when I read that.

Anyways, more exploring, and get our scribe and have him teach the herders to be less of a bunch of drooling morons.
>>
---
DRAGON'S CHRONICLE
---
NINTH WEEK OF SUMMER
---

Holds: Unnamed lair in rocky crag
Treasures: Shining shield, shiny ruby
Wealth: A paltry few dozen coins
Significant persons: Wretched scribe

---
VALUES:
---
MAGIC, POWER, THE DEAD, DOMINANCE
---

---
CULTURAL ANIMOSITIES & HATREDS:
---
Illithids, Outsiders

---
REPUTATION:
---
PROTECTOR - For better or worse, the weak in your territory now think you might come down on their side of things.
STUBBORN mystic will

---
FURTHER RECORDS
---

Buildings, improvements, and goods:
EXCELLENT:
SUPERIOR:
GOOD:
SUFFICIENT: LAIR, treasure room
POOR: Pen
INFERIOR:
WORTHLESS: Brick

Resources & stockpiles:
ABUNDANT:
PLENTIFUL: Deposits (flint), game(fish, wild hogs), stone, territory, wood
IN SURPLUS: Sheep
SUFFICIENT:
WANING: Deposits (clay, copper, gold)
SCARCE: WEALTH, deposits (copper)
RARE:
UNAVAILABLE:

Abilities, crafts, powers, and learning:
SUPREME:
SUPERIOR: MAGIC
GOOD: SECRECY, HEALTH, ancestors
FAIR: Night-fighting, defensive tactics, diplomacy
POOR: Offensive tactics, village-speak
INFERIOR:
WORTHLESS:

Relations, trade, & diplomacy:
EXEMPLARY:
EXCELLENT:
GOOD: Northern villagers.
AVERAGE:
FAIR:
POOR:
COLD: Local greenskins?
HATRED: ILLITHIDS (Ancestral Enemy), OUTSIDERS

RUMORS:
-There is talk of how you protected the village from greenskins, and of the clay.

[ACTIONS PER WEEK: 2]
>>
>>27431155
Just hit me, Sorry if you've said this earlier... but are we a particular type of dragon? or will our domain affect our colour and abilities?
>>
>>27431150
I endorse this product/service!
>>
>>27431164
[You're a DRAGON-KING, not some kind of silly chromatic or metallic out of the pages of D&D. Your domain and ancestral decisions will affect your abilities. Color doesn't really come into it.]

I didn't want this to be limited by concerns of alignment or statblocks or whatever. You can imagine whatever color is preferable, but mechanics that somehow relate to color won't be relevant until later.
>>
>>27431188
Haha, Alright! Thank for the info!
>>
>>27431155
If the peasant ancestors had more knowledge perhaps they could be convinced to tell us how best to guide todays peasants
>>
>>27431115
>>27431150
>>27431173
[Last turn-standard update for the night, gonna be back as soon as I can but it's getting on towards dawn and I've got an IRL game to play among other things.]

You tell your scribe you'd like him to go among the villagers and teach them something about, you know, something about sense? Something about being men. He looks at you dubiously, so you exhale a cloud of moist, sulfurous air at him and tell him to figure out before gathering him in your claws and flying over to the village.

[Free action.] While he's busy throwing up and then recovering by the pool of water, you explain to the villagers that knowledge is a useful thing.

>You have inspired the villagers to take on a new VALUE!
>Your realm now values KNOWLEDGE.

You wait until the scribe starts talking to the villagers about symbols or something, then fly off in search of anything of interest.

A few cursory fly-abouts get you a whiff of goblin out near the woods. You think you can see pit-fire smoke in the distance, but fog screens your view, and besides, you've just found quite a lot of MUSHROOMS in the forest.

You fly home after looking for goblins for a whole day, but find little.

[That's it until next time I'm available for gaming, though I'll gladly answer questions now.]
>>
File: 1380196062976.jpg-(217 KB, 1000x1767, DragonKingQuest (3).jpg)
217 KB
217 KB JPG
Anyway, that's that. I know the chargen process was trying for some. Input and reviews solicited, questions answered, et cetera.
>>
>>27431309
Next thread when?
>>
>>27431328
Probably tomorrow night, slight chance I'll pick it up throughout the day today or after gaming tonight but I wouldn't bank on that.
>>
>>27431309
Was fun OP, hope you continue.
>>
>>27431319
Good start, i hope to see it in the future
>>
>>27431309
You should probably archive, but gg.

And now for some goddamn sleep.
>>
>>27431334
>>27431340
Thanks. Planning to have this recur regularly.

Those curious about the format or whatnot might look up my name and trip on Foolz.
>>
>>27431309
We probably should've told him we want them something resembling literate, oh well.

Hope to see you soon OP.
>>
>>27431368
He's a scribe, it's not like he's gonna teach them something outside his area of expertise.

Of course, he probably doesn't think most of the adults are going to be able to learn to read, but he can at least teach them about symbols.

And thanks.
>>
>>27431375
it got good once the thread progressed and thing s started moving on.
>>
Bump.
>>
>>27434104
are you picking it up again?
>>
>>27434116
Yes, but not until tomorrow probably.
>>
>>27434160
Maybe it'd be better to just let this thread sink to the bottom and start a new one tomorrow then?
>>
>>27434169
Tomorrow could mean twelve hours from now at this point.
>>
>>27429579
Fuck you retard, this is good shit. The starting guide is shit shit.
>>
come back already, op
>>
Wait a minute...
This sounds a whole lot like a QM I used to know
But no, you couldn't possibly be...
>>
>>27439932
Are you thinking of KEJ? The one who ran Red Dragon Quest?
>>
>>27439960
No. If the person I'm thinking of is the person I'm thinking of, then I'm sure it will become apparent soon enough. Till then though, I would like to request that we try and get a name relating to how long our fangs are, like Grimscale Longfang or something.
>>
>>27440061
Why fangs? We do magic.
>>
>>27440061
Oh come on, spit it out. It's not like it could do any harm.
>>
>>27440094
No.

>>27440080
Because fangs are scary.
>>
>>27440120
Death magic is also scary. And our name should be EARNED and not just what we want it to be.
>>
>>27440163
Good point.
>>
>>27440120
>No.
Is it because it reminds you of KoDP?
>>
>>27440996
No, it's because it reminds him of RedWhite&Britfag
>>
>>27434104
bump
>>
Bump
>>
stop bumping a thread that was finished yesterday.
>>
>>27445699
But he said was going to continue today!
>>
>>27445745
So no more dragon king quest today?
>>
>>27445745
he can start a new thread.


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