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A hostile shore is an empire builder quest where the players are in charge of a small group of elves that where blow across an ocean and on arrival met a local tribe and they decided to stay and help that tribe
story 1
Location
netherlands
Among the elves it is a tradition to spend a few years roaming across the elvish lands before settling down and spending decades perfecting their chosen craft. Adlegron a skilled woodsmen and archer lead a small group that decided to sail south to the elfish capitol to attend the spring festivals. Sadly this did not happen as a major storm pushed their ship of course and for four days and night the storm continued blowing the ship far away from everything they knew. Then the mast of the ship broke off dragging the ship into the deep till Liririel cut the lines connecting it to the deck. After that the storm lasted for two more days.

After the storm the ship drifted on the currents of the ocean for six weeks before they saw the shoreline and the ship drifted up the shore the next day. After exploring for several days it became clear that the lands where hostile with large packs of wolves and wild tribes of orcs. They did spot a single campfire inland but it was to far away to see who was making it and the captain decided to create a large raft to sail home on. Seeing this raft Adlegron decided to stay not trusting the raft to be able to make the long trip home and he was joined by Liririel and together they are planning on heading inland to where he saw a campfire.

Galor lead the third group who where planning to salvage the ship to build a shelter and wait for rescue. Adlegron and Galor agreed on a plan he would travel inland for a week hunting and trying to find the owners of the campfire while Galor and his group would explore the coastline. With this plan made Adlegron started to follow the stream heading inland where he encounter a wild orc wielding a club that attacked him screaming about killing him as soon as he saw him. It looks like these orcs have never seen bows before as he did not dodge as Adlegron drew his bow and shot him.
[New quest: meet up with Galor]

Deciding that they would not allow a single orc to stop them they moved on as the stream entered a valley between two mountains here they left the stream to travel to higher ground on the northern end of the valley where they could see more of the lands beyond. From the high ground they see a large forest with a collection of tents in the distance. On the way to the tents Adlegron spots a large group of orcs heading towards the valley carrying a large amount of food and weapons.

Hiding nearby to get a idea of how many orcs there are Liririel notices that at the rear of the group there are six human slaves carrying baskets. These slaves are moving slower then the orcs and a sizable gap has arisen between them, the four orcs guarding them and the rest of the band when one of the slaves falls down and the orcs start screaming at her. This distracts the other three guards and you decide to attack them while their backs are turned. In the following fight all four orcs die to arrows before they reach Adlegron and Liririel.

One of the freed slaves introduces herself as Arawen of the stoneshapers tribe in broken elvish and invites Adlegron and Liririel to her tribes camp where they are united with their famalies. The tribe was once part of a large nation ruled by an elven queen who Arawen was named after. It was destroyed by an attack of demons and now the survoirs have scattered and still talk about the better times under her rule even if it was four generations ago.
[New quest: the fate of the queen]

Among those who died during the attack by the orcs is the tribes chieftain and both elves are invited to the meeting where a new chieftain is chosen. At first there are two hunters from the largest clans that make up the tribe that are the leading candidate to become the next chieftain but both clans fear the other gaining to much power if they win.
Liririel is asked a lot about how the elvish nation is run and in the end the tribe decided to ask her to lead the tribe as no one is against her getting the job. Seeing the problems the tribe has and with the ideas she has to make thing better she accepts to take the job till things improve.
[Liririel gains trait: chieftain of the stoneshapers: +10 to all actions to improve the tribes camp]

[this post is followed by the introduction/mechanics post, the list of current heroes, a post about the tribe and finally a post with the vote.]
 
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introduction/mechanics
A hostile shore is an empire builder quest where the players are in charge of a small group of elves that where blow across an ocean and on arrival met a local tribe and they decided to stay and help that tribe. The mechanics are inspired by The Silmarillion Quest of Telamon where the heroes of the tribe are assigned to actions and a D100 is rolled for the result.
Each turn one action is picked for each hero and for the tribe, actions come in two types ones needing a total to be rolled to be completed(marked with 0/50) and once requiring a roll of a certain value to be rolled marked with DC 50.
These actions also list skills that give bonuses to the roll if the hero assigned to that action has the matching skill.
Heroes gain at least 1 xp in a skill when they use it and can gain more on higher rolls
Besides the actions in the vote post below write-ins are allowed and as are omakes those will give a bonus chosen by me based on the omake.
The more heroes the players control the harder recruiting more heroes becomes.

The known skills, meeting new groups can reveal new ones:
Hunting: The art of hunting.
Farming: The art of farming.
Scouting: Used for exploration and before battles.
Combat: Fighting agianst hostile heroes and groups.
Leadership: Commanding armies
Administration: Running tribes and nations
Crafting: Building anything from a bow to a longhouse.
Metalworking: From mining ore to producing swords.
Herbalism: The art of healing using herbs
Lore: Remembering the past and learning the lessons from it
Diplomacy: The art of convincing others with words.
Religion: The worship of the gods.

For the tribe the following stats are being kept track of:
population: the size of the tribe if this goes over 100 a new group providing bonuses can be added.
population per turn: how fast is the tribe growing.
Max groups: The amount of groups the tribe can control at once.
Max specialists: the amount of specialist the tribe can have.
 
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Heroes and other notable characters
Adlegron

Adlegron grew up in the far north of the elven lands where live still consists of hunting interrupted by orc raids.

Health 5/5 (+2 base, +1 combat I and +2 Elven)

Traits:
Elven: +2 health
Elven education: can take actions without the matching skill at +0
Hero: can take an action each turn
broken arm: -10 to all combat and crafting rolls till turn 12

Skills:
Hunting II: +10 to hunting rolls 5/15 to next rank
Combat I: +5 to Combat rolls, +1 health 4/10 to next rank
Scouting I: +5 to Scouting rolls 9/10 to next rank
Leadership I: +5 to Leadership rolls 3/10 to next rank
Diplomacy 0: 1/5 to rank I

Gear:
Bow(+5 to all hunting and combat rolls)


Liririel

Health 4/4 (+2 base and +2 Elven)

Liririel is the daughter of a traveling bard famous for her singing and spend year following her mother on her travels between those trips she spend her days at her fathers farm.

Traits:
Elven: +2 health
Elven education: can take actions without the matching skill at +0
Hero: can take an action each turn
Chieftain of the stoneshapers: +10 to all actions to improve the tribes camp

Skills:
Farming I: +5 to Farming rolls 7/10 to next rank
Herbalism I: +5 to Herbalism rolls 2/10 to next rank
Lore I: +5 to Lore rolls 4/10 to next rank
Administration I: +5 to Administration rolls 1/10 to next rank
Diplomacy 0: 3/5 to rank I
Leadership 0: 2/5 to rank I
Crafting 0: 3/5 to rank I

Gear:
Bow(+5 to all hunting and combat rolls)


Arawen

Health 2/2 (+2 base)

Arawen was training to become one of the tribes wise woman when she was abducted by orcs, she was rescued by Adlegron and Liririel and was appointed as one of Liririel advisors after she became the chieftain of the tribe.

Traits:
Human(gains double xp for skills till rank II)
Tribal education: can take actions without the matching skill at -10
Hero: can take an action each turn

Skills:
Farming 0: 4/5 to rank I
Herbalism II: +10 to Herbalism rolls 2/15 to next rank
Lore II: +10 to Lore rolls 4/15 to next rank


Brandir the boyar

Health 2/2 (+2 base)

Brandir is one of the best woodworkers of the stoneshapers with only Elwing being better then he is and was taught how to make bows while working on building new homes.

Traits:
Human(gains double xp for skills till rank II)
Tribal education: can take actions without the matching skill at -10

Skills:
Crafting I: +5 to Crafting rolls 0/10 to next rank
Hunting I: +5 to Hunting rolls 0/10 to next rank


Chief Beren of the Ox clan

Health 3/3 (+2 base, +1 combat I)

Beren is the chief of the Ox clan and a skilled fighter and leader of small groups in battle.

Traits:
Human(gains double xp for skills till rank II)
Tribal education: can take actions without the matching skill at -10
captain: +5 to all leadership rolls, +10 to rolls to recruit him as a hero

Skills:
Scouting 0: 2/5 to rank I
Combat I: +5 to Combat rolls, +1 health 7/10 to next rank
Leadership I: +5 to Leadership rolls 5/10 to next rank
Hunting I: +5 to Hunting rolls 0/10 to next rank

Gear:
Bow(+5 to all hunting and combat rolls)

Galor

Health 5/6 (+2 base, +2 combat II and +2 Elven)

Traits:
Elven: +2 health
Elven education: can take actions without the matching skill at +0
Hero: can take an action each turn

Skills:
Combat II: +10 to Combat rolls, +2 health 0/15 to next rank
Hunting I: +5 to Hunting rolls 3/10 to next rank
Administration I: +5 to Administration rolls 1/10 to next rank
Leadership 0: 1/5 to rank I
Diplomacy 0: 1/5 to rank I

Gear:
Bow(+5 to all hunting and combat rolls)


Elwing
She is one of the best woodworkers in our tribe.

Health 4/4 (+2 base and +2 Elven)

Traits:
Elven: +2 health
Elven education: can take actions without the matching skill at +0

Crafting II: +10 to Crafting rolls 3/10 to next rank

Idril
She was training to become a priestess when the ship she was on was wrecked near the narrows.

Health 4/4 (+2 base and +2 Elven)

Traits:
Elven: +2 health
Elven education: can take actions without the matching skill at +0
Chief Priestess adds her Religion skill to the reroll granted from having a shrine.

Religion I: +5 to Religion rolls 3/10 to next rank

Lutien
Is a skilled metalworker and miner.

Health 4/4 (+2 base and +2 Elven)

Traits:
Elven: +2 health
Elven education: can take actions without the matching skill at +0
Hero: can take an action each turn

Metalworking II: +10 to Metalworking rolls 5/10 to next rank
 
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the tribe
The stoneshapers have:
Good stone deposits(allows stoneworkers)
4 hunting grounds(4 unused)
Permanent camp(stoneshapers): allows construction, requires a group for upkeep.
Permanent camp(narrows) camp: allows construction, requires a group for upkeep.
Ox clan hunting camp: allows additional hunting grounds.

Groups:
The tribe is limited to 8 groups.
They are at two places:

The narrows:
one of warriors
One group maintaining the camp

The stoneshapers camp:
palisade(+5 to combat rolls)
workshops(+1 group supplied per group of specialists)

one group of hunters, can fight and provide food.
one group of crafters
One group maintaining the camp

Specialists(at the stoneshapers camp):
Stoneworkers(+2 population per turn from hunters(for max 6 groups), +5 to the tribes dice)
Boyars(+2 population per turn from hunters(for max 6 groups), +5 to the hunters rolls)
Advisor: wise woman +5 to a random lore action each turn
traders: +1 population per turn, more news
potters: +1 population per turn per group in the tribe
Militia captains(allows full time warriors)
Miners(can work at one mine and lower the DC of finding new mines by 5)

The current population is 580(500 are part of groups, 80 are not and will form a new group once population hits 600).

Population growth: +20 per turn
+4 population per turn from the hunting grounds.
-6 from one group of warriors
-6 from one group of crafters
+6 from having basic farms
+2 from herbalism
+2 from a herb garden
+2 from 1 group of hunters
+2 from the stoneworkers
+2 from the Boyars
+4 from the importing salt
+2 from houses
+1 from traders
+5 from pottery
 
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The vote
The actions of the tribe consist of 2 parts choosing the actions picking the actions for the heroes and single action by the rest of the tribe that will always roll 20.
Turns last a month each and the action list is limited to what your heroes think is important more action will unlock as the tribes position improves.

Actions:

Military:
The orcs do not raid the same target twice in a row as they took most plunder that could be carried already(no orc attacks till turn 6)
The losses from the raid have made the wolves in the area bold and they are on the attack(there is a roll each turn for wolf attacks)

The tribes militia consists of:
1st hunter militia (+0 to all combat rolls, 8/10 health)
2nd hunter militia (+0 to all combat rolls, 6/10 health)

Reorganize the militia
The losses taken in the recent battle against the orcs left the militia without leaders appoint new ones so they can launch attacks.
Will complete on its own if not taken in turn 4.
DC 20(leadership)

Fight the wolves
The tribes hunting grounds are under attack from wolves and one of the heroes can be assigned to help in this fight.
Gives a second roll vs the wolves the highest of the two is used, the hunting skill is used for this roll.


Construction:

Build a palisade
A palisade will provide protection for the tribe giving a +5 bonus to rolls for battles at the settlement.
crafting 0/40(The crafting skill is used for this roll and this project will be complete when 40 or higher is rolled, this does not have to be rolled at once.)

Build houses
replace the shelter used by the tribe by houses.
Unlocks new construction options, +2 max specialists, +2 population per turn.
crafting 0/20


Specialists:
The tribe has one specialist(the stoneworker) and can have one more.
Each specialist can supply 5 groups.

Train bowyers
With the elves bows have arrived to the tribe by training someone to make then the tribes hunters can be provided with them.
Hunters get +5 to combat rolls, get +2 population per turn for each group of hunters(+4 now).
crafting 0/20

Appoint Arawen as advisor
Arawen while one the youngest of the tribe's wise woman knows almost all of its lore already.
She is currently spending most of her day collecting plants and herbs for the tribe but by making her an advisor she can focus on collecting and improving the tribes lore.
Adds Arawen's character sheet to the information post, get +5 each turn to a random lore project and this is the first step in turning Arawen into a hero.


Lore

Herbal lore
Both the tribe and the elves know of herbs that can heal that the other does not spend time with the wise woman to learn about what they know and see what can be taught
Gives +2 population per turn when done
herbalism 0/50

Cultural identity
The tribe is united but this can be improved by turning its history into songs
+1 max groups in the tribe
Lore 0/40

Farming
After the hunters the largest group in the tribe are the gatherers by teaching them about farming we can increase the amount of food the tribe collects.
Gives +4 population per turn when done
farming 0/60

Tales of the Queen
There once was a city ruled by an elven queen in the north talk to the stoneshapers and the other tribes in the area to find out more about her and her kingdom.
Part of a long quest chain to find out about the Queen.
Lore 0/100

Diplomacy
There is no diplomacy possible with the orcs or demons that roam these lands but there are other human tribes in the area.

current relations:
Salt traders: limited trade
Ox clan: meetings
Deer clan: rare meetings

Meet the salt traders
The Salt traders are the largest tribe in the area after the stoneshapers numbering around 80, meetings happen once or twice a year when they buy one or more stone tools and pay with salt.
They live to our east where they have several camps that they inhabit during different times of the year moving on when game is scarce.
DC 20(diplomacy): learn more about them
DC 50(diplomacy): increased trade gives +1 population per turn

Meet the Ox clan
The Ox clan is the smallest of the known tribes numbering only 30 adults, they live to the south of our tribe and their chief is Beren who is famous for his skill with a spear.
DC 20(diplomacy): learn more about them
DC 50(diplomacy): The Ox tribe joins our tribe.
 
For example a vote can look like:
[] Adlegron: Meet the Ox clan
[] Liririel: Herbal lore
[] Tribe: Build houses
 
[X] Adlegron: Fight the wolves
[X] Liririel: Herbal lore
[X] Tribe: Build houses

Let's build an elf empire
 
Plan More Heroes = More Actions
[X] Adlegron: Fight the wolves
[X] Liririel: Appoint Arawen as advisor
[X] Tribe: Train bowyers
 
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Map

The world as know to the tribe
The campfire on the beach is where Galor has made his camp using the remains of the ship.
The crossed swords on the grass between the mountains is where the orcs have their camp.
East of there is the camp of the tribe.
The fire between the two settlements are the salt traders
The fire below then is the deer Tribe
The settlement with the mine is Resting Deer, here salt is mined.
The fire north of there is an unknown alliance member.
 
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Vote is closed
Adhoc vote count started by sunrise on Mar 23, 2020 at 12:16 PM, finished with 12 posts and 5 votes.
sunrise threw 1 100-faced dice. Reason: Adlegron: Fight the wolves Total: 37
37 37
sunrise threw 1 100-faced dice. Reason: hunters vs wolves Total: 95
95 95
sunrise threw 1 100-faced dice. Reason: Liririel: Appoint Arawen Total: 21
21 21
sunrise threw 1 100-faced dice. Reason: Tribe: Build houses Total: 100
100 100
sunrise threw 1 100-faced dice. Reason: Tribe: Train bowyers Total: 31
31 31
sunrise threw 1 100-faced dice. Reason: Random event Ox clan Total: 56
56 56
 
story+vote post 2
Adlegron has spend the last month hunting wolves in the forest surrounding the settlement learning the lay of the lands during these trips he surprised more then one wolf with the range of a bow. During this time he heard about three wolves that where far larger then normal, one of these roamed to the south of our settlement and has killed four of our hunters. He decided that it would not kill a fifth hunter and went after it tracking it for days but in the end the wolf found him and charged at him.
Adlegron managed to fire of a single arrow before the wolf reached him but it only grazed one of the wolfs hind legs. At the last moment he ducked below the wolf dropping his bow and drawing his dagger. As the wolf turned around and attacked again the wolf bit him in his left arm but Adlegron drove his dagger into the wolfs hearth at the same time killing it.
[Adlegron: Fight the wolves: 37+15: +2 hunting xp, +1 combat xp]

Inspired by this success the hunters moved deeper into the woods during their hunting trips pushing the wolves away from our settlement opening new lands for our hunters. In these new hunting grounds they spotted a orcs that had created a camp halve way between our settlement and their main camp.
[hunters vs wolves:95: +4 population per turn from expanded hunting grounds, +1 heath for all hunters, new actions unlocked]


The elves believe you need to understand the past in order to know what to do in the future and for this reason they have given Arawen the job to collect the history of the tribe and spread it among its members. She has begun with the oldest tales the tribe has, those related to the elven queen. Comparing the tales with what Liririel tells her of the elven empire makes it easier to separate fact from fiction as her almost unbeatable weapon is for example probaly an dwarf made steel sword and other tales hint at the fact she set up a copper mine somewhere within a weeks travel of her main settlement.
A visit by the Ox clan gives Arawen the chance to compare tales and she finds out that the Ox clan decedents from escaped slaves that fled southwards three generations ago from one of the settlements of the demons that had conquered the elvish queen's lands. They did this during a war between two demon lords who fought each other with slave soldiers with demons making sure they did not desert. On their march south they met several tribes that still considered themselves part of the queendom generations after the queen was last seen.
[Ox clan visit 56, Appoint Arawen 21 ]
[Tales of the Queen + 15 at 15/100, Liririel +1 lore xp]

Back at the tribes settlement new houses where being build and Brandir picked up the new woodworking methods used up faster then the others and after joining Adlegron on a hunt he started to make bows. These changes impressed the minor clans that live in the area and some of them joined our tribe.
[houses are build +2 population per turn, boyars have been trained +4 population per turn, population of the tribe is now 340]



The actions of the tribe consist of 2 parts choosing the actions picking the actions for the heroes and single action by the rest of the tribe that will always roll 20.
Turns last a month each

Actions:

Military:
The orcs do not raid the same target twice in a row as they took most plunder that could be carried already(no orc attacks till turn 6)
The losses from the raid have made the wolves in the area bold and they are on the attack(there is a roll each turn for wolf attacks)

The tribes militia consists of:
1st hunter militia (+0 to all combat rolls, 10/10 health)
2nd hunter militia (+0 to all combat rolls, 8/10 health)

Fight the wolves
The tribes hunting grounds are under attack from wolves and one of the heroes can be assigned to help in this fight.
Gives a second roll vs the wolves the highest of the two is used, the hunting skill is used for this roll.

Scout to the east
Scout to the east where the orcs live
DC 20(scouting): Find out more about the number of orcs.
DC 50(scouting): +10 bonus to the next fight vs orcs.

Attack the orc hunters.
Orc hunters have created a hunting camp between our settlement and the orc camp. They will move on next month but we can attack them to weaken the orcs.
Starts a battle vs the orc hunters(4 health, +0 to combat rolls.)



Construction:

Build a palisade
A palisade will provide protection for the tribe giving a +5 bonus to rolls for battles at the settlement.
crafting 0/40(The crafting skill is used for this roll and this project will be complete when 40 or higher is rolled, this does not have to be rolled at once.)

Build a shrine
A shrine will provide a place of worship and the help of the gods for our tribe
reroll the lowest roll each turn at -40 take the highest of the two.
crafting 0/60

Build a house fit for our chieftain
Build a larger house for the tribes chieftain where she can meet with larger groups.
+5 to the tribe's rolls
crafting 0/40

Build a smokehouse
With our hunters collecting more game we can build a smokehouse to preserve it.
Gives +2 population per turn
crafting 0/40

Specialists:
The tribe has one specialist(the stoneworker) and can have one more.
Each specialist can supply 5 groups.

Train potters
Pottery allows food that is produced when there is more then needed to be used when food is scarce.
+1 population per turn per group in the tribe(+3 now)
crafting 0/20

Appoint militia leaders
By appointing full time leaders for our militia we are settling the first step to creating a full time army.
unlocks new options
leadership 0/20

Appoint traders
Now we have are making bows we can start trading with nearby tribes
+1 population per turn, more news.
Diplomacy 0/20

Hero:

Recruit a new hero
Recruit a potential hero, can only be taken once per turn and the DC goes up by 30 each time a hero is recruited with this action
write in the hero you like to recruit from the heroes and notable person information post.
DC 60

Search for potential
Search for someone with the potential to become a hero, write in are allowed to get specific skills.
DC 40(administration or leadership)


Lore

Herbal lore
Both the tribe and the elves know of herbs that can heal that the other does not spend time with the wise woman to learn about what they know and see what can be taught
Gives +2 population per turn when done
herbalism 0/50

Cultural identity
The tribe is united but this can be improved by turning its history into songs
+1 max groups in the tribe
Lore 0/40

Farming
After the hunters the largest group in the tribe are the gatherers by teaching them about farming we can increase the amount of food the tribe collects.
Gives +4 population per turn when done
farming 0/60

Tales of the Queen
There once was a city ruled by an elven queen in the north talk to the stoneshapers and the other tribes in the area to find out more about her and her kingdom.
Part of a long quest chain to find out about the Queen.
Lore 15/100

Diplomacy
There is no diplomacy possible with the orcs or demons that roam these lands but there are other human tribes in the area.

current relations:
Salt traders: limited trade
Ox clan: meetings
Deer clan: rare meetings

Meet the salt traders
The Salt traders are the largest tribe in the area after the stoneshapers numbering around 80, meetings happen once or twice a year when they buy one or more stone tools and pay with salt.
They live to our east where they have several camps that they inhabit during different times of the year moving on when game is scarce.
DC 20(diplomacy): learn more about them
DC 50(diplomacy): increased trade gives +1 population per turn

Meet the Ox clan
The Ox clan is the smallest of the known tribes numbering only 30 adults, they live to the south of our tribe their chief is Beren who is famous for his skill with a spear.
DC 20(diplomacy): learn more about them
DC 45(diplomacy): The Ox tribe joins our tribe.
 
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I'm thinking Orc Hunters (A), Smokehouse(Tribe), and Herbal Lore(L). Anyone else have a better idea?
 
Herbal Lore seems like a good option. Smokehouse fits with hunters being our main food source. Getting rid of the orc hunters should help long term. Sounds good to me. Though don't we also have 2 more heroes?
 
I would use the tribe action on training potters. Also @sunrise is the appoint traders action not supposed to have a requirement?
Yes i added it its Diplomacy 0/20.

Herbal Lore seems like a good option. Smokehouse fits with hunters being our main food source. Getting rid of the orc hunters should help long term. Sounds good to me. Though don't we also have 2 more heroes?

Those are potential heroes that can be turned into heroes with:
Recruit a new hero
Recruit a potential hero, can only be taken once per turn and the DC goes up by 30 each time a hero is recruited with this action
DC 60
 
[X] Adlegron: Attack the orc hunters.
[X] Liririel: Recruit a new hero (Arawen)
[X] Tribe: Appoint militia leaders
 
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