Striking a bargain
Winning Plan:
Example Hunter
[X] Research Unit: Hunter Hatchling (-1Dp)
[X] Spawn Unit: Hunter Hatchling x5 (-10SE)
-[X] 3 In Prison
-[X] 1 In Heated Room
-[X] 1 in Hunter Lodge
[X] Research Room: Hunting Lodge (-3Dp)
[X] Buy: Hunter Lodge (-3SE)
-[X] Between Heated Room and Prison
[X] Brand him
- [X] Magical Telepathy Level 1 (Allows to perceive nearby others' projected thoughts.)
[X] Let them all in under the king's oath that no harm shall befall yourself
You consider your options. They could very easily just barge in and rush through your rooms. Maybe your Key Room might give some of them pause, but there's so many that it would be impossible to actually stop them. Without even considering how well equipped they are. Something inside you is rather irked, and scared as well. Just seeing them, throwing around punches that woulg go straight through your minions… it makes you shiver.
So you decide to honor their request. To not anger them and to somewhat answer back their respectful demeanor, even if your whole nature is screaming at you. It feels like something huge is staring at you, something ancient, a will and dominion so much greater and bigger than your own.
So, you gather your energy, and do all you have ever known how to do. You have lived a short, easy life until now. That is going to change, one way the other, depending on how your talks go. You splurge on what you had considered a fancy, but might be just what you need. Hunters
(-1 Dp) (5 Total)
These creatures will be, eventually, able to exit your Domain, and somewhat enforce your will in other places. But you're not quite done, as you can feel that just having them around will not be enough. No, you know just what you need to make your own Party. What some may call a barrack, others a monster den, but to you is just the Hunters' Lodge, where they come to rest and enjoy the fruits of their travels. They will form a pack of five, with a leader at the helm, and do your bidding, coming back every so often to deliver tìwhat they gathered and show you their progress.
(-3 Dp) (2 Total)
Now all you need to do is actually spawn five creatures, while correctly branding the dwarf. For the first time in your life, you try to aim and control how the Energy permeates inside the humanoid's body, and feel still resistance. That is, until the King, ignoring the growing brawl around him and focusing only on you, nods his head. After that, it slides in as easily as it always has.
(Surrendered Adventures provide a fixed amount of Energy, no matter the circumstances. They can still be kidnapped as normal.)
[Dolgi Dolgisson gains Magical Telepathy Level 1 (Allows to perceive nearby others' projected thoughts.)
(-10 SE) (9 Total)
The five eggs roll to the floor beside your crystalline body. It might be just your impression, but it almost feels like you are getting bigger. Huh. And you still don't fully understand how the flow of energy actually… flows towards you, not why it does. Sure, it's convenient, but why? And how?
"H-hello? Can you hear me?" You faintly hear a voice resonate in your mind. That's a first. Just one more for the day, it would seem. It feels good to experience so many new things, even if soime of those can be rather labor and energy intensive to accomplish.
"I'm glad? Our texts all say Dungeons are generally… pretty simple in the beginning." You wonder what he means by that. Your focus shifts, and you find him relaying what you're saying to the king. You expected to find the whole fight still going on, but now every one of the banner bearers are calm, tugging their beard or grumbling under their breath.
"Listen. We're willing to Swear an Oath that no harm shall befall you during our visit, in exchange for seeing your Core." Well, that's rather unexpected. You decide to make the actual attempt, and stop focusing on the king's beard (and its rather intricate design), instead trying to think at the only other entity capable of hearing you.
"Greetings, dwarf Dolgi Dolgisson. I hereby accept your Oath, and welcome you inside. Just give me a moment, I have somethig to do." He seems rather surprised, and quickly starts relaying your quick exchange to the ancient monarch. Meanwhile, you get on the task of completing the latest room.
Hunter's Lodge
Soon enough, all the dwarves once more gather in a sensible formation, forming a square around their king. They march onwards, slowing a little through the small entrances. They look around, and are rather surprised by the rooms. Chatter once more explodes in the group, but the king's gaze does not sway. He is not impressed, it would seem. They move onwards, and reach the prison. There, the convoy stops in its tracks. Silence once again falls on the group, as they seem to observe the damaged body of your late eight legged foe.
The king's eyes might seem a hair higher, but you can't be sure, as at the time you were busy looking at Mordin trying to curl around a dwarf's two handed hammer, and get swinged around like a toy, much to the soldier's enjoyment. Meanwhile, Murmur lays in wait right above the King, while Mute is waiting for someone to fall for its trap.
You quickly advise Dolgi of the danger, and both him and the king are surprised. This time you can confirm it, as you are paying special attention to the stony face of the monarch.
Needless to say, they eventually march further in, just to once more stop and look around the hunter's lounge. This time, it's not the king's expression that changes. In fact, he remains as stoic as he always seems to be. What does give you a good feeling is some of the bearers dropping their jaws, while others literally started praying to their Ancestors.
You don't really understand why, but you do feel good about it.
Eventually they gather their wits (and a couple of them manage to fight off the energetic hatchling, as they keep jumping from shield to shield and generally be menaces). They reach the key room, which once more garners a strong positive reaction. In particular, they seem to be stricken by the actual runes of the wall, and Dolgi explains that most of them are still unknown, while others focus on the particular objects. They remark that some of them seem to be straight out of their memories, and some of them see them differently. So there's something going on.
In particular, Dolgi keeps making remarks about your intelligence, and observation. You are rather enjoying this, even if their combined footsteps do make the ground quake a little. The disturbance to your actual body is not appreciated.
They reach your Core Room, and seem somewhat disappointed. Then, you get into a heated discussion with Dolgi, as he seems to interpreter his king's will by his grunts and nods. That must be an incredibly useful ability to posses for one in his position, and when you remark as such you get a startled laugh out of the miner.
The Dwarves want a Contract.
Base Diplo Points: 0
+10 (Dealt with a problem)
+15 (Proof of avenged grudge)
-10 (Very young Dungeon)
+25 (?)
=
+40 Points
Concessions
-No Adventurer captive shall be held for longer than 3 weeks (21 days) before being branded or released. (Deal Breaker)
-No mind altering Brands dished out to friendly Adventurers (Deal breaker)
-No intentional permanent crippling or killing of friendly Adventurers (Deal breaker)
Raids
-Observer: One of the king's Banner Bearers will remain behind, to watch over your growth. This will give the King eyes and ears inside of your body, and the need to supply frech food and water for this individual will be on them, but for some reason they really didn't believe you'd accept this. (+50 Points)
Boons
-Recognized Entity: You shall be recognized as a sovereign entity, owning the land you occupy and granted the rights of any Dwarven Noble. (-25 points)
-Clan Concession (requires Emergency Haven):
You have impressed the King. He is willing to make concessions for you, and give you preferential treatment, as a sign of goodwill and the good blood running between your Dominion and their kind.
Protection: You will be protected by the Karak's army, and should you come to harm they will come to youe aid. (-25 points)
Get Bribed: Convert Extra Points into SE or DP. The conversion rate is 1:1 for SE and 10:1 for DP.
Write-In: Feel free to give suggestions with reasonable prices.
Example Hunter
[X] Research Unit: Hunter Hatchling (-1Dp)
[X] Spawn Unit: Hunter Hatchling x5 (-10SE)
-[X] 3 In Prison
-[X] 1 In Heated Room
-[X] 1 in Hunter Lodge
[X] Research Room: Hunting Lodge (-3Dp)
[X] Buy: Hunter Lodge (-3SE)
-[X] Between Heated Room and Prison
[X] Brand him
- [X] Magical Telepathy Level 1 (Allows to perceive nearby others' projected thoughts.)
[X] Let them all in under the king's oath that no harm shall befall yourself
You consider your options. They could very easily just barge in and rush through your rooms. Maybe your Key Room might give some of them pause, but there's so many that it would be impossible to actually stop them. Without even considering how well equipped they are. Something inside you is rather irked, and scared as well. Just seeing them, throwing around punches that woulg go straight through your minions… it makes you shiver.
So you decide to honor their request. To not anger them and to somewhat answer back their respectful demeanor, even if your whole nature is screaming at you. It feels like something huge is staring at you, something ancient, a will and dominion so much greater and bigger than your own.
So, you gather your energy, and do all you have ever known how to do. You have lived a short, easy life until now. That is going to change, one way the other, depending on how your talks go. You splurge on what you had considered a fancy, but might be just what you need. Hunters
(-1 Dp) (5 Total)
These creatures will be, eventually, able to exit your Domain, and somewhat enforce your will in other places. But you're not quite done, as you can feel that just having them around will not be enough. No, you know just what you need to make your own Party. What some may call a barrack, others a monster den, but to you is just the Hunters' Lodge, where they come to rest and enjoy the fruits of their travels. They will form a pack of five, with a leader at the helm, and do your bidding, coming back every so often to deliver tìwhat they gathered and show you their progress.
(-3 Dp) (2 Total)
Now all you need to do is actually spawn five creatures, while correctly branding the dwarf. For the first time in your life, you try to aim and control how the Energy permeates inside the humanoid's body, and feel still resistance. That is, until the King, ignoring the growing brawl around him and focusing only on you, nods his head. After that, it slides in as easily as it always has.
(Surrendered Adventures provide a fixed amount of Energy, no matter the circumstances. They can still be kidnapped as normal.)
[Dolgi Dolgisson gains Magical Telepathy Level 1 (Allows to perceive nearby others' projected thoughts.)
(-10 SE) (9 Total)
The five eggs roll to the floor beside your crystalline body. It might be just your impression, but it almost feels like you are getting bigger. Huh. And you still don't fully understand how the flow of energy actually… flows towards you, not why it does. Sure, it's convenient, but why? And how?
"H-hello? Can you hear me?" You faintly hear a voice resonate in your mind. That's a first. Just one more for the day, it would seem. It feels good to experience so many new things, even if soime of those can be rather labor and energy intensive to accomplish.
"I'm glad? Our texts all say Dungeons are generally… pretty simple in the beginning." You wonder what he means by that. Your focus shifts, and you find him relaying what you're saying to the king. You expected to find the whole fight still going on, but now every one of the banner bearers are calm, tugging their beard or grumbling under their breath.
"Listen. We're willing to Swear an Oath that no harm shall befall you during our visit, in exchange for seeing your Core." Well, that's rather unexpected. You decide to make the actual attempt, and stop focusing on the king's beard (and its rather intricate design), instead trying to think at the only other entity capable of hearing you.
"Greetings, dwarf Dolgi Dolgisson. I hereby accept your Oath, and welcome you inside. Just give me a moment, I have somethig to do." He seems rather surprised, and quickly starts relaying your quick exchange to the ancient monarch. Meanwhile, you get on the task of completing the latest room.
Hunter's Lodge
- This Room is designed with the aim of supplying a Party. It has comfy Nests, little trinkets and some books laying around. You're not sure why the books are here, but they are. Maybe one day they'll be useful.
- Effect: Increase Available Party Number to one.
- Each Party is composed of five members, and led by a Leder. They can be sent to gather foreign resources, to hunt prey, to fight battles, or really anything you want them to do.
- This creature, heavily inspired by the Roudy Hatchling, with some traits from a Kitty Hatchling, is a hyperactive ball of scales and energy. It dreams of nothing but growing enough to lead a Party, or join one, and scurry around in the larger world to fulfill your wishes.
- Effect: STR Challenge an Adventurer.
- Base dc: 7
Soon enough, all the dwarves once more gather in a sensible formation, forming a square around their king. They march onwards, slowing a little through the small entrances. They look around, and are rather surprised by the rooms. Chatter once more explodes in the group, but the king's gaze does not sway. He is not impressed, it would seem. They move onwards, and reach the prison. There, the convoy stops in its tracks. Silence once again falls on the group, as they seem to observe the damaged body of your late eight legged foe.
The king's eyes might seem a hair higher, but you can't be sure, as at the time you were busy looking at Mordin trying to curl around a dwarf's two handed hammer, and get swinged around like a toy, much to the soldier's enjoyment. Meanwhile, Murmur lays in wait right above the King, while Mute is waiting for someone to fall for its trap.
You quickly advise Dolgi of the danger, and both him and the king are surprised. This time you can confirm it, as you are paying special attention to the stony face of the monarch.
Needless to say, they eventually march further in, just to once more stop and look around the hunter's lounge. This time, it's not the king's expression that changes. In fact, he remains as stoic as he always seems to be. What does give you a good feeling is some of the bearers dropping their jaws, while others literally started praying to their Ancestors.
You don't really understand why, but you do feel good about it.
Eventually they gather their wits (and a couple of them manage to fight off the energetic hatchling, as they keep jumping from shield to shield and generally be menaces). They reach the key room, which once more garners a strong positive reaction. In particular, they seem to be stricken by the actual runes of the wall, and Dolgi explains that most of them are still unknown, while others focus on the particular objects. They remark that some of them seem to be straight out of their memories, and some of them see them differently. So there's something going on.
In particular, Dolgi keeps making remarks about your intelligence, and observation. You are rather enjoying this, even if their combined footsteps do make the ground quake a little. The disturbance to your actual body is not appreciated.
They reach your Core Room, and seem somewhat disappointed. Then, you get into a heated discussion with Dolgi, as he seems to interpreter his king's will by his grunts and nods. That must be an incredibly useful ability to posses for one in his position, and when you remark as such you get a startled laugh out of the miner.
The Dwarves want a Contract.
Base Diplo Points: 0
+10 (Dealt with a problem)
+15 (Proof of avenged grudge)
-10 (Very young Dungeon)
+25 (?)
=
+40 Points
Concessions
-No Adventurer captive shall be held for longer than 3 weeks (21 days) before being branded or released. (Deal Breaker)
-No mind altering Brands dished out to friendly Adventurers (Deal breaker)
-No intentional permanent crippling or killing of friendly Adventurers (Deal breaker)
Raids
- 1 Raid every 3 Weeks (21 days) (Deal breaker)
- 2 Raids every 3 Weeks (21 days) +5 Points
- 3 Raids every 3 Weeks (21 days) +10 Points…
- At least 50% of Brands will aid the subject (for friendly Adventurers) +15 points
- Only brands that will aid the subject shall be dished out to friendly Adventurers +10 points
- Willingness to trade
- Investment of at least 5 SE in Manufacturing Rooms as soon as reasonably possible (research unlocked with second floor) +10 points
- Investment of at least 20 SE in Manufacturing Rooms as soon as reasonably possible (research unlocked with second floor) +40 points
- …
- Willingness to permanently assign at least one party to help the Dwarven Hold (Except for emergencies) +25 points
- Willingness to permanently assign at least two parties to help the Dwarven Hold (Except for emergencies) +50 points
- ...
-Observer: One of the king's Banner Bearers will remain behind, to watch over your growth. This will give the King eyes and ears inside of your body, and the need to supply frech food and water for this individual will be on them, but for some reason they really didn't believe you'd accept this. (+50 Points)
- Have them be a teacher: See to it that this individual will not only keep watch of your growth, but also give you suggestions on what to develop, based off of the dwarves' knowledge on dungeons. This will mean having a nagging voice constantly blathering in your ears, but if the one being Branded has an agreeable personality, they may grow into a researcher friend.
Boons
-Recognized Entity: You shall be recognized as a sovereign entity, owning the land you occupy and granted the rights of any Dwarven Noble. (-25 points)
-Clan Concession (requires Emergency Haven):
You have impressed the King. He is willing to make concessions for you, and give you preferential treatment, as a sign of goodwill and the good blood running between your Dominion and their kind.
- A single Defender: A single warden will be assigned to ensure your survival. They will be appointed at the previous' death, and the title will either be lifelong or until recalled by the king. A warden will always be in office, ready to defend you. (-25 Points)
- A Family: A familiar unit of Dwarven Nobles will be encouraged to move closer you you, effectively placing themselves in your Dominion. They will answer to you and the king both, taking the subjects' oath to you as well as the king. They may expand and prosper in time, but only fully recognized individuals of the core family will be your direct subjects. (-25 points) (Single Defender necessary)
- Dungeon Clan: A whole Clan will be encouraged to move closer to your Dominion. They shall leave their place in the Karak to be held by a secondary branch, and become your subjects. They will answer to you and only you, and effectively obey any and all orders. (-25 points) (Family Necessary)
Protection: You will be protected by the Karak's army, and should you come to harm they will come to youe aid. (-25 points)
Get Bribed: Convert Extra Points into SE or DP. The conversion rate is 1:1 for SE and 10:1 for DP.
Write-In: Feel free to give suggestions with reasonable prices.
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