In the bosom of the Earth - An underdark civilization quest

In the bosom of the Earth - An underdark civilization quest
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For most surface dwellers, the Underdark is a place of myths and horror stories whispered around the campfire as they huddle together to ward off the cold of the night. For those of them who value knowledge, it is a secretive place of dangers and wonders. For you… It is home.

It's up to you to guide your young civilization through the unforgiving undergound world!
Children of the underdark
Location
France
Pronouns
She/They
For most surface dwellers, the Underdark is a place of myths and horror stories whispered around the campfire as they huddle together to ward off the cold of the night. For those of them who value knowledge, it is a secretive place of dangers and wonders. For you… It is home. You thrive in the dark, where the light of the sun and star never reaches, with the Earth surrounding you and protecting you on all sides.

Keeping time accurately in the shadowy confines of the underdark is close to impossible in the absence of the sun and moon. But sporadic exchanges with surface dwellers punctuate your own tribe's legends, giving them a sense of chronology. Your storytellers tell well kept oral tales of adventures stretching through centuries of the sun dwellers' years. Yet your own origins are nebulous, and no one can tell you for how long you have wandered the darkness, leaving the beginnings to much more metaphorical origin myths.

But the tribe is tiring of perpetually moving through the depths of the Earth. The underdark may be home, but familiarity isn't enough to avoid all of its dangers. As your tribe grows through its successes and it accumulates valuables, travel has become more and more unwieldy. During its wandering, the tribe has recorded the location of a few places that could sustain a sedentary settlement. Word has circulated through the tribe members, the elders have been consulted for advice, and the time seems right.

But… Who are you and your tribespeople to survive the unforgiving underdark?

[] Dwarves
You are the giants' last legacy. Built out of the Earth itself to assist your towering creators. As their empires fell around them under the onslaught of the victorious dragons, dwarvenkind was scattered across the world. Most dwarves dwell close to the surface, tied to the Earth but unwilling to abandon the sun. Your tribe rejects this lack of ambition. Embracing your origins fully, you have dug deeper than any of them. You find yourself estranged from your kin, surrounded by those who dwell in darkness, yet you feel the Earth' bosom welcoming you.
Advantage: Children of the Earth: dwarves were made from the Earth, and it remembers its children. Dwarves have a powerful affinity to the Earth. Touching soil or rock is enough to learn what it holds, and vibrations running through it warn you about danger. The Earth itself also watches over dwarves' spiritual wellbeing.
Opportunity: Giants' Legacy: the giants' empires are long gone, but they left behind numerous ruins. Your people have carefully protected what knowledge you have about your creators, and it gives you an edge when investigating those. Who knows what danger reactivating their ancient systems could bring about, though?
Drawback: Weave Blind: as giants relied on the Grid, a magic network sustained by an extensive array of constructions long turned to ruins, they never intended their creations to access the dragons' Weave. Dwarves are blind to the Weave's currents, making any use of it perilous.

[] Dark elves
Your kin was banished for striking the first blow in the War of the Fall that broke the elves' grip on the surface. Or at least, that's what your sanctimonious cousins would say. You know the story would be told quite differently if you had won. Was it a sin to ask for your own place in the sun? Victors write history, and you lost the war, with the gods consigning you to darkness. You have adapted and thrived there, but you will always bear that wound.
Advantage: Depth Weavers: all elves have a strong affinity for the magic of the Weave, which they usurped from its dragon creators. This gives them a natural gift for wizardry. You have also adapted to the more untamed nature of its underdark network during your exile.
Opportunity: Lost Favour: you have lost favour of the gods with your banishment and lack a divine patron. Hungry entities circle around, asking for your devotion. They may still end up worse than the gods who exiled you, but they could also provide you with unmatched power.
Drawback: Immortal Few: elves are immortal, but they're also few in number. Your population grows very slowly, and any lost elf life is irreplaceable.

[] Greenskins
Most tribes have legends of their own origins passed down through generations, often back to their very creation. Not you. Greenskins instinctively know they aren't of this world. Fallen down from the sky and buried under the Earth, you have made our own path, but you know one day, you'll leave this rock behind you again. After all, how could it contain the ever growing horde of your kin? Other species may look down on you as savages, but you know you'll prove them wrong… That is, if you can stop fighting each other long enough to do it.
Advantage: Forever Growing: Greenskins never stop growing bigger, tougher and smarter through their lives. Wounds that would leave another species crippled close over time and they can heal from most diseases, leaving them stronger for the experience. Of course, their chaotic lives are dangerous enough most of them don't make it that long, but those who do accumulate strength and experience.
Opportunity: Teeming Multitude: Greenskins literally sprout from the ground wherever you go. The tribe is perpetually growing, and there is no way to control it. You are always in a state of population explosion, and you have to find outlets for it lest it overwhelms what you build.
Drawback: Quarrelsome: Fighting is instinctual to Greenskins. If your tribespeople aren't given enemies on the outside to focus on, they'll fight among themselves to relieve the boredom or as a means of population control. Good leadership can keep Greenskins on task, but such leaders have to be cultivated.

[] Kobolds
You are the children of the dragons. Their empires may be long gone, and only few of them remain, but you remember their glory. You were created to attend to them and to see to the minutiae of the world they couldn't pay attention to. Their fall has left you adrift, torn between seeking out the last of them and forging your own path. Their teaching in magic and your own skills at seeing how the small pieces of the universe fit together have served you well, but the lack of purpose weighs on your tribe.
Advantage: Reality Ordainers: the dragons built you to have an intrinsic understanding of how the infinitesimal builds the world incrementally. Kobolds excel at putting things together to assemble a greater whole, and have a natural talent for finding and following the secret rules of magic ritual.
Opportunity: Quest for Purpose: the loss of the dragons you followed and cared for has left you directionless. This erodes your people's morale as it remains unanswered, but it is also a chance to choose your own goals.
Drawback: Fascination: observing the arrangement of the universe and learning the secret rules of magic can overwhelm the brains of mortals. As kobolds dig deeper, they grow increasingly unable to focus on anything beyond the subject they have picked up. Mild cases are obsessive, while severe cases need assistance to maintain basic function.

[] Demonkin
The underdark isn't merely your tribe's home. It's each and every one of your people's refuge in the face of persecution. Once in a while, a demon escapes their summoner to wander the material plane. Demons being their usual selves, offsprings are a frequent outcome. Such children are rarely welcome in surface communities. The luckier ones make their way down to you and to freedom in the darkness, where you have rebuilt your lives. Your diverse demonic ancestries give you a wide array of inherited traits, and you are naturally predisposed to adventure, ensuring a steady supply of talent for your community.
Advantage: Trickling In: As they hear of you, talented demonkin fleeing persecution on the surface make their way to you, bolstering your ranks with experienced recruits. One day, you hope to be able to range out to meet with your weaker kin in need of your help finding their way down.
Opportunity: Demonic Connections: You were born on the material plane, but you retain an instinctive connection to your demon ancestors. And they are watching. Summoning demons and making pacts with them is easier for you than for other species, but there is always a price to pay, while some of your forefathers may also take an interest in your lives on their own.
Drawback: Ungovernable: Demons are chaos incarnate, and your people have definitely inherited that leaning. Governing demonkin is an exercise in frustration. Your tribe stays together because of safety in numbers, but that's as far as common policy really goes. If you want anything done, you will have to convince people the idea was theirs all along.

[] Pale ones
You are free at last! The masters' chains cannot hold you anymore, though their shadows still loom over your tribe. You have fled their accursed cities upward into the surface layers of the underdark, eager to put distance between you and them. Your flight is still fresh in your mind, and your tribe's organization hasn't really settled yet despite the time you spent exploring the caves you find yourselves in. Your pooled minds let you share the skills you need to survive the unknown environment, but you have yet to decide on a path for yourselves.
Advantage: Shared Minds: Your captors engineered you to have connected minds to share skills and coordinate labor. One single skilled pale one can instruct a whole untrained team on a task, vastly increasing your ability to reorganize your workforce. As you freed yourselves, it has also become a path of emotional bonding, keeping you together.
Opportunity: Blank Slate: Unlike other inhabitants of the underdark, you are a young species still, and you have yet to set yourselves deeper goals or develop your own complex traditions, leaving you free to shape those as you wish.
Drawback: Feedback Loop: The shared mind connection is a great boon, but it is also a burden. When one of your kin feels strong emotions, they echo through all your brains. A large wave of negative sentiments can thus loop around your link, amplifying itself as every pale one broadcast them back to the community.
 
Information dump

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Teams: Kobolds under dragon oversight were traditionally organized into work teams. You have retained the core of this system. This is the basic building block of your civilization. Each team dedicates itself to a task, coordinating together for maximum efficiency. Teams usually form and die with their members, being mostly uniform in age. This means you'll need to renew them as time goes.

Units: Unlike teams, units last beyond their members' lifetime. An unit is built out of shared expertise and training, while being refilled from promising members of the general population. Units can be assigned to some regular tasks, but can also undertake their own missions as well as train to specialize further.

Projects: When dragons still led them, they would give their kobold followings sets of objectives to distribute among their work teams. Having lost their overlords, kobolds have to set their own goals, but the organization to progress through them has remained. Each project either concludes after a number of successes or gives a repeating benefit for each success.

Successes: When a team or unit is assigned to a project, you roll a 10 sided dice for it. On a 8 or 9, it contributes one success. On a 10, the team hit a lucky break and produced a critical success, contributing 2 to the project advancement. More specialized teams have bonuses to their success threshold. Successes are needed to progress through projects.
You are the children of the dragons. Their empires may be long gone, and only few of them remain, but you remember their glory. You were created to attend to them and to see to the minutiae of the world they couldn't pay attention to. Their fall has left you adrift, torn between seeking out the last of them and forging your own path. Their teaching in magic and your own skills at seeing how the small pieces of the universe fit together have served you well, but the lack of purpose weighs on your tribe.
Advantage: Reality Ordainers: the dragons built you to have an intrinsic understanding of how the infinitesimal builds the world incrementally. Kobolds excel at putting things together to assemble a greater whole, and have a natural talent for finding and following the secret rules of magic ritual.
Opportunity: Quest for Purpose: the loss of the dragons you followed and cared for has left you directionless. This erodes your people's morale as it remains unanswered, but it is also a chance to choose your own goals.
Drawback: Fascination: observing the arrangement of the universe and learning the secret rules of magic can overwhelm the brains of mortals. As kobolds dig deeper, they grow increasingly unable to focus on anything beyond the subject they have picked up. Mild cases are obsessive, while severe cases need assistance to maintain basic function.
The Cathedral
If you are willing to go deeper, the underdark reveals its wonders. The so-called Cathedral is a large cavern filled with brightly colored crystalline formations. Any light brought into it reflects onto its walls beautifully, dazzling anyone within. Water also seeps through the ceiling, dripping down the crystals and pooling on the cave's floor. The whole area seems to gather magic in the colored rocks, and can be exploited by a mage aware of its properties. It can be entered by using ropes to go down the large central hole that connects it to the first layer. It is also connected by thin defensible tunnels to the rest of the second layer it's a part of.
Seeds
Your people have long observed the cycles the underdark's flora abide to. Seeds sprout before falling to the cave grounds. And you are here to collect them, distributing them through your travels and ensuring food will be plentiful on your next pass around. Everyone in your tribe is used to contributing to this task, both in reaping and sowing, and your population has benefited. Add three free teams of kobolds to your tribe. Starts with a basic understanding of sustainable farming techniques. Two of your regular teams are also fascinated with the School of Growth.

Wizards
Why worship the memory of your overlords when you could cultivate their gifts instead? Kobold wizards are of the opinion that honoring dragons is best done by keeping knowledge of their most enduring creation alive. As such, they dedicate their lives to studying both the weave and the dragontongue so suited to describing its patterns, as well as more practical uses of this knowledge. Wizards' wide catalogue of weave patterns - spells in common parlance - makes them well suited to powering through all kinds of tasks, though at the risk of becoming fascinated with a subset of the weave. You have a single free unit of wizards. Two of your regular teams are also fascinated with the School of Knowledge.

Friends - Obsidian Dwarves
Kobolds usually mind their own business, but your tribe happens to have made friends with another species. Their small group follow along with yours, and they have agreed to settle down with you. They bring their own specialties to the table, as well as generally expanding your tribe's horizons… And population. Add three free teams of another chosen species to your tribe. Two of your regular teams are also fascinated with the School of Influence.

Some dwarves defected from the giants' side during the original war. Most species consider them treacherous and untrustworthy, but how can you blame them for picking the obviously correct side? Obsidian dwarves tend towards discovery, expressing the thirst for knowledge that led them to the dragons' side in the past.
Morale: The mental status of your tribe ranges from 0 to 100. At 0, you've given up completely. At 100, nothing short of death can faze you. Morale needs to be actively maintained or it'll slowly move back towards the middle point. Tribal bonding events will increase morale, while defeats and lack of goods will impact it negatively.

Morale bonuses: Positive morale lets the tribe channel its enthusiasm towards a specific action, giving it bonuses but losing morale for each 1 rolled.
  • 60/100: rerolls a non 1 failed dice
  • 70/100: rerolls two non 1 failed dices
Morale penalties: Stay tuned when you find out.
Kobold teams: As they work on projects and the fascination gains on them, kobold teams go through three stages. First are the young teams, still free to work on anything. Then teams become fascinated by one school of projects, and can only work on it, but get a bonus of one to their success threshold. Finally, teams become obsessed by a single project and continue to work on it or its extensions until they die, with a bonus of two to their success threshold. Teams advance one stage when they reach a critical success on a natural 10.

Obsidian dwarf teams: Due to their stubbornness, dwarven teams are limited in how they can be reassigned. Once they start a project chain, they remain on it until they achieve a success, at which point they have proven themselves enough for their pride to let them take another task. They benefit from a bonus of one to their success threshold on any turn after the first being stuck on a project chain. Obsidian dwarves' affinity for research also increases their success threshold by one on School of Knowledge tasks.

Wizard units: non-specialized wizards can assist other project with their spells or work on developing their specialization. They have a base success threshold of 7. Wizards aren't prone to fascination or stubbornness, being used to channel those constructively. Unlock specializations for more options.
Food: Your tribe needs to eat. This represents accumulated food in your storage. You have a maximum storage capacity, above which you'll suffer losses of 50% per cycle. Food is consumed at a rate of 0.1 unit per team / unit. Projects will also consume food.

Trade goods: Some goods are valuable, either for your population or for trading. So far, your teams see to themselves and do not need what makes its way to your storage. But other tribes may be interested in your wares. Trade goods need to be stored, and anything above capacity will decay at a rate of 20% per cycle.
 
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Status Screen
Civilization
Species: Kobolds, Obsidian Dwarves
Morale: 70/100

Forces
Teams
  • 6 Young Kobold teams
  • 2 Growth Fascinated Kobold teams
  • 2 Knowledge Fascinated Kobold teams
  • 3 Obsidian Dwarves teams
Units
  • 1 Unit of Wizards

Resources
Food: 3/5 units
Food consumption: 1.4 units / cycle (0.1 / team or unit)

Trade goods: 2/5 units
 
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[X] Kobolds

[X] Greenskins


I like both and can't really choose between them.
 
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Is this really original though

[X] Pale ones

The understated, yet massive, advantage of the Pale Ones, they can communicate without speaking, or sign language or anything.

In the sensory deprivation setting of the underdark this gives them a massive stealth advantage, allowing them to outmaneuver and defeat conventionally superior forces with ease.

Not to mention the unity and social cohesion their society implies, if we can manage to engineer suitable breakers for the risky feedback loops.

Overall I would say they are the most interesting and intrigueing option by far.

@Nyvis why is our prospective settlement unclaimed, in such a resource sparse place as the Underdark?
 
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[X] Kobolds

Interesting to see how they play, they have access to magic and can have a functioning society plus tiny dragon people.
 
@Nyvis why is our prospective settlement unclaimed, in such a resource sparse place as the Underdark?

Is it resource sparse, or is that what the surface dwellers tell themselves to feel better about their utter inability to figure out how you'd survive down there? You know better than they do.

I'll try to explain why there's still plentiful room to settle as updates come, but I think there's already hints of why.
 
Superficial analysis

Dorfs: Desperately struggles to keep up with wizards with the scavenged decaying magitech of their giant masters which relies on infrastructure which no longer exists. The losing faction lost for a reason.
Knife-ears: The Slaver Nation option. For the Vanilla Underdarker. Not bad.
Orks: But what do they eat? The Zuul option. Endless Zergrush
Kobolds: Excellent craftsmen. Incredibly emo.
Demonkin: dOn'T tElL mE wHaT tO dO
Pale Ones: *stares silently* Able to rapidly assimilate new skills and knowledge, allowing them to assimilate the advancements of other cultures

I'll try to explain why there's still plentiful room to settle as updates come, but I think there's already hints of why.
Help, I am dumb.

Hints?
- Most dwarves are too scrubtier noobs to settle here
- Cave Knife-ears are new
- Pale ones are new
- Orks recently come from SPAAAACE
- Kobolds too sad to breed
- Demonkin innately unable to build societies
- But what about the kuo-tuo, illithids, bugbears, mushroom people, gnomes, troglodytes
 
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Help, I am dumb.

Hints?
- Most dwarves are too scrubtier noobs to settle here
- Cave Knife-ears are new
- Pale ones are new
- Orks recently come from SPAAAACE
- Kobolds too sad to breed
- Demonkin innately unable to build societies

I don't think you have to go species by species, but you have some of the right words in here!

- But what about the kuo-tuo, illithids, bugbears, mushroom people, gnomes, troglodytes

This isn't exactly D&D cannon, I can't guarantee everyone is there.

It's also worth remembering the underdark extends down, in addition to covering the land.
 
I don't think you have to go species by species, but you have some of the right words in here!
I choose to believe the correct words are "scrubtier noobs" and "SPAAAACE"

It's also worth remembering the underdark extends down, in addition to covering the land.
I didn't think it was relevant until you brought it up, but now that you have, two possibilities spring to mind.
- The underunderdarkers regularly purge/plunder/raze/enslave settlements for cheap labour/resources/get rid of competitors/sacrifices to their dark gods.
- The underdark is actually heavily contested border between the great powers of the surface and the underunderdarker, their epic battles destroying entire fledgling subterranean civilizations
 
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