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!
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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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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Question Round 1
- Raising the young:
In normal times, teams raise enough youth to meeting demographic replacement needs. Green teams will naturally have more availability for this than fascinated/obsessed teams, of course. Young kobolds are expected to hang around their parent team until they reach adulthood. At the end of the cyclical assembly, after doing their stint as governing body, young adult kobolds leave their team to join a new one in a pairing ritual, which ensure diversity. This also ensure fascinated/obsessed teams get a bit of new blood to take care of the older and more focused kobolds. Kobold growth cycles are fairly short and growing kobolds can contribute to background tasks so this isn't a huge imposition on teams.

Things are necessarily a bit different if the tribe seeks to increase its number of teams. When the assembly feel the need for this and consider resources are plentiful enough for it, teams will dedicate themselves full time to the care of a new group of youth brought in from all the other teams, which will form a fully fledged green team when they reach adulthood together.

- Team Care
While teams can broadly be assessed to be fascinated or obsessed, they still have a fraction of less focused kobolds thanks to the demographic renewal, as well as kids who participate in domestic tasks. This provide enough koboldpower for daily tasks, while other teams provide the material resources to see to the needs of teams on a mission taking them away from collection of necessities like food. This participation also has the side effect of kids learning care tasks as they grow and taking that training into their new team, where the young adults can in turn teach the next generation as they assist older members.

- Team Fascination
Fascinated teams naturally gravitate to the same subject, in an almost contagious manner, though that could also just be a factor of fascinated kobolds in a team pulling in as of yet unfocused ones into their projects, which only give one target for their passion. Fascinated kobolds aren't just focused on their work, they're also passionate about taking it up when they're brought to interact with others.

- Diet and cuisine
Kobolds are of course omnivorous. Their metabolisms aren't very good at storing up energy and they're generally not very happy on a diet of starches. As they live underground and were always designed to do so, they've never had to adapt to seasonal variation in diet. They favour animal proteins as their meal base along with fruits for quick acting sugars, veggies or mushrooms to complete nutrient needs and a smattering of seeds or roots to complete it. Kobolds also eat insects as a supplementary protein source.

Common travel food the tribe uses widely when on missions would be an assortment of dried meats, fruits, insects and seeds. When moving in bigger groups with a cook, teams rely on a stew of dried ingredients heated and rehydrated. If times are lean, foraged starches will be thrown in the stew with fruits and meats merely seasoning it. Feast food is a departure from the mixed together ingredients of daily fare, taking advantage of freshness to offer a palette of roasted meats and raw fruits.

- Fighting
The main kobold weapons are the spears and javelins. Kobolds are flimsy and like to keep at least a little distance when fighting if possible. With your tribe having access to magic, the core tactic in any larger engagement is to harry the enemy in a fighting retreat while the mages prepare something big enough to scatter them, then turn around and pursue their divided elements. If the tribe itself isn't at stake, kobold scouts will generally disengage before the enemy gets too close and set traps to deter following them towards the main body.

- Property
Who's that, never heard of her. Kobolds have practically no concept of private property. Teams will have their own stores of tools and resources as well as shelter they can assemble, while individuals retain a few trinkets. Fascinated kobolds also often borrow favoured tools for themselves and cling to them through their lives. There's no real concept of individual lineage, but kobolds care strongly about team lineage, with all adult kobolds honoring their birth team. When a young kobold mature and join their new team, they receive trinkets from the team that raised them as keepsakes. As they age, they'll gather a small collection of new trinkets from friends, admirers, partners or even their whole team as distinction for their work. Teams similarly receive prestige items from the whole tribe to honor their contribution and carefully curate those among them, exhibiting them during feasts.

- Other tribes
You know there are other kobolds around, mostly in the underdark but also in surface caves and burrows. A lot of them are in small team sized groups, without the more elaborate structures of the tribe. Others have retained larger organization, but they're further away from the land you roamed in the past. You haven't absorbed all teams you met because of the limitations your nomadic lifestyle put on supplies, but now that you're settled, it's possible you could convince them to join if you can show your ability to provide for them. Kobolds have a natural tendency to network across teams which has been kept down by their dispersion, so cultural factors will incentivize others to come together once they realize the resources for it are available. Your tribe is currently roughly the size a young adult dragon would have attending to them, leaving a lot of room to grow back to the population an elder one would have had as a following.


Feel free to throw more questions at me, this was fun to write.
 
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