In the bosom of the Earth - An underdark civilization quest

[x] The Bay

To me, the Bay seems to be the best choice for a base from which to expand. Defensible, good food source and not likely to run into bigger troubles. Perfect for building up, while having scouting parties look for potential expansion areas.
 
I'll close the vote this evening since it seems to have calmed down.

Here, have a tally in case you need it to inform your voting. And remember, approval voting is still on.

Adhoc vote count started by Nyvis on Feb 14, 2021 at 9:02 AM, finished with 43 posts and 40 votes.
 
tfw your vote is at the very bottom.





The dust is settling as I lie here
My life has always been a dead end street
And now I drown with every breath I take



All jokes aside, the Cathedral does seem interesting, in every sense of the word.
 
[x] The Spire
That explicitly called out surface connection leads me to an inkling of becoming Underdark Customs Enforcement. Just a little kobold in a snazzy uniform asking all the adventurer parties for their papers and if they have any magical artifacts to declare
 
Last edited:
Closing the vote.

Adhoc vote count started by Nyvis on Feb 14, 2021 at 2:00 PM, finished with 47 posts and 41 votes.


The Cathedral wins.
 
I'm sorry for the lack of updates, people, I'm working on it but I'm struggling with it a bit. Definitely not giving up on this!
 
Last stretch before home
Your tribe has made its choice known. Like your makers, you can't resist the beauty of precious materials or the appeal of magical nexuses. You find yourself headed for the Cathedral's top entrance, your people in movement as soon as a conclusion to the debates emerge. As you march towards it, your tribe collects itself, outlying groups and scouts coming back to meet you. Of course, you have to make sure you take with you the supplies needed to descend through the cave and into the main chamber. This is also your last opportunity to pick up a few things on your way home, as you will soon be too busy settling down to range as far away as you're used to.


Choose 3 perks among the list. Please use plan voting.


[] Warriors
The underdark is a dangerous place, and your people need constant readiness to defend themselves from its threats. Thankfully, some of them have taken up that responsibility and their skills have been honed by being at the forefront of every fight you've faced. This provides you with an uncommon edge, as standing military is a rarity. You have a single free unit of well trained warriors available for combat duty. Two of your regular teams are also fascinated with the School of Might.

[] Hunters
The tribe needs to be fed, and some of your people have dedicated their lives to that purpose. Your hunters range far and wide to ensure you have a steady supply of food to support your numbers. The ability to source food is the single greatest limiter on your population so far, and your hunters help tremendously. Add three free teams of kobolds obsessed with hunting. They also provide you with a good overview of local terrain, doubling as scouts. Two of your regular teams are also fascinated with the School of Might.

[] Friends
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.

[] Rogues
Skulking around and charming people into your camp or out of their valuables seem to come naturally to your people. Rogues are more of a precision tool than other elite units, but they're quite a versatile one, from scouting and sabotage to charm offensives. You have a single free unit of rogues and other assorted skilled individuals available for missions. Two of your regular teams are also fascinated with the School of Influence.

[] 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.

[] Priests
While the dragons are long gone, your faith in them remains. Other species may worship new gods who sprung up from their faith in their image, but you have no need for such artificial idols. Instead, kobold priests pray to the various draconic aspects for their boons. Priests can offer support to any task by calling on the right aspect, though they are vulnerable to becoming fascinated by a single one as they do so. You have a single free unit of priests. Two of your regular teams are also fascinated with the School of Growth.

[] Tales
Your people have a long history to keep track of since the fall of your masters, and part of your tribe have dedicated their lives to memorizing and reciting tales of the past. The tales are great records of feats and places, which can be studied to glean hints about the world and the skills of your ancestors. Add a free team obsessed with memorizing the tales and looking through them for wisdom. Two of your regular teams are also fascinated with the School of Knowledge.

[] 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.
 
[x] Tales
Your people have a long history to keep track of since the fall of your masters, and part of your tribe have dedicated their lives to memorizing and reciting tales of the past. The tales are great records of feats and places, which can be studied to glean hints about the world and the skills of your ancestors. Add a free team obsessed with memorizing the tales and looking through them for wisdom. Two of your regular teams are also fascinated with the School of Knowledge.

i like science i cant lie,and this seems to open the way for research,finding unique skills/items/magic/locations by using data from our tales

progress is only done by working over the foundations others made for us,if we have the foundations of our masters,we can catapult ourselves in the grand scheme of things
 
I quite like the idea of Friends, Hunters and Tales. Friends gives us some additional support and could help set the basis for future multi-species alliances, Hunters give us a boost to scouting and food and could probably count as a slight military boost in the early game and Tales seems like a good all-round knowledge focus that sits between Wizards and Priests. Also, who doesn't like bonding with new friends over campfire stories and fresh game?
 
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