In the bosom of the Earth - An underdark civilization quest

[X] Plan Magic Farms
-[X] Seeds
-[X] Wizards

-[X] Friends

Friends and Seeds are musts. Wizards are a nice third though almost any third would work.
 
[X] Plan Needles in Haystack
-[X] Rogues
-[X] Seeds
-[X] Wizards
Good plan, though I think magic mean's wizard?

[X] Plan The Essential's
-[X] Hunters
-[X] Warriors
-[X] Wizards
My thinking is wizard's are a must for this environment with tight easily defended passages the bread and butter for warriors and rogues alike, friends are a mystery box but not really essential.
We can head deeper with both hunters and warriors for gathering food and our wizards can study along the way blasting anyone else to mulch.
 
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[X] Plan Bard Farmers
[X] Plan Magic Farms
[X] Plan: Camping trip with our new buddies.

(Approval voting)
 
Sneaking and diplomacy? That's pretty good. This seems a little niche on first blush, but I bet it'll seem a lot more useful once we start running into issues.

Strange new area? Signs of potentially hostile creatures? Signs of potentially friendly creatures? Suspicious tunnel full of traps? Important doodads we need to retrieve? Locals we need to negotiate safe passage? Oppressed people we want to help? These could open useful options in all sorts of cases.

Plus, y'know, sometimes the least bad option is to have a knife suddenly appear between somebody's ribs...

Rogues are jacks of all trades really. The school of influence cover diplomacy plus intrigue.
 
Adhoc vote count started by Nyvis on Feb 25, 2021 at 4:46 AM, finished with 42 posts and 34 votes.


Quick tally.

@armentho, @ProjectUnidad if you want your vote counted, please vote for a plan.

I'll probably close it this evening if the leading option keep its margin.
 
I do think we're missing a trick if we choose the magic cavern full of magical crystals and then forget to bring any wizards. Gonna change my vote to both Magic Farms and For Science for that reason.

[X] Plan Magic Farms
[X] Plan For Science
 
[X] Plan: Visions from the roots

[X] Plan: Magic Farms

[X] 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.
[X] 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.
[X] 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.


Being able to farm land and cultivate crops means an ample supply of knowledge to potentially domesticate different types of plant life, potentially those which possess medicinal properties, or otherwise, toxic ones. Though either tales and wizards could probably help easily achieve this, I really wanna go down the magical route rather than more techy path. Especially since the cathedral won the the tally, thus giving us an extremely potent source of magic to potentially siphon early on.

The friends option is hopefully something we can use to fill in the gaps of a martial force, a sort of symbiotic relationship between us and them. We provide things such as crops, medicine, and magical doohickeys, whilst they serve as the muscle to our brains. Kinda like the Tau and the Kroot in 40K.
 
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Adhoc vote count started by Nyvis on Feb 25, 2021 at 2:32 PM, finished with 50 posts and 38 votes.


Okay, the winner is obvious, no real reason to leave it open. I'll get to work writing the next update.
 
I lied, it’s friends time
Your tribe seems to have picked up a group of stragglers willing to follow your lead as you move towards your new home. Kobolds usually keep aloof from other species, believing few can understand their connection to their past masters or fit into their work organization. You've decided to make an exception, and your new allies have repaid you with dedicated work so far. Their ability to keep their cool while you fall prey to fascination has been helpful in the short time they've been with you, and they bring their own unique skills to the table. Of course they also have their own history and with it comes diplomatic consequences you might face for being associated with them too.

But who are your new friends?

Choose one friend group to integrate to your tribe. Approval voting welcome.

[] Redscale clan
This clan of greenskins seems obsessed with your makers. Worshipping dragons' destructive power isn't for everyone, even among the notoriously violent greenskins, but it seems like this is what this group does. Exchanging draconic lore has put them in a good disposition towards you. Like all greenskins, they're especially suited to might.

[] Pale ones
Not all created species are blessed with caring masters as you are. Pale Ones have been let down by theirs, and it seems like you cannot resist a stray. Their flight has drastically diminished their numbers and scattered their fleeing people, but those you found seem content to settle with you. Pale Ones' latent telepathy makes them especially suited to influence.

[] Grey elves
While the war of the fall raged, not all elves chose to take sides. Grey elves fled the conflict and were branded as cowards for it by their pantheon. You do not blame them for escaping a war you consider meaningless and appreciate their humility among their ego driven kind. Grey elves tend to quietly focus on growth, unlike their more showy cousins.

[] Obsidian dwarves
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.

[] Demonkin
This small band of refugees has gratefully accepted your hospitality. You haven't been in good terms with surface dwellers since the end of the original war so you understand their plight. They seem set on repaying you with helpfulness, but considering their chaotic organization, you have no idea what it'll mean. Rumors about their group are also likely to attract more refugees if you keep welcoming them.

AN: yeah I know it's short. Sorry people, I've been having some trouble getting my thoughts in order.
 
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