Negative_Null They/Them Posted April 18, 2025 Posted April 18, 2025 (edited) Hello all and welcome to Planetfall: The Civ RP! I'll copy and paste over the basics from the sign up page This is a Civ RP, where rather than playing as a character, you will be piloting a burgeoning nation. What Nation? Well that's the fun part. For your character I would like you to fill out a nation that comes to a new planet! Perhaps your old planet underwent a cataclysmic disaster so you escaped on a futuristic colony ship? Perhaps you discovered a magical portal and decided to send settlers through? Perhaps your god commanded you to find a new, purer land and gave you passage through their domain? Any options are open, any level of technology or magic (as long as you're fine chatting with me about balance). Rules! (Spoilered for length) Spoiler You will be able to take 4 actions for the nation per "year," and those actions could be almost anything, from putting into place a recruitment policy for your army, sending out explorers, or sending an envoy to a neighboring country. If it helps, think of it as roleplaying as the country's leader/leaders and making those decisions for your country. Each of your actions should roughly correspond to a "season," or what your nation can get done in the space of about three months. Generally, you'll wait to see the results of your action before you can take a new action, but you can do multiple things within one action, especially if you're able to delegate tasks within your nation. By way of illustration, here is are examples of one action from another version of this I played elsewhere. Spoiler The Region Voices have decided it’s time to expand Lifemaw influence. We cannot do so until we can afford to feed more people. This requires more land, and not just any land, but land that is viable to harvest grain and other foods in large quantities. The personal gardens and wild grain gathered thus far will not suffice. The first step in this process is to send out scouts to search the surrounding area for good places to build more settlements. We will send out 3 groups of 25 scouts, with representatives from each tribe in every group: One will sail north along the river. One will trek east across the Great Frost Plate at the base of the mountains. And one will cross the river and trek west along the borders of the jungle. Each group is assigned to search and document lands for a week of travel before returning. new Or another Spoiler C'erek Steelheart pounds his fist upon the table in councilroom, "Today is a day that shall be remembered in the annals of history and etched in the generational memory of all the races of the land. Today we cast off the shackles of our past. No longer shall we be just creations but CREATORS. Masters of our own fate and the rulers of our own destiny. If our species is to truly cheat death and cleanse ourselves of the slow rot of extinction, the secret of our make must be discovered!" A two-fold effort to rediscover the secret of Warforged creation is undertaken. Firstly, an expert research group is tasked to pursue the method tirelessly. In addition, an archeologist and arcane-specialist team is sent to the North to see what secrets can be discovered at the supposed birthplace of the Warforged. A nigh-mythical location colloquially known as The Creator's Hearth. Do as much or as little role playing as you would like to bring life into your nation! Once you send your actions, I'll send you back the results of your actions. Once player nations start converging, things will get a little more interesting... Please keep any non-roleplay text in spoiler boxes, or DM me! If I'm not responding after a day or so, feel free to ping me Our players are @Dragonheir playing as a colony of the IISC (The Interstellar Intelligent Species Council), an interstellar diplomatic empire @IcedOutPenguin playing as the Sapphire Kingdom, a Renaissance era kingdom governed by Sapphire the dragon @SpiritOfWrath playing as the PPUNG (Pact for the Peace of the United Nations of Gorin), a cut off colony of a falling empire @Lord Spirit playing as Sylvalia, a small naturalistic society of plant people @BridgeBoi playing as Uritea, a unified kingdom with magic of teleportation @Carcharias playing as the Dosuli, a scientific expedition gone wrong from a high tech and magically advanced society @ParaTulip playing as the Assemblages of Worms, a space-born religion of worm colonies @SprenOfKaladinSenseOfHumor playing as the Europans, a lost colony from Earth, adept in hybridising animals @Spark of Hope playing as the Siren Council, a colony of fishermen and marine biologists @RoyalBeeMage playing as the Merchant Federation, a democratic confederacy of traders and merchants Your nations are marked below on the map. If you have any questions, DM me. I will try to put events specifically for your nation in the color matching your color on the map below, but we'll see how that goes Now then! As you and your citizens step through the portal or out of the wreckage of the space ship, you are met with a wave of hot, humid air and yellow sunlight beaming down. The atmosphere seems breathable and while gravity might be a little lighter than you are used to (except for the Europans), it's nothing you can't adapt to. Looking up, you see the sunlight beaming down, and also four rings surrounding the planet. Through the clouds you can see that they are glowing in a variety of colors, but the one that seems furthest away from the planet is shifting rapidly through a sequence of colors that doesn't seem to be in any particular order. As the last of your colonists file onto the planet, it slows and stops. The Sapphire Kingdom and Sylvalia: You appear through your portals into thick groves of trees, with a bed of leaves beneath you The IISC and the Dosuli Expedition: You manage to get all your colonists extricated from your broken ship, and look around at the high mountains around you, covered in many different colors of stone The PPUNG, the Assemblages of Worms, the Europans, the Siren Council, and the Merchant Federation: You all come out in front of a vibrant blue ocean, with sand under your feet and wind in your hair... or whatever equivalent you have BEGINNING OF YEAR ONE: You each have 4 actions. Assume all of your nations arrived at or near the same time Edited April 18, 2025 by Negative_Null 1
KaladinsSenseOfHumourSpren He/Him Posted April 18, 2025 Posted April 18, 2025 (edited) Dr. Sarci Pryme, Leader of Science and Research, entered the meeting room, greeting his colleagues. "We must study this new world," he said. "If we are to survive here, we need information on what our options are for food." The other leaders nodded. Yes, food was of utmost importance at this stage. "We need a Department of Ecology to study the surrounding flora and fauna." Quote As my first action, I'd like to study the flora and fauna on my island. I also wish to know the distance between my nation and Sylvalia. Edited April 18, 2025 by SprenOfKaladinSenseOfHumor
Through the Living Shadow he/him Posted April 18, 2025 Posted April 18, 2025 5 hours ago, Negative_Null said: Hello all and welcome to Planetfall: The Civ RP! I'll copy and paste over the basics from the sign up page This is a Civ RP, where rather than playing as a character, you will be piloting a burgeoning nation. What Nation? Well that's the fun part. For your character I would like you to fill out a nation that comes to a new planet! Perhaps your old planet underwent a cataclysmic disaster so you escaped on a futuristic colony ship? Perhaps you discovered a magical portal and decided to send settlers through? Perhaps your god commanded you to find a new, purer land and gave you passage through their domain? Any options are open, any level of technology or magic (as long as you're fine chatting with me about balance). Rules! (Spoilered for length) Reveal hidden contents You will be able to take 4 actions for the nation per "year," and those actions could be almost anything, from putting into place a recruitment policy for your army, sending out explorers, or sending an envoy to a neighboring country. If it helps, think of it as roleplaying as the country's leader/leaders and making those decisions for your country. Each of your actions should roughly correspond to a "season," or what your nation can get done in the space of about three months. Generally, you'll wait to see the results of your action before you can take a new action, but you can do multiple things within one action, especially if you're able to delegate tasks within your nation. By way of illustration, here is are examples of one action from another version of this I played elsewhere. Reveal hidden contents The Region Voices have decided it’s time to expand Lifemaw influence. We cannot do so until we can afford to feed more people. This requires more land, and not just any land, but land that is viable to harvest grain and other foods in large quantities. The personal gardens and wild grain gathered thus far will not suffice. The first step in this process is to send out scouts to search the surrounding area for good places to build more settlements. We will send out 3 groups of 25 scouts, with representatives from each tribe in every group: One will sail north along the river. One will trek east across the Great Frost Plate at the base of the mountains. And one will cross the river and trek west along the borders of the jungle. Each group is assigned to search and document lands for a week of travel before returning. new Or another Hide contents C'erek Steelheart pounds his fist upon the table in councilroom, "Today is a day that shall be remembered in the annals of history and etched in the generational memory of all the races of the land. Today we cast off the shackles of our past. No longer shall we be just creations but CREATORS. Masters of our own fate and the rulers of our own destiny. If our species is to truly cheat death and cleanse ourselves of the slow rot of extinction, the secret of our make must be discovered!" A two-fold effort to rediscover the secret of Warforged creation is undertaken. Firstly, an expert research group is tasked to pursue the method tirelessly. In addition, an archeologist and arcane-specialist team is sent to the North to see what secrets can be discovered at the supposed birthplace of the Warforged. A nigh-mythical location colloquially known as The Creator's Hearth. Do as much or as little role playing as you would like to bring life into your nation! Once you send your actions, I'll send you back the results of your actions. Once player nations start converging, things will get a little more interesting... Please keep any non-roleplay text in spoiler boxes, or DM me! If I'm not responding after a day or so, feel free to ping me Our players are @Dragonheir playing as a colony of the IISC (The Interstellar Intelligent Species Council), an interstellar diplomatic empire @IcedOutPenguin playing as the Sapphire Kingdom, a Renaissance era kingdom governed by Sapphire the dragon @SpiritOfWrath playing as the PPUNG (Pact for the Peace of the United Nations of Gorin), a cut off colony of a falling empire @Lord Spirit playing as Sylvalia, a small naturalistic society of plant people @BridgeBoi playing as Uritea, a unified kingdom with magic of teleportation @Carcharias playing as the Dosuli, a scientific expedition gone wrong from a high tech and magically advanced society @ParaTulip playing as the Assemblages of Worms, a space-born religion of worm colonies @SprenOfKaladinSenseOfHumor playing as the Europans, a lost colony from Earth, adept in hybridising animals @Spark of Hope playing as the Siren Council, a colony of fishermen and marine biologists @RoyalBeeMage playing as the Merchant Federation, a democratic confederacy of traders and merchants Your nations are marked below on the map. If you have any questions, DM me. I will try to put events specifically for your nation in the color matching your color on the map below, but we'll see how that goes Now then! As you and your citizens step through the portal or out of the wreckage of the space ship, you are met with a wave of hot, humid air and yellow sunlight beaming down. The atmosphere seems breathable and while gravity might be a little lighter than you are used to (except for the Europans), it's nothing you can't adapt to. Looking up, you see the sunlight beaming down, and also four rings surrounding the planet. Through the clouds you can see that they are glowing in a variety of colors, but the one that seems furthest away from the planet is shifting rapidly through a sequence of colors that doesn't seem to be in any particular order. As the last of your colonists file onto the planet, it slows and stops. The Sapphire Kingdom and Sylvalia: You appear through your portals into thick groves of trees, with a bed of leaves beneath you The IISC and the Dosuli Expedition: You manage to get all your colonists extricated from your broken ship, and look around at the high mountains around you, covered in many different colors of stone The PPUNG, the Assemblages of Worms, the Europans, the Siren Council, and the Merchant Federation: You all come out in front of a vibrant blue ocean, with sand under your feet and wind in your hair... or whatever equivalent you have BEGINNING OF YEAR ONE: You each have 4 actions. Assume all of your nations arrived at or near the same time PPUNG… is broken. This could be nearly catastrophic, if handled incorrectly. The faith of the people would be on the edge, near breaking. The colony could not have a revolt… ACTION 1) The more outspoken officials and military personnel would be sent on a scavenging effort to pick through the wreckage and try to save whatever Adari or Ichor that they can - they are given a three month time frame, but are also given a quota that, should they complete, they may return early.
IcedOutPenguin He/Him Posted April 18, 2025 Posted April 18, 2025 6 hours ago, Negative_Null said: Hello all and welcome to Planetfall: The Civ RP! I'll copy and paste over the basics from the sign up page This is a Civ RP, where rather than playing as a character, you will be piloting a burgeoning nation. What Nation? Well that's the fun part. For your character I would like you to fill out a nation that comes to a new planet! Perhaps your old planet underwent a cataclysmic disaster so you escaped on a futuristic colony ship? Perhaps you discovered a magical portal and decided to send settlers through? Perhaps your god commanded you to find a new, purer land and gave you passage through their domain? Any options are open, any level of technology or magic (as long as you're fine chatting with me about balance). Rules! (Spoilered for length) Hide contents You will be able to take 4 actions for the nation per "year," and those actions could be almost anything, from putting into place a recruitment policy for your army, sending out explorers, or sending an envoy to a neighboring country. If it helps, think of it as roleplaying as the country's leader/leaders and making those decisions for your country. Each of your actions should roughly correspond to a "season," or what your nation can get done in the space of about three months. Generally, you'll wait to see the results of your action before you can take a new action, but you can do multiple things within one action, especially if you're able to delegate tasks within your nation. By way of illustration, here is are examples of one action from another version of this I played elsewhere. Reveal hidden contents The Region Voices have decided it’s time to expand Lifemaw influence. We cannot do so until we can afford to feed more people. This requires more land, and not just any land, but land that is viable to harvest grain and other foods in large quantities. The personal gardens and wild grain gathered thus far will not suffice. The first step in this process is to send out scouts to search the surrounding area for good places to build more settlements. We will send out 3 groups of 25 scouts, with representatives from each tribe in every group: One will sail north along the river. One will trek east across the Great Frost Plate at the base of the mountains. And one will cross the river and trek west along the borders of the jungle. Each group is assigned to search and document lands for a week of travel before returning. new Or another Reveal hidden contents C'erek Steelheart pounds his fist upon the table in councilroom, "Today is a day that shall be remembered in the annals of history and etched in the generational memory of all the races of the land. Today we cast off the shackles of our past. No longer shall we be just creations but CREATORS. Masters of our own fate and the rulers of our own destiny. If our species is to truly cheat death and cleanse ourselves of the slow rot of extinction, the secret of our make must be discovered!" A two-fold effort to rediscover the secret of Warforged creation is undertaken. Firstly, an expert research group is tasked to pursue the method tirelessly. In addition, an archeologist and arcane-specialist team is sent to the North to see what secrets can be discovered at the supposed birthplace of the Warforged. A nigh-mythical location colloquially known as The Creator's Hearth. Do as much or as little role playing as you would like to bring life into your nation! Once you send your actions, I'll send you back the results of your actions. Once player nations start converging, things will get a little more interesting... Please keep any non-roleplay text in spoiler boxes, or DM me! If I'm not responding after a day or so, feel free to ping me Our players are @Dragonheir playing as a colony of the IISC (The Interstellar Intelligent Species Council), an interstellar diplomatic empire @IcedOutPenguin playing as the Sapphire Kingdom, a Renaissance era kingdom governed by Sapphire the dragon @SpiritOfWrath playing as the PPUNG (Pact for the Peace of the United Nations of Gorin), a cut off colony of a falling empire @Lord Spirit playing as Sylvalia, a small naturalistic society of plant people @BridgeBoi playing as Uritea, a unified kingdom with magic of teleportation @Carcharias playing as the Dosuli, a scientific expedition gone wrong from a high tech and magically advanced society @ParaTulip playing as the Assemblages of Worms, a space-born religion of worm colonies @SprenOfKaladinSenseOfHumor playing as the Europans, a lost colony from Earth, adept in hybridising animals @Spark of Hope playing as the Siren Council, a colony of fishermen and marine biologists @RoyalBeeMage playing as the Merchant Federation, a democratic confederacy of traders and merchants Your nations are marked below on the map. If you have any questions, DM me. I will try to put events specifically for your nation in the color matching your color on the map below, but we'll see how that goes Now then! As you and your citizens step through the portal or out of the wreckage of the space ship, you are met with a wave of hot, humid air and yellow sunlight beaming down. The atmosphere seems breathable and while gravity might be a little lighter than you are used to (except for the Europans), it's nothing you can't adapt to. Looking up, you see the sunlight beaming down, and also four rings surrounding the planet. Through the clouds you can see that they are glowing in a variety of colors, but the one that seems furthest away from the planet is shifting rapidly through a sequence of colors that doesn't seem to be in any particular order. As the last of your colonists file onto the planet, it slows and stops. The Sapphire Kingdom and Sylvalia: You appear through your portals into thick groves of trees, with a bed of leaves beneath you The IISC and the Dosuli Expedition: You manage to get all your colonists extricated from your broken ship, and look around at the high mountains around you, covered in many different colors of stone The PPUNG, the Assemblages of Worms, the Europans, the Siren Council, and the Merchant Federation: You all come out in front of a vibrant blue ocean, with sand under your feet and wind in your hair... or whatever equivalent you have BEGINNING OF YEAR ONE: You each have 4 actions. Assume all of your nations arrived at or near the same time Action 1: Declare this land the city of Arrival and build a settlement (Build houses, plant farms, etc)
Through the Living Hope Posted April 18, 2025 Posted April 18, 2025 8 hours ago, Negative_Null said: Hello all and welcome to Planetfall: The Civ RP! I'll copy and paste over the basics from the sign up page This is a Civ RP, where rather than playing as a character, you will be piloting a burgeoning nation. What Nation? Well that's the fun part. For your character I would like you to fill out a nation that comes to a new planet! Perhaps your old planet underwent a cataclysmic disaster so you escaped on a futuristic colony ship? Perhaps you discovered a magical portal and decided to send settlers through? Perhaps your god commanded you to find a new, purer land and gave you passage through their domain? Any options are open, any level of technology or magic (as long as you're fine chatting with me about balance). Rules! (Spoilered for length) Reveal hidden contents You will be able to take 4 actions for the nation per "year," and those actions could be almost anything, from putting into place a recruitment policy for your army, sending out explorers, or sending an envoy to a neighboring country. If it helps, think of it as roleplaying as the country's leader/leaders and making those decisions for your country. Each of your actions should roughly correspond to a "season," or what your nation can get done in the space of about three months. Generally, you'll wait to see the results of your action before you can take a new action, but you can do multiple things within one action, especially if you're able to delegate tasks within your nation. By way of illustration, here is are examples of one action from another version of this I played elsewhere. Reveal hidden contents The Region Voices have decided it’s time to expand Lifemaw influence. We cannot do so until we can afford to feed more people. This requires more land, and not just any land, but land that is viable to harvest grain and other foods in large quantities. The personal gardens and wild grain gathered thus far will not suffice. The first step in this process is to send out scouts to search the surrounding area for good places to build more settlements. We will send out 3 groups of 25 scouts, with representatives from each tribe in every group: One will sail north along the river. One will trek east across the Great Frost Plate at the base of the mountains. And one will cross the river and trek west along the borders of the jungle. Each group is assigned to search and document lands for a week of travel before returning. new Or another Reveal hidden contents C'erek Steelheart pounds his fist upon the table in councilroom, "Today is a day that shall be remembered in the annals of history and etched in the generational memory of all the races of the land. Today we cast off the shackles of our past. No longer shall we be just creations but CREATORS. Masters of our own fate and the rulers of our own destiny. If our species is to truly cheat death and cleanse ourselves of the slow rot of extinction, the secret of our make must be discovered!" A two-fold effort to rediscover the secret of Warforged creation is undertaken. Firstly, an expert research group is tasked to pursue the method tirelessly. In addition, an archeologist and arcane-specialist team is sent to the North to see what secrets can be discovered at the supposed birthplace of the Warforged. A nigh-mythical location colloquially known as The Creator's Hearth. Do as much or as little role playing as you would like to bring life into your nation! Once you send your actions, I'll send you back the results of your actions. Once player nations start converging, things will get a little more interesting... Please keep any non-roleplay text in spoiler boxes, or DM me! If I'm not responding after a day or so, feel free to ping me Our players are @Dragonheir playing as a colony of the IISC (The Interstellar Intelligent Species Council), an interstellar diplomatic empire @IcedOutPenguin playing as the Sapphire Kingdom, a Renaissance era kingdom governed by Sapphire the dragon @SpiritOfWrath playing as the PPUNG (Pact for the Peace of the United Nations of Gorin), a cut off colony of a falling empire @Lord Spirit playing as Sylvalia, a small naturalistic society of plant people @BridgeBoi playing as Uritea, a unified kingdom with magic of teleportation @Carcharias playing as the Dosuli, a scientific expedition gone wrong from a high tech and magically advanced society @ParaTulip playing as the Assemblages of Worms, a space-born religion of worm colonies @SprenOfKaladinSenseOfHumor playing as the Europans, a lost colony from Earth, adept in hybridising animals @Spark of Hope playing as the Siren Council, a colony of fishermen and marine biologists @RoyalBeeMage playing as the Merchant Federation, a democratic confederacy of traders and merchants Your nations are marked below on the map. If you have any questions, DM me. I will try to put events specifically for your nation in the color matching your color on the map below, but we'll see how that goes Now then! As you and your citizens step through the portal or out of the wreckage of the space ship, you are met with a wave of hot, humid air and yellow sunlight beaming down. The atmosphere seems breathable and while gravity might be a little lighter than you are used to (except for the Europans), it's nothing you can't adapt to. Looking up, you see the sunlight beaming down, and also four rings surrounding the planet. Through the clouds you can see that they are glowing in a variety of colors, but the one that seems furthest away from the planet is shifting rapidly through a sequence of colors that doesn't seem to be in any particular order. As the last of your colonists file onto the planet, it slows and stops. The Sapphire Kingdom and Sylvalia: You appear through your portals into thick groves of trees, with a bed of leaves beneath you The IISC and the Dosuli Expedition: You manage to get all your colonists extricated from your broken ship, and look around at the high mountains around you, covered in many different colors of stone The PPUNG, the Assemblages of Worms, the Europans, the Siren Council, and the Merchant Federation: You all come out in front of a vibrant blue ocean, with sand under your feet and wind in your hair... or whatever equivalent you have BEGINNING OF YEAR ONE: You each have 4 actions. Assume all of your nations arrived at or near the same time After a discussion between the leaders, it is decided that one quarter of the population will start fishing what they can, the rest will start gathering resources to build buildings for work and residency. Once some resources are gathered, 1/4 of the total population begins building houses.
Through the Living Shadow he/him Posted April 18, 2025 Posted April 18, 2025 @Negative_Null ACTION 2) Oh ye - the government officials start to tell colonists that they are still in contact with the rest of PPUNG (lying), and that they need to build a city ‘n’ stuff. They also say (still lying) that POUNG has confirmed that this planet is where Aeia is imprisoned.
Through the Living Heir he/him Posted April 18, 2025 Posted April 18, 2025 6 hours ago, Negative_Null said: As you and your citizens step through the portal or out of the wreckage of the space ship, you are met with a wave of hot, humid air and yellow sunlight beaming down. The atmosphere seems breathable and while gravity might be a little lighter than you are used to (except for the Europans), it's nothing you can't adapt to. Looking up, you see the sunlight beaming down, and also four rings surrounding the planet. Through the clouds you can see that they are glowing in a variety of colors, but the one that seems furthest away from the planet is shifting rapidly through a sequence of colors that doesn't seem to be in any particular order. As the last of your colonists file onto the planet, it slows and stops. The IISC and the Dosuli Expedition: You manage to get all your colonists extricated from your broken ship, and look around at the high mountains around you, covered in many different colors of stone Action 0: semi-controlled crash into the planet. The ship had arrived in the system, dropped tunneling, and taken basic scans of the outer planets. A rocky planet had interesting orbital mechanics and a spectral signature consistent with life, so that would be investigated first for diplomatic reasons. Everything was going well… There was a suddenly a jolt, felt through most of the ship- alarms began to blare as doors sealed off the decompressing areas- scientists brought up dozens of diagnostic results in disbelief, speaking with the rapid sounds of panic “Came out of nowhere!” “We tracked that asteroid, I know we did! That was not where that was!” “We’re on a collision course - several engines and FTL is damaged!” “Prep the landing ship - fast!”- Vvondin drones throughout the ship looked at each other for a moment, then got spacesuits for the breeders, scientists and officials of all species, and themselves, in that order. Humans, Ferrians, and more autonomous Vvondin found themselves suits as well, and collectively rushed to the landing vehicle. Some people took their chances and stayed on the ship for repairs, or to make room for others, but when the vehicle finished its panicked launch, almost all of the ship was crammed inside it. Action 1: take basic survey of terrain, atmosphere, and most importantly local life, to ensure biotech and citizens won’t contaminate the planet, or be contaminated by it. The officials all knew landing protocol, even if this particular landing was… unorthodox. As the landing vehicle recombined oxygen and hydrogen to steer towards a barren area (and actually land, since the landing vehicle was designed to float in the average terrestrial atmosphere), the scientists determined that the atmosphere was breathable by humans and Ferrians, comfortably warm for the former and uncomfortably cold but survivable for the latter, and contained high levels of humidity. The outermost layer of the landing vehicle changed to collect microorganisms, bringing them inside in sterile bubbles to ensure they wouldn’t harm or be harmed by the alien biochemistries. Invasive species, poisonous metabolic products, and deadly alien plagues were all things that had happened before, and avoiding them was crucial if the people were going to survive on the planet and study its unique ecosystem. Action 2: grow the landing vehicle outwards into a proper research station, so the people have places to live and work, and won’t starve. There were a good hundred people on the ship, and that was far too many for such a small space. The biotech within it began to synthesize fabric-like living walls and a compatible atmosphere to inflate them with. It also stretched out some leaves for energy collection, producing a nutrient-rich sap that could supplement food still within the shelter until a proper energy source was found.
Negative_Null They/Them Posted April 18, 2025 Author Posted April 18, 2025 @SprenOfKaladinSenseOfHumor and the Europan Settlers Spoiler Following Dr. Pryme's orders, a Department of Ecology is set up, and begins investigating the land and sea around you. After a quick survey of the wildlife on and around the island, you find a number of species of fish, lizards, and other small creatures. Your scientists report that they appear similar to the records you have of creatures on Earth, but different enough that they don't match any species you have recorded. Many appear to have some sort of bioluminescence that may be worth looking at closer. Your scientists also report seeing traces of larger animals, and structures that possibly may be evidence of sentient life. Upon further investigation, they find evidence of large predators in what may be ruins of a city on the north end of your island. They ask for further resources to track down an example safely. You also are able to set up some of your scanners and begin mapping out the adjacent islands, at least in shape. @SpiritOfWrath and the PPUNG Spoiler Your personnel are able to find a good amount of the reserves you had on hand, at least in a salvageable state. It will be difficult and much of your equipment was damaged, but you have enough Ichor to at least get some of your technology up and running in the next couple months. Your colonists seem to believe the propaganda put out by your leaders, and are excited to begin building a city @IcedOutPenguin and the Sapphire Kingdom Spoiler Your colonists are excited, but fearful of this new land. They begin spreading out, felling trees and clearing land for farms. Your initial attempts, however prove difficult. Some of your colonist's farm are destroyed in the night, seemingly by monstrous animals. The city of Arrival is able to grow but your people are largely hesitant to start out away from it @Spark of Hope and the Siren Council Spoiler The small island where you find yourselves doesn't offer many natural resources, but there seem to be some kind of ruins where your people can take shelter, and slowly cannibalize to build anew. The fish bite well, for the most part, but they might an acquired taste. @Dragonheir and the IISC Spoiler Your initial scans find an interesting array of microorganisms. Your futher study of the captured bacteria finds that they seem to have evolved to metabolize oxygen and organic compounds that you recognize, but also require some foreign compounds you don't. While it doesn't seem that there is any immediate harm that could result from these alien organisms, your scientists confess themselves unable to find out how to keep even these bacteria alive under lab conditions in order to study them, rendering some of your initial study... less than useful. The growth of the landing vehicle, on the other hand, goes without a hitch. Everything appears to be in order, and your colonists are able to follow the normal procedures quickly and easily
Through the Living Hope Posted April 18, 2025 Posted April 18, 2025 Just now, Negative_Null said: @SprenOfKaladinSenseOfHumor and the Europan Settlers Reveal hidden contents Following Dr. Pryme's orders, a Department of Ecology is set up, and begins investigating the land and sea around you. After a quick survey of the wildlife on and around the island, you find a number of species of fish, lizards, and other small creatures. Your scientists report that they appear similar to the records you have of creatures on Earth, but different enough that they don't match any species you have recorded. Many appear to have some sort of bioluminescence that may be worth looking at closer. Your scientists also report seeing traces of larger animals, and structures that possibly may be evidence of sentient life. Upon further investigation, they find evidence of large predators in what may be ruins of a city on the north end of your island. They ask for further resources to track down an example safely. You also are able to set up some of your scanners and begin mapping out the adjacent islands, at least in shape. @SpiritOfWrath and the PPUNG Reveal hidden contents Your personnel are able to find a good amount of the reserves you had on hand, at least in a salvageable state. It will be difficult and much of your equipment was damaged, but you have enough Ichor to at least get some of your technology up and running in the next couple months. Your colonists seem to believe the propaganda put out by your leaders, and are excited to begin building a city @IcedOutPenguin and the Sapphire Kingdom Reveal hidden contents Your colonists are excited, but fearful of this new land. They begin spreading out, felling trees and clearing land for farms. Your initial attempts, however prove difficult. Some of your colonist's farm are destroyed in the night, seemingly by monstrous animals. The city of Arrival is able to grow but your people are largely hesitant to start out away from it @Spark of Hope and the Siren Council Reveal hidden contents The small island where you find yourselves doesn't offer many natural resources, but there seem to be some kind of ruins where your people can take shelter, and slowly cannibalize to build anew. The fish bite well, for the most part, but they might an acquired taste. @Dragonheir and the IISC Reveal hidden contents Your initial scans find an interesting array of microorganisms. Your futher study of the captured bacteria finds that they seem to have evolved to metabolize oxygen and organic compounds that you recognize, but also require some foreign compounds you don't. While it doesn't seem that there is any immediate harm that could result from these alien organisms, your scientists confess themselves unable to find out how to keep even these bacteria alive under lab conditions in order to study them, rendering some of your initial study... less than useful. The growth of the landing vehicle, on the other hand, goes without a hitch. Everything appears to be in order, and your colonists are able to follow the normal procedures quickly and easily Spoiler Canibalize?!?! The people decide to move into the ruins and everyone works to fish.
IcedOutPenguin He/Him Posted April 18, 2025 Posted April 18, 2025 2 minutes ago, Negative_Null said: @IcedOutPenguin and the Sapphire Kingdom Reveal hidden contents Action 2: Once we start getting better established, we are going to train a city watch which will act as a militia and peacekeeping force. The city of arrival must continue to grow if we are to achieve anything in this world.
Through the Living Heir he/him Posted April 18, 2025 Posted April 18, 2025 3 minutes ago, Negative_Null said: @Dragonheir and the IISC Reveal hidden contents Your initial scans find an interesting array of microorganisms. Your futher study of the captured bacteria finds that they seem to have evolved to metabolize oxygen and organic compounds that you recognize, but also require some foreign compounds you don't. While it doesn't seem that there is any immediate harm that could result from these alien organisms, your scientists confess themselves unable to find out how to keep even these bacteria alive under lab conditions in order to study them, rendering some of your initial study... less than useful. The growth of the landing vehicle, on the other hand, goes without a hitch. Everything appears to be in order, and your colonists are able to follow the normal procedures quickly and easily The scientists discussed their findings with the rest of the habitat, and concluded the bizarre self-destruction of the bacteria implied they were harmless, and that contamination the other direction was to be avoided, but likely of no risk. Action 3: reach self-sustaining status by placing volunteers in suspension while covering a larger area in biotech leaves. As food began to run low, the citizens conferred and decided placing some people in biological suspension would be necessary. The volunteers - unsurprisingly mostly Vvondin who had deemed themselves unnecessary, but also including people of all species wishing to dream away these early times and wake up to a new ship or a comfortable city - allowed all but their brain and nervous systems to be consumed by the habitat, waiting in dreamy oblivion for the time at which their bodies would be rebuilt. Meanwhile, the habitat's leaves were grown further outwards, allowing more food and resource production. Action 4: send out explorers to investigate the nearby area while listening for messages on every communication channel they can think of. The next step in protocol was to search the nearby area for interesting phenomenon or creatures, taking humane and nondestructive samples, while searching for technological messaging, biological long distance communication, and unidentified signals, to decode, avoid interfering with, and investigate further, respectively. Thus, they did so, looking for patterns in every medium they could think of: electromagnetic radiation, sound, electric charge, airborne chemicals, even gravitational waves.
RoyalBeeMage he/him Posted April 18, 2025 Posted April 18, 2025 Action 1: gather all the surviving merchent lords to elect a new merchent king. after much debate (arguing) Roy the 5th son of the high merchent king was selected as the main candidate. Action 2: send out all able bodyed people to start gathering reasorces such as wood for construction/fires and food such as fish from the sea and roots/berries from the planes...
Shard of Sharks He/Him Posted April 19, 2025 Posted April 19, 2025 Action 1: Lee Daeyan and the military leaders survey the mountains. Although similar to their homeland, the many rocks, valleys, and peaks represent a whole new defensive conundrum. The leadership determines that scouting the surrounding peaks is a top priority, and he sends the fastest tiger-marks and the gliding magpie-marks (I'll come up with better names) to scout the land, with a priority on creating a map of the various passes, finding magically favorable locations, the nature of the different types of rock, any potential hazards from animals or events, and to find growing land. Action 2: He then meets with the Literati-mostly the healers and astronomers, but also the singular Dragon Mark that can judge magical concentrations, and he tasks them with understanding how the land and planet will affect the powers of the people. Here's a recap of the magic Spoiler Stars and location will affect which aspects of each marks powers are, kind of (exactly like) avatar. The associated elements are what the most talented/powerful of each can manipulate (from being able to hold your breath longer to being able to firebend) Tigers are associated with mountains, fire, and have physical attributes being boosted. Very few have fire related powers, and normally only in mountainous terrain. There are only a few dozen tigers with elemental powers, but in terms of members with boosted attributes, they have the most with almost three thousand. Magpies are associated with hills, plains, and wind, and have powers that reflect that and they have mental attributes boosted. They can have flying powers. There are a good few hundred with powers ranging from gliding to flight, and the rest are just smart-think F-Zinc or F-Copper, another dozen with powers reaching compounding levels. Sharks are associated with water and coastlines. Their powers can involve water, healing, or intimidation. All the sharks with magic in the colony are healers or watermen. Dragons are the rarest, and are associated with space and the underground, and have spiritual powers boosted. Powers are more arcane for them, but the colony right now has: Daeyan has a field around him where magic is boosted and spirits are uplifted Three of the dragons can detect higher/lower magical concentrations Two can predict weather/geological events One can influence weather, but she's in a coma for another good few years.
KaladinsSenseOfHumourSpren He/Him Posted April 19, 2025 Posted April 19, 2025 Krye Reciou, Leader of Agriculture, addressed his colleagues. "We must find which of these plants have the potential to be used as a food source," she said. "Quickly, before the food we brought with us runs out." "I will send an expedition force to north," Pryme said, nodding. "These ruins seem like they could have valuable information. If there are any predators with the potential to harm our people, it is important we find them and figure out how to deal with them." "Housing space is also low," said Deris Kire, Leader of Infrastructure. "To build more houses, we need metal." Action 2: I'm doing several actions here. I'm experimenting to see which of the native plants grow well in an agricultural setting. I'm sending a team of researchers which soldiers to escort them to the ruins. I'm sending geologists to work out the most metal-rich regions of the island.
Lord Spirit he/him Posted April 19, 2025 Posted April 19, 2025 After arriving in this new world, the Sylvallians decide to hold a grand council. The chiefs convene in secluded grove and begin to make plans. First they make an offering to the great eagle and ask for his blessing and to tell the new God of this world that Sylvallia has a double L in it. Then they start making more important decisions. They decide to send out eight groups different directions to explore the surrounding area in a roughly 50 mile radius to get the lay of the land and to find potential places to settle. 1
Through the Living Shadow he/him Posted April 19, 2025 Posted April 19, 2025 15 hours ago, Negative_Null said: @SprenOfKaladinSenseOfHumor and the Europan Settlers Reveal hidden contents Following Dr. Pryme's orders, a Department of Ecology is set up, and begins investigating the land and sea around you. After a quick survey of the wildlife on and around the island, you find a number of species of fish, lizards, and other small creatures. Your scientists report that they appear similar to the records you have of creatures on Earth, but different enough that they don't match any species you have recorded. Many appear to have some sort of bioluminescence that may be worth looking at closer. Your scientists also report seeing traces of larger animals, and structures that possibly may be evidence of sentient life. Upon further investigation, they find evidence of large predators in what may be ruins of a city on the north end of your island. They ask for further resources to track down an example safely. You also are able to set up some of your scanners and begin mapping out the adjacent islands, at least in shape. @SpiritOfWrath and the PPUNG Reveal hidden contents Your personnel are able to find a good amount of the reserves you had on hand, at least in a salvageable state. It will be difficult and much of your equipment was damaged, but you have enough Ichor to at least get some of your technology up and running in the next couple months. Your colonists seem to believe the propaganda put out by your leaders, and are excited to begin building a city @IcedOutPenguin and the Sapphire Kingdom Reveal hidden contents Your colonists are excited, but fearful of this new land. They begin spreading out, felling trees and clearing land for farms. Your initial attempts, however prove difficult. Some of your colonist's farm are destroyed in the night, seemingly by monstrous animals. The city of Arrival is able to grow but your people are largely hesitant to start out away from it @Spark of Hope and the Siren Council Reveal hidden contents The small island where you find yourselves doesn't offer many natural resources, but there seem to be some kind of ruins where your people can take shelter, and slowly cannibalize to build anew. The fish bite well, for the most part, but they might an acquired taste. @Dragonheir and the IISC Reveal hidden contents Your initial scans find an interesting array of microorganisms. Your futher study of the captured bacteria finds that they seem to have evolved to metabolize oxygen and organic compounds that you recognize, but also require some foreign compounds you don't. While it doesn't seem that there is any immediate harm that could result from these alien organisms, your scientists confess themselves unable to find out how to keep even these bacteria alive under lab conditions in order to study them, rendering some of your initial study... less than useful. The growth of the landing vehicle, on the other hand, goes without a hitch. Everything appears to be in order, and your colonists are able to follow the normal procedures quickly and easily Spoiler The Ichor was less tech, more… drug. Did we get any Adari crystals? Now that the people had been pacified, there was still a problem - the search. Once they established a base here, they would have to start searching… and the people local might not like that. (As they had discovered with the Freed of Talaman) As such, they needed to maintain an imposing air. Though there may not be anyone here, this was still important - it would hold their belief intact. ACTION) Gathering lumber and such to create a) a port and b) a wall behind them.
ParaTulip fae/faer (declines as she/her) Posted April 20, 2025 Posted April 20, 2025 The Assemblage is going to try to attain a sense of continuity with their prior existence while trying to adapt to circumstances. After deciding that they will maintain their prior policy of communal land ownership, even if this is not the gifted realm of the greater vessel, they will try to collect as many artifacts from the crashed Greater Vessel as possible (action 1), realize they have heard of boats from surface dwelling cultures, and attempt to build a lesser vessel (action 2) in a somewhat strange hope that they can still satisfy their reason for being even on a smaller scale. They will then send off a voyage of both exploration and exhibition (action 3), to share the relics and cultures of the former guests of the greater vessel. Domestically, they are going to see if any local plant matter can be used as shell material and try to fabricate shells from that. Their basic biology allows them to excrete a kind of shell material from reprocessing cellulose from algae like lifeforms that were part of the air recycling system, so having access to grass is an interesting change for them. (action 4)
Negative_Null They/Them Posted April 22, 2025 Author Posted April 22, 2025 @Spark of Hope Spoiler Moving into the ruins goes smoothly, and most of your nation is able to find shelter, the others can pull together some homes from the surroundings just fine. Your people are adapting well to the new planet and are happy and excited to build up their settlement. @IcedOutPenguin Spoiler Recruitment begins slowly, as few people are excited to find themselves a spear away from the ravening monsters that have already built up in people's minds. But your militia trains hard and makes themselves seen throughout the city. After a few weeks, people seem to have more confidence and recruitment begins rising. Your militia begins patrolling the country side and the night attacks mostly cease. Some soldiers report chasing off strange animals the size of wolves @Dragonheir Spoiler Biological suspension protocols are a success, and sufficient biomass is freed up to allow for growth. Luckily, your people are all aware of how this works, otherwise it'd be kinda weird. Investigating the surrounding area also goes well, as your scientists search around the mountains. The flora is mostly stout, hardy, and well suited to the high altitudes and low temperatures. Certain samples die in laboratory conditions similarly to the microorganisms, but others don't. Your researchers are able to keep most the plants alive just by putting them outside, although the ones that die in laboratory conditions look sickly. They speculate there must be some compound in the soil in certain places. The fauna you are able to capture are also suited to the mountains, being small creatures that fly or crawl under rocks. Your researchers guess that much of the larger animal life has fled or is in hiding from your ship's crash, and will move back in within a couple months. Searching for signals in the air is less productive, as electromagnetic radiation clogs up the airwaves like impossible to shift static. After further investigation, you find that the rings above the planet are emitting huge amounts of electromagnetic radiation at certain frequencies. You doubt they would be harmful to your citizens at that distance and those frequencies, but if you are hoping to use long distance radio waves on this planet, it will be difficult. Your scientists continue to search though, and ask for further resources to research these phenomena. (Also that counts as one action, you still have two left) @RoyalBeeMage Spoiler Much of the debate is for show as the lords jockey for position. King Roy will have a glorious reign with much support from the other lords Resource gathering begins at once! Your people begin building homes and harvesting food. These plains are not the most fruitful, and you lack good spots for fishing, but with some cultivation you should be able to thrive here. (That's one action, you have three left) @Carcharias Spoiler Your tiger-marks and magpie-marks begin scouting the mountains, and come back with maps of the passes, valleys, and peaks. Some come back with samples of interesting crystals they have found that they believe might have magical effects. Some do not come back at all. One scout finds that the mountains are surrounded by desert on the east and ice on the south, but there is fertile land on the west. Your Dragon-marks report that there seems to be very high magical concentrations in the area around them. They report a high amount of magic emanating from above and from below
Through the Living Hope Posted April 22, 2025 Posted April 22, 2025 1 minute ago, Negative_Null said: @Spark of Hope Reveal hidden contents Moving into the ruins goes smoothly, and most of your nation is able to find shelter, the others can pull together some homes from the surroundings just fine. Your people are adapting well to the new planet and are happy and excited to build up their settlement. @IcedOutPenguin Reveal hidden contents Recruitment begins slowly, as few people are excited to find themselves a spear away from the ravening monsters that have already built up in people's minds. But your militia trains hard and makes themselves seen throughout the city. After a few weeks, people seem to have more confidence and recruitment begins rising. Your militia begins patrolling the country side and the night attacks mostly cease. Some soldiers report chasing off strange animals the size of wolves @Dragonheir Reveal hidden contents Biological suspension protocols are a success, and sufficient biomass is freed up to allow for growth. Luckily, your people are all aware of how this works, otherwise it'd be kinda weird. Investigating the surrounding area also goes well, as your scientists search around the mountains. The flora is mostly stout, hardy, and well suited to the high altitudes and low temperatures. Certain samples die in laboratory conditions similarly to the microorganisms, but others don't. Your researchers are able to keep most the plants alive just by putting them outside, although the ones that die in laboratory conditions look sickly. They speculate there must be some compound in the soil in certain places. The fauna you are able to capture are also suited to the mountains, being small creatures that fly or crawl under rocks. Your researchers guess that much of the larger animal life has fled or is in hiding from your ship's crash, and will move back in within a couple months. Searching for signals in the air is less productive, as electromagnetic radiation clogs up the airwaves like impossible to shift static. After further investigation, you find that the rings above the planet are emitting huge amounts of electromagnetic radiation at certain frequencies. You doubt they would be harmful to your citizens at that distance and those frequencies, but if you are hoping to use long distance radio waves on this planet, it will be difficult. Your scientists continue to search though, and ask for further resources to research these phenomena. (Also that counts as one action, you still have two left) @RoyalBeeMage Reveal hidden contents Much of the debate is for show as the lords jockey for position. King Roy will have a glorious reign with much support from the other lords Resource gathering begins at once! Your people begin building homes and harvesting food. These plains are not the most fruitful, and you lack good spots for fishing, but with some cultivation you should be able to thrive here. (That's one action, you have three left) @Carcharias Reveal hidden contents Your tiger-marks and magpie-marks begin scouting the mountains, and come back with maps of the passes, valleys, and peaks. Some come back with samples of interesting crystals they have found that they believe might have magical effects. Some do not come back at all. One scout finds that the mountains are surrounded by desert on the east and ice on the south, but there is fertile land on the west. Your Dragon-marks report that there seems to be very high magical concentrations in the area around them. They report a high amount of magic emanating from above and from below They decide to salvage what resources they can spare from the ruins to build a stone dock to fish on.
Through the Living Shadow he/him Posted April 22, 2025 Posted April 22, 2025 35 minutes ago, Negative_Null said: @Spark of Hope Reveal hidden contents Moving into the ruins goes smoothly, and most of your nation is able to find shelter, the others can pull together some homes from the surroundings just fine. Your people are adapting well to the new planet and are happy and excited to build up their settlement. @IcedOutPenguin Reveal hidden contents Recruitment begins slowly, as few people are excited to find themselves a spear away from the ravening monsters that have already built up in people's minds. But your militia trains hard and makes themselves seen throughout the city. After a few weeks, people seem to have more confidence and recruitment begins rising. Your militia begins patrolling the country side and the night attacks mostly cease. Some soldiers report chasing off strange animals the size of wolves @Dragonheir Reveal hidden contents Biological suspension protocols are a success, and sufficient biomass is freed up to allow for growth. Luckily, your people are all aware of how this works, otherwise it'd be kinda weird. Investigating the surrounding area also goes well, as your scientists search around the mountains. The flora is mostly stout, hardy, and well suited to the high altitudes and low temperatures. Certain samples die in laboratory conditions similarly to the microorganisms, but others don't. Your researchers are able to keep most the plants alive just by putting them outside, although the ones that die in laboratory conditions look sickly. They speculate there must be some compound in the soil in certain places. The fauna you are able to capture are also suited to the mountains, being small creatures that fly or crawl under rocks. Your researchers guess that much of the larger animal life has fled or is in hiding from your ship's crash, and will move back in within a couple months. Searching for signals in the air is less productive, as electromagnetic radiation clogs up the airwaves like impossible to shift static. After further investigation, you find that the rings above the planet are emitting huge amounts of electromagnetic radiation at certain frequencies. You doubt they would be harmful to your citizens at that distance and those frequencies, but if you are hoping to use long distance radio waves on this planet, it will be difficult. Your scientists continue to search though, and ask for further resources to research these phenomena. (Also that counts as one action, you still have two left) @RoyalBeeMage Reveal hidden contents Much of the debate is for show as the lords jockey for position. King Roy will have a glorious reign with much support from the other lords Resource gathering begins at once! Your people begin building homes and harvesting food. These plains are not the most fruitful, and you lack good spots for fishing, but with some cultivation you should be able to thrive here. (That's one action, you have three left) @Carcharias Reveal hidden contents Your tiger-marks and magpie-marks begin scouting the mountains, and come back with maps of the passes, valleys, and peaks. Some come back with samples of interesting crystals they have found that they believe might have magical effects. Some do not come back at all. One scout finds that the mountains are surrounded by desert on the east and ice on the south, but there is fertile land on the west. Your Dragon-marks report that there seems to be very high magical concentrations in the area around them. They report a high amount of magic emanating from above and from below Quote Hey wait! Do I get response?
Through the Living Heir he/him Posted April 22, 2025 Posted April 22, 2025 (edited) 2 hours ago, Negative_Null said: Luckily, your people are all aware of how this works, otherwise it'd be kinda weird. Quote Ha! Very true - the IISC is very odd. Action 3: Follow up on the investigation results, investigating the soil and ring radiation for its possible mechanism, its effect on the local life, and its potential applications. Devote as many resources as necessary - there’s no need to stop being a research vessel, even if there is no longer a vessel. Action 4: watch natural patterns to determine what location for more buildings would have the least impact on the ecosystem - oh yeah, and then build them. An amphitheater/lecture hall, a common area, more rooms, a lab, and more food production, primarily. Edited April 23, 2025 by Dragonheir Maybe they should actually build their buildings rather than just consider it
Lord Spirit he/him Posted April 22, 2025 Posted April 22, 2025 1 hour ago, Negative_Null said: @Spark of Hope Reveal hidden contents Moving into the ruins goes smoothly, and most of your nation is able to find shelter, the others can pull together some homes from the surroundings just fine. Your people are adapting well to the new planet and are happy and excited to build up their settlement. @IcedOutPenguin Reveal hidden contents Recruitment begins slowly, as few people are excited to find themselves a spear away from the ravening monsters that have already built up in people's minds. But your militia trains hard and makes themselves seen throughout the city. After a few weeks, people seem to have more confidence and recruitment begins rising. Your militia begins patrolling the country side and the night attacks mostly cease. Some soldiers report chasing off strange animals the size of wolves @Dragonheir Reveal hidden contents Biological suspension protocols are a success, and sufficient biomass is freed up to allow for growth. Luckily, your people are all aware of how this works, otherwise it'd be kinda weird. Investigating the surrounding area also goes well, as your scientists search around the mountains. The flora is mostly stout, hardy, and well suited to the high altitudes and low temperatures. Certain samples die in laboratory conditions similarly to the microorganisms, but others don't. Your researchers are able to keep most the plants alive just by putting them outside, although the ones that die in laboratory conditions look sickly. They speculate there must be some compound in the soil in certain places. The fauna you are able to capture are also suited to the mountains, being small creatures that fly or crawl under rocks. Your researchers guess that much of the larger animal life has fled or is in hiding from your ship's crash, and will move back in within a couple months. Searching for signals in the air is less productive, as electromagnetic radiation clogs up the airwaves like impossible to shift static. After further investigation, you find that the rings above the planet are emitting huge amounts of electromagnetic radiation at certain frequencies. You doubt they would be harmful to your citizens at that distance and those frequencies, but if you are hoping to use long distance radio waves on this planet, it will be difficult. Your scientists continue to search though, and ask for further resources to research these phenomena. (Also that counts as one action, you still have two left) @RoyalBeeMage Reveal hidden contents Much of the debate is for show as the lords jockey for position. King Roy will have a glorious reign with much support from the other lords Resource gathering begins at once! Your people begin building homes and harvesting food. These plains are not the most fruitful, and you lack good spots for fishing, but with some cultivation you should be able to thrive here. (That's one action, you have three left) @Carcharias Reveal hidden contents Your tiger-marks and magpie-marks begin scouting the mountains, and come back with maps of the passes, valleys, and peaks. Some come back with samples of interesting crystals they have found that they believe might have magical effects. Some do not come back at all. One scout finds that the mountains are surrounded by desert on the east and ice on the south, but there is fertile land on the west. Your Dragon-marks report that there seems to be very high magical concentrations in the area around them. They report a high amount of magic emanating from above and from below Um… Can I also get a response?
IcedOutPenguin He/Him Posted April 22, 2025 Posted April 22, 2025 1 hour ago, Negative_Null said: @IcedOutPenguin Reveal hidden contents Action 3: Build a quarry and begin construction on a wall and other important buildings (such as a university, temple, or palace), and gauge the general interest in settling in another city.
Negative_Null They/Them Posted April 22, 2025 Author Posted April 22, 2025 @SprenOfKaladinSenseOfHumor Spoiler Investigation of the local plants seems to go well. Most seem edible and filling, and you're able to find a diverse range of fauna that could be able to be cultivated. An expedition force is recruited and sent to the ruins! Reports are scarce for a few weeks until a few researchers come back to the city, reporting that they barely survived a night attack by strange creatures. One was able to get a recording of the attack, a blur of black motion and bizarre bioluminescence, with growls, screams, and crackling of electricity punctuating it. From their reports, the creatures seem to be mostly near human size, with black skin and glowing eyes, claws, and scales. Your geologists spend time researching the island and are able to find a few deposits of iron on the outskirts of the ruins, as well as some remains of what might factories that offer metal deposits. @Lord Spirit Spoiler A voice booms from the heavens and says "Whoops. Uh... your offering is accepted" Anyway, your explorers set out to explore the island. On the western edge of the island, you find a set of ruins, what looks like a small settlement quickly being overtaken by forest. @SpiritOfWrath Spoiler The part of the island you began on is not plentiful in lumber, but using stone, earth, and what they can find, a wall begins being built, and combined with the natural fortifications around you, it quickly springs up. @ParaTulip Spoiler Luckily, the Assemblage know where many of the most important artifacts, and were able to secure them before the crash. Many of the most important artifacts can be saved, which is very helpful for morale of the crew. The first attempts to build a boat create something that, while seaworthy, few would trust to take them far. Perhaps it can get to the island across the channel? The first tries to reprocess grass and other flora goes well, and shells are able to be created. It seems a little different than the algae, but time will tell if it's better Sorry everyone for the delays! Finals is kicking my butt, but this is fun! 1
Lord Spirit he/him Posted April 23, 2025 Posted April 23, 2025 After hearing the reports from the scouts, the Sylvallian Council decides to settle on the west coast of the island, not particularly close to the ruins. action 2) The begin construction of a city out of Vallium, centered around a grand cathedral dedicated to the forest of the island. action 3) They also assign some of the Planters (Vallium Growers) to try and create a seaworthy vessel based on river boats they had made before. Quote As a quick reference Sylvallians: tree people that get energy from the sun and water. They don’t need sleep or food. Their religion is based on nature and they refuse to harm plants or animals. Vallium: Magic material that some Sylvallians can create that can be used for pretty much anything.
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