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2 yrs ago
Current I do not "brainrot". I brainferment so my brain will become even smoother and even more potent than before in its smoothness.
2 likes
2 yrs ago
I live. I die. I live again!
1 like
4 yrs ago
I was gone for a lot longer than I thought >.>"
2 likes
4 yrs ago
Sorry for my absence! A Volunteering position suddenly turned into a Volunteer Leadership position I was not expecting at all so things have been hectic.
4 likes
4 yrs ago
Look at you posers, having to bang dragons or sell your soul for magic when you could just play a lute for some. Anyways, here's Wonderwall. - Bards
2 likes

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Most Recent Posts

@ClocktowerEchos Can I believe in god enough to smite my enemies?


Probably not. Gods work in mysterious ways and sometimes those mysterious ways involve taking a week long fishing trip away from the office. Anyways, I need to sleep. I'll answer and reply to anything in the morning.
@ClocktowerEchos So what your saying is if we kill some dwarves we can get gunpowder and when we get gunpowder we can make guns?


Its more that gunpowder is the Dwarf's special thing that you'd likely only see if you piss them off enough to try and attack you guys with a cannon. Like how Kobolds are insanely powerful magic users but have no idea how to actually use magic. Realistically, I don't expect you guys to really be able to have access to enough gunpowder to do anything more than scare small children with fire.
@ClocktowerEchos I think the skills are useful and provide a more linear guide to skill selection. However I believe allowing some unique skills are also good.

What's the tech level for the "civilized" nations? (humans, dwarves, etc)


I am thinking of keeping it sort of standard medieval fantasy stuff, pre-gunpowder everywhere. Gunpowder is restricted to the dwarves who jealously guard the thing like crack, debating between either typical Norse dwarves or something different like Incan dwarves, might find a way of adding both. Elves don't have any conniptions of cutting down trees unlike in DF and have a fantasy Hellenic vibe to them with appearance and considering just about everyone else as "barbarians". Goblins and Kobolds are scrapper scavengers but gobbos have managed to recreate most technolgical wonders (to varying levels of success). Orcs are like a mix of Warhammer and Warcraft but much more hygenic.
Well I guess that settle's it, we're all desperate refugees who fled something big and terrible. Also because I'm afraid it got burried under this sudden 1am burst of activity, look back one page at the skills thing and give me some feedback on it pls n thank u <3
Is this for all of us for the start?


Yes, this is the starting scenario for Shipslaughtered.
@ClocktowerEchos I'd prefer more goblins, I just feel like I won't have fun constantly worrying about bounty hunters. It just seems kinda irksome but I'm not going to up and quit if we do go for Freed Slaves as that would be petty af. Just that I made my gang with Refugees in mind and thematically it would make no sense if my gang were slaves.


Going off of this, they wouldn't have to be slaves for a long time, maybe they just got captured and never really "fell in line" because of how little time they actually were in chains. The wolves could be something you literally found in the wild, maybe even playing a hand in the "accidental" death of the captors.
I meant, give me context.


There's three starting scenarios:



Right now there's two votes for "Desperate Refugees" and two votes for "Freed Slaves". I didn't know if you casted your vote for either starting scenario but you have the fifth vote.
Feels like it gives too much, we should start with what we can scrape from the bottom of the barrel.


I updated the scenarios into the following:

Starting Scenarios:

Colonial Expansion - A "vanilla" scenario where you are sponsored by a larger, established goblin power to create a settlement and who will send regular caravans and supply missions to support you. You will be given mandates from the Goblin Overboss and may have NPC Big Bosses who will visit your fort with their own demands.

Desperate Refugees - The surviving members of a fallen tribe. They start with less resources and will not get any support from an external goblin authority likely due to it having been destroyed. However you will get more NPC migrants who hear of your new outpost and seek refuge in it.

Freed Slaves - Suddenly freed after the "unexpected" death of their captors and subsequent escape, these Goblins will be regularly hunted by bounty hunters and slave catchers. However, a non-goblin civilization has recognized your plight and will step in to help when possible.


I'd argue that Refugees and Slaves have similar restriction on starting material and have similar difficulties. Different barrel, same start at the bottom. Now basically its "do you want to have more goblins" or "do you want a constant threat over your head but with outsider help sometimes".
Interested, and I believe I'll also go with freed slaves.


Awesome! Got an character idea?

Also @Dog I think you are the deciding vote between either starting out as Fleeing Refugees or Freed Slaves. Your choice will decide the fate of the RP muwahaha lol.
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