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birm123
#157948112Monday, March 16, 2015 12:18 AM GMT

While everyone else went into a bunker, you, the only humans in existence, decided to stay on the surface a little longer. Then you went into a bunker and started mining for stuff. Of course, what you did not realize is that radiation was very bad for your health. Your humans began to get shorter, and turn into what you are now; dwarves. rip humans. Anyway, when the radiation subsided, you dwarves decided to stay underground a bit longer. By now, your eyes were adapted to the darkness of your cave and mountain homes, so you didn't really need to go to the surface. +4 population every turn. Island: You share an island with the giants. You live in the mountainous regions at the most northern point of the island. South of you is a snowy forest, and more south there are some normal forests where elves reside. The snowy forest is rumored to have giants, but that's just bologna! Right..? Inside your mountain homes and caves are lots of mines that are collecting metals and gold and stuff. Economy: NO trade yet, though it's suspected that once you begin trading you'll be rich due to your vast amount of metals. 1,500 dwarven ale. Soldiers: Dwarven Axeman: Standard dwarven warrior; drunk and ferocious, pretty much eats their way through the battlefield. Costs 50 ale. Shadow Dwarf: Like a shadow elf, but much better. Assassination 2probro. Costs 100 ale. Too-Drunk-Dwarf: So drunk they end up killing themselves. Wield axes enchanted to blow up when they hit someone. Buildings: Tavern: Where dwarves get drunk and magical things happen. +10 pop, costs 250 ale. Forge: The more forges, the better made the axemen's axes are built. Costs 200 ale. StoneGarden: Dwarven palace, drink ale and wine and other good stuff.
Duraxxxmas
#157951350Monday, March 16, 2015 12:56 AM GMT

Let's begin by making a tavern and a forge.
Precisonfire23
#157951822Monday, March 16, 2015 1:01 AM GMT

Done. You have 1.05k bottles of Dwarven ale in your cellar.
Duraxxxmas
#157951987Monday, March 16, 2015 1:03 AM GMT

Also, 10 axemen.
Duraxxxmas
#157952071Monday, March 16, 2015 1:04 AM GMT

I shall build 10 axemen, if only to keep me safe.
Precisonfire23
#157952555Monday, March 16, 2015 1:10 AM GMT

You have 550 bottles of Dwarven ale left. Your people are slightly angered that you're only concerned about protecting yourself.
Duraxxxmas
#157953025Monday, March 16, 2015 1:16 AM GMT

I make the axemen into town guard, nothing more than a title about defending the kingdom. I take whoever is willing into the mines to start getting some metals and to the taverns to start making more ale.
Precisonfire23
#157953455Monday, March 16, 2015 1:21 AM GMT

6 of your people are divided equally to work in the mines and the taverns. There are four unemployed people left in your kingdom. (Each kingdoms starts off with 20+1 people.) Tavern workers begin to brew more ale. 5+10 bottles of Dwarven ale produced p/t. 10 Dwarven adventurers from the Forgotten Land join your kingdom. There are fourteen unemployed people in your kingdom.
Duraxxxmas
#157953870Monday, March 16, 2015 1:27 AM GMT

I tell one of them to be a Priest, because I'd assume that one of those 10 adventurers knew something about gods. I tell 5 to be guards and with the remaining eight are split equally between alemaking and mining.
kidsrule97
#157954868Monday, March 16, 2015 1:39 AM GMT

I make two taverns and a two forges
Precisonfire23
#157955214Monday, March 16, 2015 1:44 AM GMT

The priest spreads the Gospel of Vammy declaring that he is the best and greatest of the universe. The Dwarves adapt the name as Vammyius Optimus. 38 bottles of Dwarven ale produced p/t. You have 565 bottles of Dwarven ale. With fifteen guards, your stronghold's defense is at 20. +16 population from natural boost. +10 piety to your people.
Duraxxxmas
#157956502Monday, March 16, 2015 1:59 AM GMT

I tell my priest to start making a calendar system so that I can make a day of rest.
Precisonfire23
#157957185Monday, March 16, 2015 2:08 AM GMT

Your priest develops a calendar called the Optimus Calendar. (It's based off of the Christian calendar.)
Duraxxxmas
#157957278Monday, March 16, 2015 2:09 AM GMT

On Primeday and Finalday there will be days of rest (Saturday, Sunday)
Precisonfire23
#157958985Monday, March 16, 2015 2:32 AM GMT

Your people rejoice in the ability to create a calendar. +10 morale due to two days out of the week to rest.
Duraxxxmas
#157959381Monday, March 16, 2015 2:38 AM GMT

Before I go, we must create a basis of culture. The dwarven culture and sect of the Vammyism is about construction and craftsmanship, proving that you can make something of yourself when you're done surviving like the common-folk. I also order my forges to begin smelting metals into bars.
Precisonfire23
#157960368Monday, March 16, 2015 2:53 AM GMT

Your people rejoice at a basis of their culture. +10% production to all building. ACHIEVEMENT GET: Hello! Welcome to my people! Create a basis of culture. Your forges produce 10 bullions (ingots) of iron.
Duraxxxmas
#157987017Monday, March 16, 2015 4:17 PM GMT

I tell the Priest to start teaching the children (if any) younger folk (if any) and adults (there are defiantly adults here) how to write, how to read and how to draw (for craftsmanship purposes)
Duraxxxmas
#158026899Tuesday, March 17, 2015 1:33 AM GMT

I also go on a search to find a Wizard.
Precisonfire23
#158073199Tuesday, March 17, 2015 9:10 PM GMT

Your people struggle how to do these things but are becoming in-sync with their new abilities.
Duraxxxmas
#158079774Tuesday, March 17, 2015 10:27 PM GMT

Yay, my people, they know things! I send three guardsmen each carrying one iron bullion into the forests in search of the Elves.
Precisonfire23
#158084451Tuesday, March 17, 2015 11:21 PM GMT

Your guardsmen find a group of tall and lean figures fighting navy blue quadrupedal beings close by. They have a circular head with four hooded shaped eyes above the other set. On their head there is a "mohawk" that is colored yellow. Their eyes are yellow, too. They have four sharp claws on all four of their feet. They also have a proboscis. Their forked tail has barbs which can produce a deadly toxin.
Duraxxxmas
#158085521Tuesday, March 17, 2015 11:34 PM GMT

The guardsman try to walk quietly towards the hooded folk, making sure not to disturb. Elves can be quite livid about dwarven disturbances, you know.
Precisonfire23
#158116639Wednesday, March 18, 2015 8:24 AM GMT

Your Dwarvish guardsmen try to creep around the battle but one of your clumsy ones, Yodmerlug, trips on his cloak and falls before one of the beasts. One of the lean figures looks at the dwarf and gives him a stern expression under his hood. He resumes attacking a beast in front of him. Yodmerlug's fellow guardsmen pull out their axes and lob off the beast's head. They help Yodmerlug recover from the fall.
Duraxxxmas
#158212739Thursday, March 19, 2015 9:39 PM GMT

Yodmerlug picks himself up and walks towards the lean creatures, talking as he walks "Hello there! We're hoping to speak with the Elvish Kingdom, if ye be such, we'd like to deliver a message. If not, please point us into the right direction."

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