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Cavern Quest : The City That Never Sees The Sun

[X] Sunstone Invocation : The second idea is.. well, the lack of sunlight, that's very annoying to some things. But if you can't get the real sun.. just make a fake. This enchantment would provide a real day/night cycle to the town, by the means of a great enchantment on the roof that would imitate the outside world's solar rhythm. Granted, it wouldn't actually give you back the stars and sun as needed for some great workings of magic, but the over all benefits, for both farming and general health as well as other things, that having a true day could be immense.

[X] Town Watch : While the exiles to the Deep Dark where, all in all, to busy with the need to survive to really cause trouble for one another on large and organized scales, the fact was the natives were more then happy to make up for the lack. Giant albino snakes, hopping magic mushrooms, three headed giant lizards, swarms of ants the size of dogs, horrible vampire bats that hunt man in the dark.. Well, it was no wonder that the creation of the Town Watch, an armed and organized body of men to defend the town from wandering menaces, brought both peace of mind and security to the town.

I'd rather not sit around without defenses after getting an actual day and night cycle going.
This has the potential to draw so many beasties towards us.
 
[X] Sunstone Invocation
[X] Historian's Guild

Taking care of our population and enhancing our culture. Let's be the place where people want to live first, then worry about other things.

Almost wanted to go for the Portal Stone + Orrery Chamber combo to try for better exploration and finding people, which are also important early on. Scry'n'die and special forces snatch teams never entered my thoughts at all.
 
[X] Wardworks : Idea one is to power a settlement wide, and beyond, network of wards. Both defending the town from magical attacks and detecting hostile forces moving nearby the town, as well as greatly empowering any defensive workings created later on, like town walls or garrison troops. As a side effect, it would have subtle but long term beneficial effects on the residents health as well.
The sun will attract attention from some of the natives, and living in the ruins the native might be quite well equipped.

[X] Historian's Guild : The fact is, that while many great deeds are being done in these early days, none of them are being written down. The creation of the Historian's Guild aims to change this, recording the great deeds of the founding and leaving a lasting record for those to come. Indeed, besides the Cartographer's Guild, the Historian's Guild would be the first organization to not just try to desperately save old information, slavishly copy what others have written... but craft their own tomes of lore. Who knows what that could lead to?
 
Carrnage said:
[X] Wardworks : Idea one is to power a settlement wide, and beyond, network of wards. Both defending the town from magical attacks and detecting hostile forces moving nearby the town, as well as greatly empowering any defensive workings created later on, like town walls or garrison troops. As a side effect, it would have subtle but long term beneficial effects on the residents health as well.
The sun will attract attention from some of the natives, and living in the ruins the native might be quite well equipped.

[X] Historian's Guild : The fact is, that while many great deeds are being done in these early days, none of them are being written down. The creation of the Historian's Guild aims to change this, recording the great deeds of the founding and leaving a lasting record for those to come. Indeed, besides the Cartographer's Guild, the Historian's Guild would be the first organization to not just try to desperately save old information, slavishly copy what others have written... but craft their own tomes of lore. Who knows what that could lead to?

[X] this...
 
[X] Wardworks : Idea one is to power a settlement wide, and beyond, network of wards. Both defending the town from magical attacks and detecting hostile forces moving nearby the town, as well as greatly empowering any defensive workings created later on, like town walls or garrison troops. As a side effect, it would have subtle but long term beneficial effects on the residents health as well.
The sun will attract attention from some of the natives, and living in the ruins the native might be quite well equipped.

[X] Historian's Guild : The fact is, that while many great deeds are being done in these early days, none of them are being written down. The creation of the Historian's Guild aims to change this, recording the great deeds of the founding and leaving a lasting record for those to come. Indeed, besides the Cartographer's Guild, the Historian's Guild would be the first organization to not just try to desperately save old information, slavishly copy what others have written... but craft their own tomes of lore. Who knows what that could lead to?
 
[X] Sunstone Invocation
[X] Historians Guild


Having a city with Actual Sunlight will make our city the Most Popular of All the cities, methinks, especially as we're dedicated to Magic and Knowledge. This buff will Greatly increase the longevity of our elderly, if they're still around, and provide all Manner of other benefits besides.
 
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[X] Sunstone Invocation : The second idea is.. well, the lack of sunlight, that's very annoying to some things. But if you can't get the real sun.. just make a fake. This enchantment would provide a real day/night cycle to the town, by the means of a great enchantment on the roof that would imitate the outside world's solar rhythm. Granted, it wouldn't actually give you back the stars and sun as needed for some great workings of magic, but the over all benefits, for both farming and general health as well as other things, that having a true day could be immense.

[X] Orrery Chamber : One persistent issue that has repeatedly hampered large scale workings of magic is that, well.. underground, you can't see the stars. Dar to many of the highest arts depend on astrological influences, and it turns out that once you can't see the night sky.. well, you have issues. The solution? Make an artificial night sky to look at. While it would be a project of great expense and effort to render a correct design, the potential magical benefits would be great.
 
Sunlight could just as easily be poison or anathama to these things, as they have never encountered it. It is a level of light never dealt with underground. They never needed to cope with it, so they have no coping mechanisms for it.
 
[X] Sunstone Invocation
[X] Historians Guild

Dude. Farms.

FARMS.

Do you have ANY idea how useful those things are?
 
Indeed. Farms are far more useful to civilization than literally anything else in history combined. Monsters down here won't be used to sunlight. I doubt they will want to bask in the "oh god absurdly large amounts of light" to them. Most of them, at least. Even if they do, the benefits of farms are beyond anything lost in terms of safety. Once we expand enough, we do safety wards.

Historians will make us a cultural center for the society that is developing.
 
Vindictus said:
[X] Sunstone Invocation
[X] Historians Guild

Dude. Farms.

FARMS.

Do you have ANY idea how useful those things are?

DUUUUUDDDDDDDEEEEEEEEEE!!!!!!!! GENIUS!!!!!!!!!!!!!

[X] Sunstone Invocation
[X] Historians Guild
Fresh Produce? Yes please!
 
Guys, we can have farms and security at the same time by getting a town watch.
Even if none of the beasties are going to be attracted by the light, we're going to have a day and night cycle.
And we are going to have a quickly growing settlement with lots of surplus food.
The vast majority of whose inhabitants will be asleep exactly during the time monsters are most likely to attack, because unlike the inhabitants of every other city, ours are going to try to sleep during the same hours as everyone else.
And that's not even going into the fact that things like vampires are going to want to get rid of our settlement and its artificial sun as soon as possible.
 
Pipeman, one of the big bonuses of our city is Adventurers. We're a haven for Wandering Adventurers. For the immediate future, I don't think we really Need to worry about trouble, when you combine the Sunstone Invocation with the Adventurer bonus. We're good for any nasty encounters for right now. After we set up our stuff, Then we can set up a Town Watch and such.
 
Darik29 said:
Pipeman, one of the big bonuses of our city is Adventurers. We're a haven for Wandering Adventurers. For the immediate future, I don't think we really Need to worry about trouble, when you combine the Sunstone Invocation with the Adventurer bonus. We're good for any nasty encounters for right now. After we set up our stuff, Then we can set up a Town Watch and such.
I'm just highly doubting that security is a less immediate concern than creating a historians guild.

I'm also not sure, if there actually is any "Adventurer bonus", yet.
 
This is still our Defining Moment time. Historians Guild is set up to record the Wonders of This world, not grasp for the fables of the past.

We're starting up a movement, where we become the Lorekeepers of this new world we live in. No one else is even Trying to think about this world down here. With the Guild set up, we would set out to start recording History, Real History, as it happens, not sit around grasping at the vaunted wonders of the above ground past.
 
Darik29 said:
This is still our Defining Moment time. Historians Guild is set up to record the Wonders of This world, not grasp for the fables of the past.

We're starting up a movement, where we become the Lorekeepers of this new world we live in. No one else is even Trying to think about this world down here. With the Guild set up, we would set out to start recording History, Real History, as it happens, not sit around grasping at the vaunted wonders of the above ground past.
That's just the thing, this isn't "Defining Moment time" any more.
We got to choose one free wonder last time.
This is just general advancement.
This should be clear by the fact that the other options are mundane stuff like getting a market square or a town's watch.
 
Eh. Still think Historians Guild is best choice. Deciding to Record History of Now instead of focusing on past could cause sea change in how people view our new home. Very important, and might change Cartogropher Guild from its focus on finding a way out, to mapping Everything.
 
We've got 400 people in the city. Most of these people survived in this place before the first house was even constructed.

A concerted attack by a horde of monsters would be a problem, but anything short of that isn't going to do much. If they've got a brain, then predators will stay away from such a dangerous concentration of people.

That's before we consider any 'adventurer bonus'. We might need more physical security later, but for now we seem to be well set.

A town watch would be the first step towards building an army with which to conquer.

A history center would improve our culture, if such a vague term can be forgiven, its purpose is to convince other people to join us freely. It may also serve as the start of a library.
 
[x] Sunstone Invocation
[x] Town Watch

Not much point in having farms if they are constantly being raided by the creatures our new sun draws in.
 
Mc2rpg, we don't Need a Town Watch yet. Adventurer bonus plus Mages College means were good to go for now.
 
When a giant light source suddenly and consistently shows up under ground you can bet your ass that it will draw plenty of attention, and I wouldn't want to trust the survival of any farmers to the nebulous protection of some adventurers. The longer we put off a town watch the more likely we are to be blindsided by creature attacks that the adventurers either can't or won't deal with.
 
Mc2rpg, it specifically says Lighting will drive off most of the beasties. And we've Already spent 5 years down here. We can handle beasts no problem, Town Watch just has people Dedicated to protection step up, instead of what's happening now.
 
Sunlight and history will combo to make us the breadbasket and cultural center of the cities over time. If you want a legacy, you get somebody from our city to record what happened. If you miss the sun, you visit us.
 
CULTURE VICTORY.

Yes.

[X] Sun and Historian.

Also I am thinking that since it mimics the real solar and lunar thingy, it could help us with that star chamber thing later on too!
 
Darik29 said:
Eh. Still think Historians Guild is best choice. Deciding to Record History of Now instead of focusing on past could cause sea change in how people view our new home. Very important, and might change Cartogropher Guild from its focus on finding a way out, to mapping Everything.
They are mapping everything. After all, how the hell else are they going to find routes to places? Their big goal is to find a way out, but they're also looking for better passages between places then are currently known as mapping out places of interest in general. It's a Wonder, don't assume it's limited to one goal.

Lilithium said:
Also I am thinking that since it mimics the real solar and lunar thingy, it could help us with that star chamber thing later on too!
It does not give you accurate skies. It suggests such, but accurately copy pasting the night sky and sunny days would be a wonder in and of itself. This just just gives you a glow roof style day night cycle, illusions of clouds and a real sky included for free.

Also remember that it'll be ten years after the first wave was thrown down here at the end of this turn. You'll be getting the first generation that has never seen the sun next round..
 
Happerry said:
They are mapping everything. After all, how the hell else are they going to find routes to places? Their big goal is to find a way out, but they're also looking for better passages between places then are currently known as mapping out places of interest in general. It's a Wonder, don't assume it's limited to one goal.
It does not give you accurate skies. It suggests such, but accurately copy pasting the night sky and sunny days would be a wonder in and of itself. This just just gives you a glow roof style day night cycle, illusions of clouds and a real sky included for free.

Also remember that it'll be ten years after the first wave was thrown down here at the end of this turn. You'll be getting the first generation that has never seen the sun next round..
Would it be possible to eventually do so?
 
I'd imagine we'd need an Orrery Chamber.

Also, for some reason I thought that was called an Astrolabe?
 

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