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File: 1349737648343.jpg-(320 KB, 1200x1200, Cool shit, nigga.jpg)
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See >>21042611 for the opening image, which contains rules and various information.

Some ideas for starting races you could use.

Dwarf: Forced to start in Mountains. Start with knowledge of mining, smithing, and underground farming. Bonus to weapons and tech. Penalty to population and magic.

Elves: Starts with Excellent magic and a citadel. Bonus to magic and architecture. Penalty to weapons and tech.

Lizardmen: Start with Excellent weapons, double population, a stockade, and advanced farming techniques. Bonus to weapons, and population. Penalty to tech. Completely unable to use magic.

Humans: Bonus to tech and population. Penalty to weapons and magic. Start with 1.5x population. Can get additional bonuses from certain technologies (Agriculture, Feudalism, etc).

Goblins: Start with quadruple population, good weapons, and good magic. Unable to farm. Sustain themselves by raiding other civilizations. Can't research tech, but can replicate stolen tech. (Can quickly turn into "Bum Rush the Dwarves: The Game).

Naga: Forced to start in Desert. Start with half population, good weapons, and underground cave complex (bonus to architecture and defense). Bonus to magic and weapons. Penalty to population, tech, and architecture besides the starting bonus.

Dragonlings: Start with Excellent Magic, no architecture, no weapons, and several random techs. Bonus magic, architecture, and tech. Penalty to population and food (must hunt for their food, until domestication is discovered).
>>
Plains: Bonus to food, penalty to defense.

Near River: Bonus to food, penalty to architecture.

Mountains: Bonus to defense, penalty to food.

Desert: No bonus, penalty to food, and population.

Forest: Bonus to defense and food, penalty to tech and weapons.

Feel free to offer up additional stating locations, or additional races. I will stat the new submissions and they will be just as valid as any other suggestion.
>>
>>21046201
Undead scourge, remnants of a human kingdom
>>
>>21046265
Undead: Reproduce through killing and turning the dead. Population is stagnate unless scavenged from battlefields, grave sites, and the like.

Ruins: Bonus to architecture, defense, and tech. Penalty to food, and any magic other than necromancy.
>>
>>21046265
Undead sounds fun
you have my vote
>>
>>21046265
yeah why not undead works
>>
>>21046265
Undead all the freaking way.
We starting out in ruins?
>>
Human undead, in the ruins of a human kingdom. Caaan do. Just gimme a second to whip up the map.
>>
A hundred years ago, a great wizard, a student of necromancy, mastered his craft. He cast a spell to sacrifice his flesh, his emotions, and his humanity for immortality as a powerful, sentient undead. Seventy three years ago, war broke out across the realm, on an apocalyptic scale. Thousands were slain in the name of power. Fifty four years ago, a skeletal man, draped in robes, raised an army of undead and ended the war once and for all. Yesterday, this great necromancer's power failed him. He'd worked so hard to rebuild, to create a prospering nation, and he'd put so much of himself into it. With the last of his magic, he granted one of his creations sentience, and with his death, many of his minions have crumbled to dust. What remains of the army is only a hundred skeletons, and the lich that has assumed leadership.

Now, with your master's knowledge lost to you, and only a shell of his army, what will you do?
___________________
A.)Advance technology
B.)Advance magic
C.)Study architecture
D.)Found a new settlement
E.)Seek the dead
F.)Explore (N,S,E,W)
___________________
Pop: 100
Tech: Poor
Magic: Advanced Necromancy (Find Dead, Raise Dead, Buff Undead, Heal Undead.)
Weap: Rusted Iron Weapons
Arch: Fortress Ruins
>>
>>21046617
My body is ready, let's study architecture, and improve our home. It will become a mighty capital within the undead empire!
>>
>>21046654
sure lets get the ball rolling. build me a pretty thing
>>
>>21046617
A. round ourselves out a bit
>>
>>21046654
Agreed brother, we shall make GLORIOUS STRUCTURES.
>>
>>21046617
The great Lich King sets his minions to work finishing what his master started, rebuilding the fortress he calls home. It takes the better part of a year to complete. At the end of it all, the cracked stone, torn tapestries, rotted wooden buildings, and general squalor the area enjoyed is gone. It is replaced by freshly quarried granite walls, surrounding a keep that, while not the most impressive in the world, is certainly nothing to laugh at. The smithy is repaired and fired up, the barracks are fixed, everything is just like new.

___________________
A.)Advance technology
B.)Advance magic
C.)Study architecture
D.)Found a new settlement
E.)Seek the dead
F.)Explore (N,S,E,W)
___________________
Pop: 100
Tech: Poor
Magic: Advanced Necromancy (Find Dead, Raise Dead, Buff Undead, Heal Undead.)
Weap: Rusted Iron Weapons
Arch: Small Fortress
>>
>>21046800
seek dead, to fill our new home
>>
>>21046837
Agreed, after this, we can up our tech so we can outfit our glorious undead bastards
>>
>>21046864
this will do
>>
>>21046800
E
we always need more peons
>>
The Lich King sends out parties of skeletons to scavenge the old battlefields, the burned farmlands, and the desecrated, once great cities of the empire. There are many skeletons that simply crumble to dust after being undisturbed for so long, and even more skeletons that are found incomplete, or shattered beyond repair. Still, thirty seven new minions are raised to serve the Lich King. It is highly likely that many skeletons were missed by the scavenging teams.
___________________
A.)Advance technology
B.)Advance magic
C.)Study architecture
D.)Found a new settlement
E.)Seek the dead
F.)Explore (N,S,E,W)
___________________
Pop: 137
Tech: Poor
Magic: Advanced Necromancy (Find Dead, Raise Dead, Buff Undead, Heal Undead.)
Weap: Rusted Iron Weapons
Arch: Small Fortress
>>
>>21046983
Tech up, we need to better outfit our people
>>
>>21046983
A
how about some better weapons/armor
>>
>>21046983
A
>>
The conch has spoken
>>
>>21046983
We should expand our population as much as possible, until we run out of nearby bodies. Bodies are decaying, and we can do so much more if we have more skeletons
>>
The collected bits of old technology are dragged up from the depths of the ruins and set out before the Lich King and his advisers. Some items, like the rope and pulley, are easily understood and quickly incorporated into the everyday workings of the undead. Others, like strange blueprints and formulas that had been dug up from the old, ruined capital, are a complete mystery. For the most part, good progress is made and unlife is made easier.
___________________
A.)Advance technology
B.)Advance magic
C.)Study architecture
D.)Found a new settlement
E.)Seek the dead
F.)Explore (N,S,E,W)
___________________
Pop: 137
Tech: Average
Magic: Advanced Necromancy (Find Dead, Raise Dead, Buff Undead, Heal Undead.)
Weap: Rusted Iron Weapons
Arch: Small Fortress
>>
File: 1349741103401.png-(5 KB, 700x672, Map.png)
5 KB
Oh crap, I forgot. Here is the map. Note, the dark grey, almost black area the red dot sits on is wasteland and ruins, not mountains.
>>
>>21047113
B. magic, we're slowly turning into dust and better necromancy will help our longevity
>>
>>21047113
E, we need to get all the nearby bodies before they decay too much
>>
>>21047100
didn't think of that, lets get more dead bodies
>>
>>21047144
Agreed. More dead!
>>
>>21047144
AGGGGGGGGRRRRREEEEEDDDD
>>
The Lich King once more sends out the scavenging parties, and the second pass seems to be more successful than the first. Forty two skeletons are added to the ranks, and it is discovered that a vast labyrinth of dungeons and passageways seems to link the capital to many of the major fortresses. It is almost completely unusable, to anything alive at least. There is no air down there, and large portions of the tunnels have collapsed. It is patrolled by strange, seemingly intelligent wisp of magic. They seemed confused by the presence of undead, but not openly hostile.
___________________
A.)Advance technology
B.)Advance magic
C.)Study architecture
D.)Found a new settlement
E.)Seek the dead
F.)Explore (N,S,E,W)
___________________
Pop: 179
Tech: Average
Magic: Advanced Necromancy (Find Dead, Raise Dead, Buff Undead, Heal Undead.)
Weap: Rusted Iron Weapons
Arch: Small Fortress
>>
>>21047222
B, lets get our necromancy on track
>>
>>21047222
a: we need new weapons, the rusted ones will snap in the heat of battle.
>>
>>21047222
B) Let's up our magic, possibly training more necromancers?
>>
>>21047242
seconded
>>
>>21047222
Lets get some magic up in this bitch
>>
>>21047222
magic, research the wisps specifically
can we kill and reanimate them
>>
>>21047222
G.)Kill youeself for starting an other retarded quest thread.
You are the cancer that is killing /tg/


Just kidding, let's go with B.) like the others suggested
>>
Using the same basic principles behind healing the undead, the Lich King discovers a way to preserve them. It is a simple spell, that when cast on a skeleton keeps it save from wind and wear. It does not prevent bones from being snapped or shattered, but it prevents them from collapsing into dust due to natural causes. If cast once every few months, it would keep a skeleton functioning indefinitely.
___________________
A.)Advance technology
B.)Advance magic
C.)Study architecture
D.)Found a new settlement
E.)Seek the dead
F.)Explore (N,S,E,W)
___________________
Pop: 179
Tech: Average
Magic: Advanced Necromancy (Find Dead, Raise Dead, Buff Undead, Heal Undead, Undead Stasis.)
Weap: Rusted Iron Weapons
Arch: Small Fortress
>>
>>21047327
E. Zombie hordes are cliche for a reason, and a good a reason at that
>>
>>21047327
A) Let's improve our mettalurgy
>>
>>21047327
B again we NEED to buff our abilities.
>>
>>21047327
A
Get some skeletons on learning blacksmithing
>>
>>21047344
>>21047360
Switching to A
>>
The Lich King selects a particularly large skeleton, with thick, sturdy bones that have clearly been cracked and healed many a time. It sets it to work at the forge, repairing the old weapons. It is found that after removing the oxidized portions of the sword, the iron that is left is poor quality, but usable. Many other metal baubles are dragged to the forge to be melted down and reforged into swords, axes, maces, and shields. The resulting weapons are serviceable, but certainly not good.
___________________
A.)Advance technology
B.)Advance magic
C.)Study architecture
D.)Found a new settlement
E.)Seek the dead
F.)Explore (N,S,E,W)
___________________
Pop: 179
Tech: Average
Magic: Advanced Necromancy (Find Dead, Raise Dead, Buff Undead, Heal Undead, Undead Stasis.)
Weap: Scrap Iron Weapons
Arch: Small Fortress
>>
>>21047427
B) We need to vastly expand our magickal knowledge and power.

If we don't keep gaining power and knowledge how are we supposed to maintain our armies?

By evidence of our previous master it would appear that our magic is slowly being depleted by our lichdom.
>>
>>21047427
C, Lets build the city up a bit, we need defences
>>
>>21047447
this and find out about those wisps, I'n curious dammit
>>
>>21047457
We live in a fortified castle man. We are barely into the game. We need to expand other stuff early on so we have access to more options.
>>
Also Hey Alfonso, do you go over to /b/ and make civ games still?
>>
>>21047427
B
>>21047462
I'm curious to
>>
B) Magic is going to be very important to an undead horde.
>>
>>21047483
>I've thought about it, but no I don't. Participated in a few of the ones they run over there though.

One evening, the Lich King lounges on his thrown, one skeletal leg thrown over the arm rest, head held up by his hand. A passing skeleton was lugging around a heavy stone, and in it's bumbling, non sentient way it dropped the stone onto the Lich King's foot, shattering it. In his anger, the Lich King reached out, and ripped the magic sustaining the skeleton from it's bones, and the skeleton slumped down to the ground, nothing but a pile of bones. The Lich King was so pleased with the discovery of a new power, he put that skeleton back together and promoted it to sentience.

A1.) Send a party out to simply observe the wisp in the dungeons beneath the capital.
B1.) Send a party to exterminate the wisp.
C1.) Send a party to capture a wisp.
D1.) Attempt to speak with the wisp, personally.
E1.) Your suggestion.
___________________
A.)Advance technology
B.)Advance magic
C.)Study architecture
D.)Found a new settlement
E.)Seek the dead
F.)Explore (N,S,E,W)
G.)Your suggestion
___________________
Pop: 179
Tech: Average
Magic: Advanced Necromancy (Find Dead, Raise Dead, Buff Undead, Heal Undead, Undead Stasis, Soul Rip.)
Weap: Scrap Iron Weapons
Arch: Small Fortress
>>
>>21047427
B. I want my undead to have spectral horses, and ride across the skies.

I want them to be like the Wild Hunt.
>>
>>21047545
D1
sending our leader to talk to unknown magical entities couldn't back fire right?
>>
>>21047545
B1. knowing more about our neighbors is the best foundation for deciding how we interact with them
>>
A1) Because knowledge is power. Especially knowledge about your potential enemies.
>>
>>21047572
I assume you meant A1, and not exterminate them?
>>
>>21047545
C1 and B)
>>
You have two choices, by the way. You can pick any of the first set of options, and any of the second set of options, and both will be carried out this turn. Anyway, I'm going to grab a bite to eat.
>>
>>21047611
ummm yes
haha that is a big difference
>>
>>21047693
B for the second option
>>
>>21047693
if that's the case then I'll also go for some divination magic
>>
>>21047693
I say B as well.
>>
d1, e
>>
The Lich King sends out a contingent of sentient undead to explore the underground caverns and dungeons of the old capital. Three months later, there has been no report back from the party, not even a simple letter.

The Lich King, in his studies of necromancy, has reached a stalemate. There is clearly a vast range of spells available to a necromancer, and the only thing separating him from mastery over necromancy is understanding the concept and powers of necromantic energy. He understands infusing a corpse with this energy grants it life once more, and that there is a certain amount of necromantic energy in all things. He can't seem to grasp the more abstract abilities of this energy though. Surely you should be able to force it into anything, and not just corpses. Surely it should have more offensive capabilities. The Lich King decides that the quickest way to solve this problem would be isolating himself, away from the rest of the world, and studying it in depth for several months.

A1.) Send a second party after the first party.
B1.) Send a warband to exterminate the wisp.
C1.) Go personally to investigate.
D1.) Your suggestion.
___________________
A.)Advance technology
C.)Study architecture
D.)Found a new settlement
E.)Seek the dead
F.)Explore (N,S,E,W)
G.)Your suggestion

B.)Advance magic(CANNOT be done until current projects are finished.)
>>
Projects: Master Necromancy (Done next turn.)
___________________
Pop: 179
Tech: Average
Magic: Advanced Necromancy (Find Dead, Raise Dead, Buff Undead, Heal Undead, Undead Stasis, Soul Rip.)
Weap: Scrap Iron Weapons
Arch: Small Fortress
>>
>>21047903
B1 and E
>>
>>21047903
A1 and E
>>
>>21047903
E and D1
Wait until lich king has mastered necromancy and flood the tunnels with negative energy
>>
>>21047903
C1 isnt an option either.
also, if the contingent is still in our population, i assume they are "living"
A1, and E
>>
>>21047997
send our armies. BUILD OUR ARMIES
>>
>>21047997
/tg/ why you so slow
>>
The Lich King is locked away for three months, during which time he does nothing but study. Once he becomes capable of harnessing his own necromantic energy, shaping and guiding it to his will, it is a simple leap to understand how to control others. The energy is what fuels his spells, and should he ever run out, he'd be capable of simple grabbing it from any near-by source. It is also what keeps him functioning and "alive", so should his power ever wane, it is simply a matter of destroying a few skeletons and absorbing their energy.

As for the missing party, a second contingent of sentient skeletons are sent to find the first. In only a few days, word is sent back that the party has been warped, into something entirely different. Where once there was nothing but gleaming white bone, now they have flesh. Something that hasn't been seen by the skeletons in almost a century. Upon closer inspection, it seems the wisp bound themselves to the skeletons, and the effect was the skeletons took on the appearance they had when they died. Unfortunately, the servants are no longer able to enter the sunlight safely.
___________________
A.)Advance technology
B.)Advance magic
C.)Study architecture
D.)Found a new settlement
E.)Seek the dead
F.)Explore (N,S,E,W)
G.)Your suggestion
___________________
Pop: 179
Tech: Average
Magic: Advanced Necromancy (Find Dead, Raise Dead, Buff Undead, Heal Undead, Undead Stasis, Soul Rip.)
Weap: Scrap Iron Weapons
Arch: Small Fortress
>>
Connection is buggy as hell.
A1.) Attempt to transport them back in some kind of container.
B1.) Kill them, who knows what the wisp might be able to do with the possessed.
C1.) Don't kill them, but leave them there.
D1.) Your choice.
>>
>>21048132
A
>>21048149
A1
>>
>>21048132
is the second contingent also fleshy?
>>
>>21048132
A1 and B
>>
>>21048166
agreed
>>
>>21048166
third
>>
>>21048169
No, it's not. It has managed to avoid any wisp.
>>21048166
The Lich King sends word to transport the fleshy skeletons back in whatever containers are available. Several days later, the second party returns, five caskets being carried between them. On the journey, two of the five fleshy skeletons were struck by sunlight and turned to ash, but three of them managed to avoid the same fate. It seems it is not just the light that kills the wisp, but sunlight specifically, because the torches in the throne room did them no harm.

The skeletal blacksmith, tired of just fixing and reforging old weapons, sets out to establish a mine in the countryside. He manages to identify a likely spot where iron ore would lie, and after three months productions has begun. Slowly but surely, the weapons of the skeletal legions are being replaced with good quality iron, from the domain's own mines.

A1.) Study the possessed skeletons, attempt to remove the wisp from them.
B1.) Kill the possessed, and hope the wisp are freed that way.
C1.) Study them, but don't try to free the wisp.
D1.) Your choice.
___________________
A.)Advance technology
B.)Advance magic
C.)Study architecture
D.)Found a new settlement
E.)Seek the dead
F.)Explore (N,S,E,W)
G.)Your suggestion
___________________
Pop: 179
Tech: Above Average
Magic: Advanced Necromancy (Find Dead, Raise Dead, Buff Undead, Heal Undead, Undead Stasis, Soul Rip.)
Weap: Iron Weapons
Arch: Small Fortress
>>
>>21048265
C1, and E, let's study these mofos, and improve our numbers
>>
>>21048265
C1, We should be careful to make sure we know everything before we just destroy the wisps.
C: Let's expand a bit.
>>
>>21048265
C1 and E
If the "fleshy skeletons" end up being bad new, the extra muscle...er bone, would be helpful
>>
I say C1 C as well, can we get a map update?
>>
>>21048330
Nothing's changed on the map, really. It gets updated if you explore. Also, C1 seems to be the way to go but we're tied between C and E.
>>
>>21048330
Fine I'll switch to C1 E, lets keep moving. But map update please so we can explore
>>
>>21048265
C1 and C. A lab of some sort would be nice.
>>
File: 1349747605758.jpg-(142 KB, 517x800, glorious nippon maximum tech.jpg)
142 KB
We need to get more skeletons until the local area is picked dry. More population means more productivity, and the longer we maintain a lower population the harder it'll be in the long run. Once searching for bodies becomes inefficient, we'll resume teching the fuck up.
>>
>>21048449
agreeeeeeed
>>
>>21048459
I'm done for the night guys. OP you are my hero for yet another fun and interesting quest thread.
>>
The scavengers are sent out once more. It seems these nonsentient undead can romp around the dungeon tunnels freely, without a care in the world. The wisp don't give them any notice. They drag back sixty four new undead. It seems every time they delve into the dungeons, they get deeper, and the deeper they go the more corpses they find. It brings to question what, exactly, happened down there that resulted in so many corpses.

The wisp-possessed are studied in depth, but there are no attempts made to separate the wisp from the skeletons. It seems the "flesh" is actually some kind of necromantic energy, just semi-solidified into the appearance of the skeletons before they died. They could pass for very, very pale humans, but cannot go out in the day. The wisp seems to draw on the necromantic energy inherent to undead, and the possessed seem to have trouble seeing anything that isn't sentient, as evidenced by repeated incidents with skeletal servants.
A1.Keep them.
B1.Kill them.
C1.Your choice.
___________________
A.)Advance technology
B.)Advance magic
C.)Study architecture
D.)Found a new settlement
E.)Seek the dead
F.)Explore (N,S,E,W)
G.)Your suggestion
___________________
Pop: 243
Tech: Above Average
Magic: Advanced Necromancy (Find Dead, Raise Dead, Buff Undead, Heal Undead, Undead Stasis, Soul Rip.)
Weap: Iron Weapons
Arch: Small Fortress
>>
>>21048507
A1. Attempt communication. They'd be good spies or diplomats.

E. THE DEAD SHALL RISE
>>
>>21048523
continue this
>>
I do believe I will be heading to bed, I have an early start tomorrow. However, the thread has been archived here: http://suptg.thisisnotatrueending.com/archive/21046201/

I will see you either Wednesday, or next Monday.
>>
>>21048664
dammit I'll forget by then
>>
>>21048661
>>21048523
Hell yeah
>>
>>21048507
A1 and
D) Found New Settlement. Make it underground, and put one of these sentient fleshies in charge of it. If it can learn necromantic magic, it can take over corpse-finding duty underground and figure out what killed all the belogrounders. Can you say "buffer?"


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