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And we are back....

Part 2
http://suptg.thisisnotatrueending.com/archive/22070851/

Part 1
http://suptg.thisisnotatrueending.com/archive/22057442/
>>
Jan. 2nd

Towns:
Scaletown (195 kobolds, 45 Giant ants)
Colony of Coal (60 Kobolds)

A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Explore the Caverns
F: Your Suggestion

Population: 300 { 255 Kobolds, 45 Giant ant,)

Notable people: Fírnen the leader
Clove The Kobald Beastmaster: (Helps any events with animals)
Fuess and her five apprentices: Geomancer
Vern: Head of the Hall of Bonding (Tieflings (Bad), Humans (Good))

Food: Average (sustainable)

Architecture: Mud huts with hearths, Stone wall, Nursery, Armory/Training Hall, Slaughterhouse, Cage/Net builders hut, Boulder wall on the Western Front, Market on the western front

Weapons&Armor: Stone pickaxes, Flint spears, Chitin armor, Slingshot, Iron spears

Tech: stone spikes/traps, fire,
iron tools, fishing net

Lore: Pictographic Language, basic fishing, basic mining, currency, Basic agriculture

Culture: Ant Husbandry, Kulturmark

Resources: Lake (Fish), Coal (Good), Iron (Good), Flint (Good)
Alliance: Unknown strength with the Black Skin Goblins
>>
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Note:

Fish farms are close to being developed.

All giant ants have left the immediate cavern to the east.

No furnace to utilize iron...

And food supplies will soon be overbearing due to this new trade arrangement.

The colony of coal is completely defenseless and lies in Goblin territory.

And last thread someone pointed out that we are culturally primitive. OP would favor motions to do crap about that, cuz dirt worshipers? Really?
>>
Bump... Join in...
You don't need to read the previous threads to play,

Just join and i'll tell you whats been done and what ain't
>>
Guess this'll be pushed back to the day i said
Saturday
>>
ill play...

work on culture, while building up a few weapons with the eventual goal of moving some people into coal town to defend it if need be. no trust to goblins
>>
oh yay
Are you familiar with whats happened?
>>
>>22092911

and...that was just posted quickly to get your attention. If you want more specifics on the culture idea...we have some dudes worshipping shrooms. Not bad. primitive religion got started by attempting to replicate those kinds of experiences in deep dark caves. But...we have magic. Put them together somehow...have them hang out, see if they can get something going culturally.

Have people work on a furnace, but I want it to be kinda secretive. I want to build up weapons, and training, but I don't want to be overtly offensive. I don't trust goblins, so I'll move people into the area to defend what I have, but I don't want to start something, so I won't be super obvious about it
>>
>>22092911
and what exactly do you want to do on the culture aspect?
Religion?
Society?
Caste?
Elite?
Traditions?
>>
>>22092964

yep, read the last two threads yesterday. excellent quest btw...hope I dont fuck up too much, but im sure if we play others will join in as we go
>>
>>22092989
kk you should have something along those lines in twenty minutes...

I was packing up and started another task...
Be back soon
>>
>>22092979

see >>22092974

Culture, in general, comes from religion. Need some sort of a foundation for cultural control, otherwise anything past that...like a caste system, or even cultural traditions, will be undermined by the first "great man" that comes along. Need some sort of unifying "forever" theme that people can get behind...a cultural infrastructure so to speak.
>>
>>22093065

still there?
>>
>>22093537
Sorry for the delay


The Cult of Kulturmark has slowly been gaining followings. Eventually Filern decides that and acting quickly while faith was so open is the easiest thing to do. But he doesn’t trust these shroom worshiping crack addicts. So he decides that having Fuess and the shroom guys might spend some time together meditating and arrive at some true conclusions.

They have come up with three new gods to worship and shrines are to be built to each in due order.
From Kuraulyek, the neutral evil kobold and urd deity of concealment, fear, and paranoia, we can learn to hide ourselves and not to allow others dominion over us; this god was once subservient to Kurtulmak, but did not tolerate being under the other god's tyrranical rule well.

From Meriadar, the neutral deity of tolerance, artisanship, and peace, we can learn to have a better peacetime culture and value crafts.

From Aasterinian, the chaotic neutral draconic deity of invention, to think originally and for ourselves as a whole.
Along with the original Kurtulmak, the lawful evil kobold deity of sorcery, mining, and trickery.
The kobolds now have idols.
If you think they are bad idols, you could of course declare one or more blasphemy, though the population may resist.

A furnace is soon secretly built near the lake. To keep any intention of breaking the alliance with the goblins broken. It is disguised as another net building facility, and will take another turn to be fully operational.
>>
Feb. 2nd

Towns:
Scaletown (195 kobolds, 45 Giant ants)
Colony of Coal (60 Kobolds)

A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Explore the Caverns
F: Your Suggestion

Population: 300 { 255 Kobolds, 45 Giant ant,)

Notable people: Fírnen the leader
Clove The Kobald Beastmaster: (Helps any events with animals)
Fuess and her five apprentices: Geomancer
Vern: Head of the Hall of Bonding (Tieflings (Bad), Humans (Good))

Food: Average (sustainable)

Architecture: Mud huts with hearths, Stone wall, Nursery, Armory/Training Hall, Slaughterhouse, Cage/Net builders hut, Boulder wall on the Western Front, Market on the western front, Furnace (In Progress)

Weapons&Armor: Stone pickaxes, Flint spears, Chitin armor, Slingshot, Iron spears

Tech: stone spikes/traps, fire,
iron tools, fishing net

Lore: Pictographic Language, basic fishing, basic mining, currency, Basic agriculture

Culture: Ant Husbandry, Kulturmark, Religious dieties
From Kuraulyek, the neutral evil kobold and urd deity of concealment, fear, and paranoia, we can learn to hide ourselves and not to allow others dominion over us; this god was once subservient to Kurtulmak, but did not tolerate being under the other god's tyrranical rule well.

From Meriadar, the neutral deity of tolerance, artisanship, and peace, we can learn to have a better peacetime culture and value crafts.

From Aasterinian, the chaotic neutral draconic deity of invention, to think originally and for ourselves as a whole.
Along with the original Kurtulmak, the lawful evil kobold deity of sorcery, mining, and trickery.

Resources: Lake (Fish), Coal (Good), Iron (Good), Flint (Good)
Alliance: Unknown strength with the Black Skin Goblins
>>
>>22093818
no worries.

The idols are found to be good, each representing an aspect of the overall kobold. From religion, it follows next that we establish a priestly class in order gain social control over the population.

Since we have 4 deitys...none of the priests will have any more or less control than any of the other priests...they will work together in a council and then send one representative to present their opinions/needs/wants to leadership.

For this turn...can Clove work on some sort of ant breeding/domestication program? The eventual goal being to harvest them for their meat/chitin/usefulness as mounts.

Lastly. I don't like the idea of having the only dude who is an "expert" with our highest level of military tech also being the only person who can speak to the goblins. Since it will take time to build the furnace and to create iron spears...Have Vern conduct classes on the goblin language, with the eventual goal being to create diplomats of a sort.
>>
>>22093920

Umm no, Ants reproduce like bees, via queen

Now if you could capture one, that would be a godsend, it would also be bloody difficult, but you can always try
>>
>>22093957
fuck. good point. cancel that part
>>
>>22093920
I am all for following these suggestions
>>
I poison their leader, taking command. I then start traing 150 kobolds in the art of combat, 45 of which are mounted on the ants that are recieving training from the kennel mastee to fight with their riders. These riders are called raktrnns, and are my most well equipped and trained troops. I make 30 kobolds mine iron exclusivily, plus 30 of the coal miners too. I leave 10 coal miners, and make 20 gather food. The last 15 are making weapons and armour or learning to.
>>
Three of Fuess’s apprentices have just been given full mastership of their craft and have taken the oppurtunity to become priests of the newly divined gods. The old cult of Kurtulmak transforms with the head of the cult becoming the priest. Although the gods are supposed to be equal the old cult held far more sway and thus generally the word from priest of Kurtulmak is taken as ultimate divination to be followed no matter if life hangs on the balance.
The furnace has been completed, and remains completely hidden except for the big smog of smoke that erupts from its use. The villagers have been notified that a dark magic has been trapped in the building, one of soot and fire. No-one suspects a thing not even the goblins. A huge pile of iron bars piles up, with no real blacksmith to convert them into weapons.
An additional room has been added to the Hall of Binding. Now next to learning how to perfect the use of spears, the kobold students learn the goblin language, along with the common tongue taught be the above ground kobolds.
>>
March. 2nd

Towns:
Scaletown (187 kobolds, 45 Giant ants)
Colony of Coal (100 Kobolds)

A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Explore the Caverns
F: Your Suggestion

Population: 332 { 287 Kobolds, 45 Giant ant,)

Notable people: Fírnen the leader
Clove The Kobald Beastmaster: (Helps any events with animals)
Fuess and her five apprentices: Geomancer
Vern: Head of the Hall of Bonding (Tieflings (Bad), Humans (Good))

Food: Booming (sustainable)

Architecture: Mud huts with hearths, Stone wall, Nursery, Armory/Training Hall, Slaughterhouse, Cage/Net builders hut, Boulder wall on the Western Front, Market on the western front, Furnace

Weapons&Armor: Stone pickaxes, Flint spears, Chitin armor, Slingshot, Iron spears

Tech: stone spikes/traps, fire,
iron tools, fishing net

Lore: Pictographic Language, basic fishing, basic mining, currency, Basic agriculture

Culture: Ant Husbandry,

Religious Dieties: (Kultmurk [Sorcery, Mining, and Trickery], Kuraulyek (Concealment, fear, and paranoia), Merider ( Tolerence, artisan, and peace), and Aasterinian (Originality)

Resources: Lake (Fish), Coal (Good), Iron (Good), Flint (Good)
Alliance: Unknown strength with the Black Skin Goblins
>>
>>22094200
C/D...train a blacksmith to make iron weapons, especially ones that can be used from antback.

Have the riders learn how to fight even more effectively on antback, turning them into a cavalry unit. If the goblins inquire, tell them we suspect that the ants might be preparing for a return and need to be ready (though, with only 45 people training, they really shouldnt find anything wrong with it).

theres more people playing so ill keep my suggestions smaller
>>
Just a note,

You guys have knowledge of mushroom farms and can build them if you wish...
You also are very close to building fish farms...
Your city is currently dependent on imports from the goblin city...
>>
>>22094364

Infrastructure was next (I was thinking fish farms though....I was under the impression that the goblins weren't letting us into the mushroom forest area?)
>>
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>>22094401

You aren't allowed to settle.
Exploration is completely viable.

You already experimented with smaller edible mushrooms and found out with can be succesfully grown, whether you wish to start creating farms is you option.

However it be known, that those mushrooms would disrupt the delicate trade balance between you and the goblins as currently the soley sell you mushrooms and you fish. Just take that into consideration.
>>
>>22094489
AHHH, only settlement. I was thinking it was an entire blockade...as in "our side/their side" sort of thing, only meeting at the marketplace in the middle.

I'll wait for your response about the smith and such before I go on
>>
Slowly and with careful instruction by Vern a blacksmith is raised. By using the iron bars that are mined iron spears are now the common tool of the day. A special spear is even created with a huge lance at the tip. They are only dedicated used by the ant riders who are now called raktarnns or Raks for short.

The goblins have beefed up there security at the western border with 100 more goblins. Brownnose himself personally sent a message saying that they are simply for security purposes and unless provoked will not attack. How do you respond?
1. Ignore Issue.
2. Demand that Brownnose recall those goblin.
3. Beef up forces
4. Your suggestion.
>>
>>22094567

The priest of Kultmurk advises Firnen "The Omens are bad, the rock was twice split from the southern end, this shall only mean that our alliance shall go awry no matter what course of action. Time will only continue to damage relations. We must act first.
>>
>>22094567
Respond by telling him that we agree with his suggestion entirely, and that as an alliance, security should be both of concern. It should not fall upon him to defend our mutual interests solely by himself. We will also send 100 kobolds to the western border. Do not send the Raks...but have them drilling, and ready to go at a moments notice. If the goblins want war, we will win or lose with the ants.

In order to get away with taking that many people away from fishing duties, we will create fish farms so that we do not need to invest so much in terms of individual resources into food gathering.

send some military minded kobolds out into the forest, with the idea of researching bows and arrows.

Finally, how hard is the chitin that the riders are using as body armor? would iron be better? worse?
>>
>>22094729

You send a messenger newly trained at the Hall of Binding...

He returns with perhaps good perhaps horrible news, the goblins it appears have been vanquished. In the few days that it takes for a messenger go and fro from the two cities, the Goblin city of Black Cave has been burned to the ground. The mushroom farms abandoned, and Brownnose nowhere in sight. The 150 or so goblins stationed at the border currently have no idea that their capital has been burned. The messenger says he saw tieflings, but who knows he might of been quite delisional.

Firnen, Vern and 100 kobolds travel to the western border.

Now the question lies on what to do with 150 goblins on the other side?

1. Let them live in Blissful Ignorance
2. Demand they surrender and become servants
3. Help them rebuild.
4. Allow them to settle in your lands peacefully if they listen to your leadership.
5. Your suggestion

(The fishing & bow and arrows will have to be done next turn)

And Chitin is light armor so much more useful on kobolds who require being quick and dextrious, Iron is heavy armor and you do not possess any real tanky units so its utility is questionable.
>>
>>22094987
4.

Inform them of the situation. If they are disbelieving, send a tiny delegation, including a few of them to the location of their erstwhile city (none of the dignitaries from our village should go, in case the messenger was bought off and its a trap). The delegation needs to remain hidden. Pray to Kuraulyek. Do not let the tieflings see them.

Stress the importance of remaining hidden/preparing for war with tieflings.

Bows and food supply even more important now
>>
>>22095078

Prayers and Prayers befall the god Kuraulyek, as the kobolds try to remain inconspicious throughout this entire affair. It seems that the priest of Kuraulyek is catching up with Kurtulmak in terms of importance as now both priests are invited into the decision making council. A small delegation is sent to the goblins on the other side of the wall. The goblins believing the entire affair to be one big trap, decide that the safest option would be to simply act on their own and attack. The delegation does not return.

And thus possibly the most pathetic battles in the history of goblin kind begins. The goblins scream, march, and yell curses at your people informing your kobolds of an attack. Luckily the Raks quickly arrive on the scene and the goblins are scared away from a head on charge. (Still would have been a slaughter but maybe two of your Kobolds might of died. THE TRAGEDY)

With no real leadership, the goblins squabble and kick each other a little distance away until one of the bright ones (Maybe a two watt instead of the usual goblin one watt) decides to swim around the shore of the lake. At night with watchful lookout, the goblins are spotted trying to swim around the wall, yet some strange thing gobbles around 80 of them up before they even land. (Good thing it’s too cold for your people to even consider swimming huh). The remaining 70 land, but their feeble clubs have been lost in their efforts to get away from whatever ate them and they are quickly surrounded. With the iron spears, 100 kobolds, 45 ants, and two geomancers you manage to convince them of surrender. They are now your prisoners and you can do what you wish them.
(Manual labor)
(Cannon Fodder)
(Or whatever you wish)
>>
>>22095337
I honestly think im going to leave it here for tonight.

It seems like a confrontation with the tieflings is coming up soon, which I don't want to be solely responsible for (this is my first time playing a quest thread).

I do want the bow and arrow stuff to be in the queue though...I think hammering something with arrows, followed by a nice cavalry charge is a good day at the office for war.

When will you be ready to go again?
>>
>>22095337
Manual labor
>>
>>22095412
Prolly tomorrow same time,

Kk, the stuff will be in the notes brought up in tomorrows game...
>>
>>22095450
thanks man. appreciate the entertainment. Im stuck up with a 3 year old with croup. not much else to do. He's finally asleep though, so im going to try and sleep
>>
The captured goblins have been stripped of all possessions and put in charge of creating large mushroom farms near the furnace. They seem very experienced in this regard, and seem glad that they have a leader to listen too. They have said that in four months the farms will produce.
>>
April. 2nd

Towns:
Scaletown (250 kobolds, 45 Giant ants)
Colony of Coal (100 Kobolds)
Mushroom Farms (70 Goblins, 10 Kobolds)

A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Explore the Caverns
F: Your Suggestion

Population: 475 { 360 Kobolds, 70 Goblin Slaves, 45 Giant ant,)

Notable people: Fírnen the leader
Clove The Kobald Beastmaster: (Helps any events with animals)
Fuess and Five other geomancers
Vern: Head of the Hall of Bonding (Tieflings (Bad), Humans (Good))

Food: Average (Depleting)

Architecture: Mud huts with hearths, Stone wall, Nursery, Armory/Training Hall, Slaughterhouse, Cage/Net builders hut, Boulder wall on the Western Front, Market on the western front, Furnace, Mushroom Farms,

Weapons&Armor: Iron Pickaxes, Chitin armor, Slingshot, Iron spears

Tech: stone spikes/traps, fire,
iron tools, fishing net, common tongue

Lore: Pictographic Language, basic fishing, basic mining, currency, Basic agriculture

Culture: Ant Husbandry,
Religious Dieties: (Kultmurk [Sorcery, Mining, and Trickery], Kuraulyek (Concealment, fear, and paranoia), Merider ( Tolerence, artisan, and peace), and Aasterinian (Originality)

Resources: Lake (Fish), Coal (Good), Iron (Good), Flint (Good), Mushrooms (Available in three turns)

And I’m Out



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