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Anyone up for this? Just vote to guide the civilization through the ages, hopefully until they thrive and venture into the outer reaches of their existence. Each turn is a month.

Dwarf: Forced to start in a mountainous region. Starts with iron tools tech, iron metallurgy tech, smithing tech, and brewing tech. Major penalty to magic, penalty to population, penalty to diplomacy.

Elves: Starts with wooden bows, major bonus to magic, bonus to diplomacy. Major penalty to armaments, major penalty to population.

Lizardmen: Need to live near a water source. Nonconventional breeding triple current population each year, bonus to armaments. Penalty to tech, penalty to diplomacy, carnivorous, bonus to poison and death magic, strong resistance to diseases and poisons.

Humans: Bonus to diplomacy, bonus to population, bonus to armaments, penalty to tech, penalty to magic.

Goblins: Major bonus to population, bonus to armaments, starts with wooden spears and wooden bows, major penalty to tech, major penalty to magic, major penalty to diplomacy.

Orcs: Bonus to population, major bonus to armaments. Penalty to tech, major penalty to magic, penalty to diplomacy.

Gnome: Major bonus to tech, bonus to magic. Penalty to population, major penalty to armaments.

Your Choice: Suggest an original race.
>>
>>24762261
Island dwelling elves
>>
>>24762299
island dwelling viking elves even
>>
Gnomes, we live in the forest
out quest will be to industrialize everything and cut down all the trees
>>
>>24762312
Capitalism except gnomes. I like it.
>>
come on /tg/ its saturday, I`m visiting my mom, bored. join us on this adventure
>>
Staunchly Catholic lizardmen.

"Let the mammals spill their seed upon the ground..."
>>
>>24762347
Capitalistic lumberjack elves?
>>
>>24762355
This
>>
>>24762347
mine boys mine boys
mine every mountain
>>
2 For forest gnomes.
1 For viking island elves.
2 For Lizardmen

If my counting is right...
>>
>>24762304
second
>>
>>24762396
Well that makes it a three-way tie.

Bugger.
>>
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`cmon guise! bloodthirsty viking elves pls
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>>24762438
Lizardmen are best men
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>>24762438
nay!
factory building gnomes!
they got the intelligence and everything
>>
>>24762438
I`ll make an effort to be as capitalistic, treechopping and seed spilling as possible
>>
c'mon gnomes
>>
So... mexican stand off... How about a new alternative, reptilian gnomes with boats
>>
Rolled 1

Dice will decide.
1=Lizardmen
2=Gnomes
3=Elves
>>
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Lizard civ Quest!
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>>24762476
dammit!
lets get started then.
>>
>>24762476
OP! Do we need to vote for terrain, or do you have it covered?

Anyway: Jungle Island
>>
In the hopes of escaping oppression and slavery, a group of two hundred reptilians fled from their dwarven masters, escaping into the lowland swamps that fill the treacherous valley. All manner of creatures live here, ranging from large reptilian monsters to small creatures made from fungus that are relatively harmless. The lizardmen of the unnamed tribe know they are being chased after by their former dwarven masters, the dangerous creatures are quite advanced compared to the lizardmen, who know nothing besides a simplistic language. The dwarves have weapons of metal and live in great hall carved out of the mountains, but in the swamps they fair poorly and can be easily outrun. The lizardmen, after settling down in the valley (as the journey to the other mountainside was too treacherous) elect a clan chieftan that will both give them wisdom from the gods and also guide them through these difficult times.

A. Try to improve settlement.
B. Try to improve armaments. (Bonus)
C. Try to improve technology.
D. Try to improve magic.
D. Your Suggestion
___________________________
Population: 200
Food: Scarce/Stable
Water: Adequate/Stable
Resources: None.
Technology: None.
Weapons/Armor: None.
Magic: None.
Architecture None.
Defenses: None.
>>
>>24762517
Oop, jumped the gun. Do you guys want a specific terrain type? Can easily switch it up without probs.
>>
>>24762531
if its only me, we`ll just roll with your description
>>
I'm ok with the current description
>>
>>24762527
Split our population
100 hunt for food
100 improve arnaments
>>
Not sure if this thread is still going but if it is I vote for magic
>>
>>24762556
big penalty to magic though... but if we stack up on food and protection first we could focus on it later?
>>
>>24762566
Fair enough, we should probably focus on the essentials anyway
>>
>>24762566
Don't think there's a penalty to magic.

But, to the people who haven't voted, please do so!
>>
>>24762527
>B. Try to improve armaments. (Bonus)

This will help our ability to hunt for food, fend off the large creatures of the swamp-land and allow us to defend our new settlement when we start building.
>>
>>24762584
+1
arnaments-->food-->pop-->world domination
>>
From the threat of outside forces the lizardmen are forced into action. They quickly find that by snapping off long branches and sharpening them with stones they can create spears that help them greatly in hunting and combat.

The tribe is contacted by an unknown lizardman, the individual seems to be wearing armor made out of wood and is wielding a very fine crafted wooden spear. The reptile greets the tribe and states that the valley is full of different tribes of lizardmen, and that your tribe is encroaching upon their territory (they identify themselves as the Red Water tribe.)

A. Try to improve settlement.
B. Try to improve armaments. (Bonus)
C. Try to improve technology.
D. Try to improve magic.
E. Your Suggestion
_________________________
A1: Kill the diplomat.
B1: Negotiate terms (???)
C1: Agree to leave.
D1: Refuse to leave.
E1: Your choice.
___________________________
Population: 200
Food: Scarce/Stable
Water: Adequate/Stable
Resources: None.
Technology: None.
Weapons/Armor: Wooden spears.
Magic: None.
Architecture None.
Defenses: None.
>>
>>24762635
>B1: Negotiate terms
Tell him about the Dwarven threat that drove us here. Start forging an alliance with his tribe. There is a future nation of Lizardmen in the making here
>>
Rolled 93

>>24762645
roll for seduction
>>
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Rolled 91

>>24762662
>>
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>>24762662
>>
Rolled 24

>>24762645
>>24762662
>>24762668


Silence equals agreement, right?
>>
>>24762635
>B1: Negotiate terms (???)

Warn them of the Dwarven slavers. Maybe we could join their tribe?

We could both be stronger together.
>>
[B1]
The diplomat seems sympathetic to your reason for encroaching, and decides that you will be allowed on their territory but only if seasonal tribute is given in the form of food and resources, and they shall only be allowed to stay if they can provide a satisfactory amount. The diplomat states that he and his tribe wants nothing to do with your tribe or the dwarves. The diplomat reaffirms that if tribute is not payed in full by next season (two months) they will forcefully take it and then kick you out.

(Base vote wasn't used, still needs to be voted for.)
>>
Rolled 100

>>24762635
>B. Try to improve armaments. (Bonus)
>>
Upgrade arms again, if we can't get a tribute for them then we need to be ready
>>
>>24762744
dubs! nat 100. OP pls
>>
>>24762737
>he and his tribe wants nothing to do with your tribe, if tribute is not payed in full by next season they will forcefully take it and then kick you out.

These guys sound like dicks. Ask him if there are any free lands or friendlier tribes around.

Investing time and resources in a settlement that we might just get kicked out of wouldn't be ideal.

We need to find a good place to build before we start putting down roots.

>Base vote wasn't used
I think we need more info before we vote on our base.
>>
[B]
In an attempt to mimic the armor that the diplomat was wearing, the tribe tries to craft their own armor, they are successful and are able to use their sharp claws to carve chunks of wood into crude wooden armor, it isn't very effective but it definitely takes away some of the danger of being in the harsh swamps.

One of the village tribesman has been found taking extra rations than allowed.

Rain has been ruining hunting trips and causing the swamp to overflow, the lizardmen need to take actions against this, find a way to sleep on dry ground at least and be able to hunt in the flooded conditions.

A. Try to improve settlement.
B. Try to improve armaments. (Bonus)
C. Try to improve technology.
D. Try to improve magic.
E. Your Suggestion
___________________
A1: Execute the criminal.
B1: Reprimand the criminal.
C1: Make the criminal find something of worth in the wild before he can return.
D1: Your choice.
___________________________
Population: 200
Food: Adequate/Stable
Water: Adequate/Stable
Resources: None.
Technology: None.
Weapons/Armor: Wooden spears, wooden armor.
Magic: None.
Architecture None.
Defenses: None.

Spring
>>
Execute the criminal, we need to show the people that crime will not be tolerated.
>>
>>24762800
>C1: Make the criminal find something of worth in the wild before he can return. I like this idea of redemption
>>
>>24762770
>Extra Information
The diplomat tells you that the valley is highly contested, as the land outside is harsh and difficult to traverse, nothing but desert for many stretches. The diplomat informs you that all tribes would treat you the same (although you have no way of knowing that.)
>>
>>24762800
>B. Try to improve armaments. (Bonus)
Need this advantage to stand up to the Red Water tribe
>>
>>24762818
I agree with this, I think that we will need to defeat them and make our own home here if all other tribes will treat us this way.
>>
>>24762824
Yes, we will not be driven out by our own kind!
>>
>>24762800
>E. Your Suggestion
Send scouts to search for a more permanent homeland. Somewhere that doesn't have dick neighbours that extort us and threaten to kick us out.

>One of the village tribesman has been found taking extra rations than allowed.
He has taken from his brothers. He will be made to stand before our tribe and confess what he has done.

He will leave with the shame of his deeds hanging over him. Tell him he must regain his honour. He will only be welcomed back as a brother once he has found something of worth for the tribe.

>Rain has been ruining hunting trips and causing the swamp to overflow
How aquatic are our Lizardmen?
Fishing harpoons are simple enough to make.
>>
>>24762818
Did we not learn anything helpful during our slavery at the dwarves? Ideas for better weapons/armors
>>
[C1]
The criminal is executed, inspiring all who watched his death refrain from having unlawful thoughts.

[B]
Through finer workings the craftsmen create wooden shields, hardened and layered. The lizardmen feel that they must develop a new way to refine their works, as their claws are too crude to perfect their armaments.

Some of the lizardmen are frustrated that they live in utter squalor, the constant humid and wet conditions begs for shelters to be constructed, some of the lizardmen have even become violent.

With thoughts focused on the arrival of the diplomat and a warband, all of the lizardmen are on edge. One of the hunting parties reports of finding a staircase that leads down into some sort of underground complex, the masonry and work that has gone into it is alien in the eyes of the lizardmen.

A. Try to improve settlement.
B. Try to improve armaments. (Bonus)
C. Try to improve technology.
D. Try to improve magic.
E. Your Suggestion
________________________
A1: Investigate the complex (How many warriors?)
B1: Set up a camp at the complex.
C1: Ignore the complex.
D1: Your choice.
___________________________
Population: 199
Food: Adequate/Stable
Water: Adequate/Stable
Resources: None.
Technology: None.
Weapons/Armor: Wooden spears, wooden armor, wooden shields.
Magic: None.
Architecture None.
Defenses: None.
>>
>>24762867
>B1: Set up a camp at the complex.
>D magic
>>
>>24762867
>The criminal is executed
Two votes for the redemption/community service thing
>>24762852
>>24762811

vs one vote to kill him.
>>24762807
>>
>>24762885
This!
>>
>>24762852
>Sorry for not catching that.
>Enough to breathe underwater, but the rain is cold, and being submerged in cold water is enough to cause serious discomfort and frankly makes their day difficult.

>>24762859
>Most of the time with the dwarves was spent toiling away in dark cold tunnels with crude pickaxes. The lizardmen don't really understand anything about the dwarves except that they are cruel and having a very strong material they call metal.
>>
>>24762885
I voted to kill him and I agree with this
>>
>>24762867
B1
A lets lay down a foundation and lay claim to this area
>>
>>24762867
>C. Try to improve technology.

>A1: Investigate the complex (How many warriors?) Send twenty guys.
>>
We should attack the enemy before they come for us
>>
>>24762906
seconded, send a small scouting party into the complex if we can split up?!
>>
-[A1]
+[C1]
The criminal is told to go find something of value to benefit the tribe, that only then can he be respected by the rest of the tribe and allowed to rejoin them. The criminal returns with a strange circular stone with a carved symbol inside...The stone may be investigated at any time, but nothing seems useful about it.
>>
>>24762923
If the stone isn`t useful he hasn`t completed his punishment! send him out again!
>>
>>24762895
>toiling away in dark cold tunnels with crude pickaxes

If we spent long hours working with them, we should be able to copy them.

A pick-axe can be an effective weapon.

The tools of our former slavery will be used to ensure we are never enslaved again!
>>
>>24762935
agree! should at least be easier to research pick/axe/hammer
>>
>>24762929
agreed
>>24762935
seems logical
>>
>>24762923
>nothing seems useful about it.
Then he has not redeemed himself. He may return when he has something to help his people.

inb4 that stone is extremely valuable magical artefact or something and we need to apologise to him. Also, investigate the stone.
>>
Improve settlement and set up camp at the complex
>>
[B1]
Simple dirt hovels and a small dirt wall is created at the entrance to the complex, the small camp monitors the complex all hours.

[A1]
Twenty warriors are sent to investigate the complex. They come back reporting that it is most certainly an old dwarven ruin, as it has the skeletons of dwarves inside. There are a few old sets of dwarvish armor and weapons inside. Which include bronze armor and axes, enough to equip fifteen warriors. They also find a few bronze pickaxes, sure to prove useful in the days ahead, besides that they don't report anything else, just that the complex stretches further underground. As to it's purpose, they'd say it's probably a housing/mining complex.

[D]
The elder lizardmen focus on their inner magical powers and learn how to make their enemies feel physically ill, enough to hinder their combative abilities. Twenty magicians are now available.

The criminal lizardman is sent back out once again to find something useful. He comes back bringing a black plant he claims to make you joyful and content when chewed. It is shared with the village elders and to their surprise the previously indicted criminal is truthful.


The diplomat returns, this time bringing a hundred red water warriors, all outfitted in wooden armor, wielding wooden swords and shields, some of them have strange contraptions (slings).

The diplomat asks where this seasons tribute is...

>?

(If any ambushes have been set up, or tribute has already been prepared, state so.)
>>
>>24763009
Give them the plant, and then we will kill them all in the night.
>>
>>24763009
Bronzearmed shocktroops down the middle, flanked by the reso of the warriors, our wizards cast their spell on enemy leader, officers and slingmen
>>
>>24763046
"This battle will show us who our leaders are"
>>
>>24763009
>The diplomat asks where this seasons tribute is...
Did we agree off screen what the tribute would be because it wasn't mentioned?

If it is something we can afford, I suggest we give it to them and send them away.
We should wait until we are better established and have our act together before we get in a fight.

>the ruins are probably a housing/mining complex.

We will move in and settle there once the Red Water dicks are gone.
Better housing (any housing) for our people. More defensible position.

Also, have scouts search the rest of it.
>>
>>24763064
Was mentioned in an earlier post.
>>
>>24763064
mkay, I retract>>24763046
will listen to reason!
+1 this guy If we can afford to pay the tribute. If not, Charge
>>
>>24763034
seems like a good peaceful option
>>24763046 if peace doesn't work
>>
>>24763079
>tribute is given in the form of food and resources
I mean amounts. In particular, do we have enough.

If we can afford the tribute, I say just give it to them and send them away. If it's more than we can afford.... I guess we'll have to fight.
>>
>>24763009
can we turn the dawarvish bones to glue or use them for arrow heads or something useful ?
>>
>>24763115
I would rather make bone armor and weapons out of them. And then kill the dorfs with their own souls
>>
The plant is given to them, they test it and they seem to be fairly satisfied, they accept the offering and state that they will return expecting more. The tribe has now ran out of the strange black plant, some of the elders are craving it now, they wish to cultivate it once the tribe gets better established.

It is established that the red water tribe is tyrannical, much like the dwarves, and that escaping them by heading to the complex is most advisable. The tribe picks up and leaves off for the ruins. They set up inside and the first problem becomes apparent. It is absolutely pitch black inside, and with the constant wet environment fire sticks keep going out. This ruin will have to be repaired and cleaned up before it can be properly lived in. Scouts explore deeper into the complex and find that lower levels are blocked off by water, it would seem all of the water has flooded the remaining floors of the ruins.

(Underground Ruins)
A. Try to improve settlement.
B. Try to improve armaments. (Bonus)
C. Try to improve technology.
D. Try to improve magic.
E. Your Suggestion
___________________________
Population: 200
Food: Adequate/Stable
Water: Adequate/Stable
Resources: None.
Technology: None.
Weapons/Armor: Wooden spears, wooden armor, wooden shields.
Magic: Poison Magic (Sickness spell, as bad as the common cold.)
Architecture Damaged stone walls.
Defenses: Underground ruins.

Summer
>>
>>24763127
yeah that as well

also if we do battle can we drive them towards the cold water that >>24762895
makes it more difficult for the enemy or saps their strength would this work?
>>
>>24763154
>A. Try to improve settlement.
>>
>>24763154
A: Improve Settlement
>>
>>24763154
maybe some illumination magic can solve the darkness problem if not the we need to start repairs now
>>
>>24763154
wizards-->hunt for flourescent fungi and fireflies
rest of pop improve settlement
>>
>>24763154
>A. Try to improve settlement.

If possible I would like to combine it with
>C. Try to improve technology.
These things would go hand in hand.
>>
How is our population divided?
20 wizards
x warriors
x workers
>>
>>24763154
>D. Try to improve magic.
Have our mages continue to work on this.

>A. Try to improve settlement.
Have half our pop work on this, get our new home up to scratch.

>E. Your Suggestion
Arrange a celebration! Morale has been down lately, I think our people might need this.

We have escaped from slavery and settled in our new home. We have much to celebrate.

Also, any info on the weird rock yet?
>>
[A]
Water is hauled out from the ruins, cracks in the walls that leak water are patched up using a sort of mud/crushed stone paste, it works fairly well and soon the walls are completely fixed.

Scouts report sightings of dwarves in the local area, they are equipped with leather armor and metallic swords, as well as strange cross shaped weapons that launch sharp projectiles. The parties are usually sized between 5-10. They seem to be being picked off occasionally by the local wild life.

One of the village elders makes claims of being able to see the future, he says he sees that the red water tribe will go to war with the dwarves, and terrible thing shall unfold that will harm the whole valley.

(Underground Ruins)
A. Try to improve settlement.
B. Try to improve armaments. (Bonus)
C. Try to improve technology.
D. Try to improve magic.
E. Your Suggestion
___________________
Dwarves
A1: Try to eliminate them in the night.
B1: Fortify the position and wait it out.
C1: Your choice.
____________________
The Seer
A2: Believe the seer and give him a position as the tribes shaman. (May ask any questions.)
B2: Disbelieve the crazy old reptile.
C2: Your choice.
___________________________
Population: 200
Food: Adequate/Stable
Water: Adequate/Stable
Resources: None.
Technology: Primitive cement.
Weapons/Armor: Wooden spears, wooden armor, wooden shields.
Magic: Poison Magic (Sickness spell, as bad as the common cold.)
Architecture: Stone walls.
Defenses: Underground ruins.

Summer
>>
>>24763275
The weird rock seems to be just a weird rock...For now. Celebration will be taken into account next turn.

>>24763268
More on that next turn.
>>
>>24763277
D: magic
A1: ambush, kill, steal weapons and tech, send wizards with warriorparty
A2: Appoint as Shaman
>>
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>>24763277
Shaman!
>>
The seer is obviously a messenger for our god and we should listen to him. Also we need to get rid of the other tribe, they're dicks
>>
>>24763305
If we are successfull with dorfkilling, leave their corpses near the assholetribes camp, their supplies come with us of course
>>
>>24763277
>A. Try to improve settlement.
Once it's made liveable, see about improving its defences.

>Dwarves
Ambush them in the night. Take as many alive as we can.
We must find out their plans. are they here hunting for us? Do they intend to expand into these lands? Do they plan on enslaving other Lizardman tribes to replace us?

>The Seer
We'll see..... Predicting conflict between the Red Water tribe and the Dwarves is sort of obvious. Doesn't take a seer to predict that.

Let's just sit on it for now and see if he make any more predictions.
>>
>>24763277
A) long range weapons or magic it works against dwarves well >>24762261

A2) coolies

as for the dwarves cant they see well in the dark ?
>>
>>24763367
>as for the dwarves cant they see well in the dark
we are coldblooded(?) maybe their infravision won`t see us
>>
>>24763277
Bump for OP
>>
>>24763277

>A try to improve settlement more. Perhaps defences?

>A1: Elimiate them in the night!

As for the seer..wait it out for now.
>>
[A2]
The elder lizard is given the respect and position of shaman. The old one uses a private chamber for his studies, filling the room with strange smoke and trinkets from around the swamp, he clothes himself in the skins of predators and through his spiritual wisdom provides truths and answers for the rest of the tribes' problems. He takes a liking to the runed stone and takes it into his chamber, studying it, he tells the tribes leader that the rune has a meaning in another language, through his tests he would guess that the word means Water. He says that if they can find living water the rune will come in handy.

[A1]
All in all the tribe manages to take out eighteen dwarven parties in the nights, they have moved on, but the four prisoners and the loot sure made it all worth it. The armor doesn't fit and the lizardmen, but the bronze swords and crossbows sure do add to the armory.

[A]
Decent hide beds are made, and the water flooding is fixed, the living conditions are now reasonable, the complex can now be properly lit, the fire helps keep heat within the complex as well.

The seer makes a prediction. Winter will show a great leviathan, one that will shake the foundations of the valley.

The dwarves have moved on, the tribe has successfully evaded their searching.

The people hold a celebration, a feast, the tribe socializes heavily the entire day, bringing everyone closer together.

With the armory finally being filled, the need to construct an organized military is needed. At the moment there are 100 available bodies ready to become soldiers, 20 are wizards, the more that are recruited into the army the less the town will be productive. See how many men can be equipped in the armory section.
>>
>>24763277
I would love some more info on our physiology!
LIzpeeps don`t like cold, how cold? Like the temperature in deeper caves, which are consistent all year 5isc degrees celsius. Is this to cold?
UNderwater temperature is pretty much the same as deep caves. Are we able to explore the flooded sections of the cave system without freezing to death?
>>
(Underground Ruins)
A. Try to improve settlement.
B. Try to improve armaments. (Bonus)
C. Try to improve technology.
D. Try to improve magic.
E. Your Suggestion
___________________________
Population: 180 Civillians, 20 Poison Wizards
Food: Adequate/Stable
Water: Adequate/Stable
Resources: None.
Armory 80 Bronze Swords, 50 Full Bronze Suits, 30 Crossbows, Infinite Wooden Spears, Infinite Full Wooden Suits, Infinite Wooden Shields.
Technology: Primitive cement.
Weapons/Armor: Wooden spears, wooden armor, wooden shields.
Magic: Poison Magic (Sickness spell, as bad as the common cold.)
Architecture: Stone walls, hide beds.
Defenses: Underground ruins.

Summer
>>
>>24763540
>D. Try to improve magic.
I`m also not finished with the flourescent plant/animal research to light our caves
>>
>>24763540

> C: Improve technology! we need some better stuff in that field.

100 available bodies? I say split them 60:40

60 civilians/ townsfolk

40 soldiers
>>
>>24763533
You're gonna' wanna' stay in at least lukewarm waters, in the swamps you don't have to worry about heat besides the cold rains, the majority of the time it's nice and warm. In the caves it was difficult living, but the heat from the torches will help mitigate that, you could try to swim in the flooded levels of the ruins, the lizardmen could tolerate it for a while (three or four hours) but they'd have to return by then.
>>
Alright so we have to pay tribute to the other tribe..we have a while before the next tribute right?
>>
>>24763603
They probably won't find the tribe if they keep living inside the ruins.
>>
>>24763576>>24763566
agreed
>>
>>24763615

Oh good then!
We can build ourselves up underneath them then strike and take their lands for ourselves
>>
>>24763576
What do you want to equip them with?
>>
>>24763651

Bronze swords for 30 of them with 10 crossbow wielders to act as ranged support..

Wait do we know how to use crossbows?

Also bronze armor for the swordies, and light wooden stuff for the ranged guys (if we can use crossbows)
>>
bump cause I dont want this to fucking die

First quest thread I've been mildly interested in
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>>24763576
upgrade tech
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>>24763745

Thats two for tech and one for magic
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[C]
Wooden pickaxes are crafted, as well as crude axes and shovels, with these the tribe will be able to more easily harvest resources.

A military has been formed, and the living conditions are finally stable for our lizardmen. But the days grow colder, and the lizardmen feel as though this winter will be colder than any they have experienced before.

(Underground Ruins)
A. Try to improve settlement.
B. Try to improve armaments. (Bonus)
C. Try to improve technology.
D. Try to improve magic.
E. Your Suggestion
___________________________
Population: 140 Civillians, 60 Soldiers
Food: Adequate/Stable
Water: Adequate/Stable
Resources: None.
Armory 50 Bronze Swords, 20 Full Bronze Suits, 20 Crossbows, Infinite Wooden Spears, Infinite Full Wooden Suits, Infinite Wooden Shields.
Technology: Primitive cement, wooden tools.
Weapons/Armor: Wooden spears, wooden armor, wooden shields.
Magic: Poison Magic (Sickness spell, as bad as the common cold.)
Architecture: Stone walls, hide beds.
Defenses: Underground ruins.

Armies: [1] 20 Wizards, 30 Infantry (Bronze Armor, Bronze Sword, Wooden Shield), 10 Crossobowmen (10 Fine Wooden Crossbows, Wooden Armor)

Fall

Last update for the thread, going to continue on sunday at 6 PM PST.

Link to where this is archived, upvote to keep it alive.
http://suptg.thisisnotatrueending.com/archive.html?searchall=wamp+Lizardmen+Civilization+Game+%231
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>>24763522
>four dwarven prisoners
The master shall become the slave.

They will serve our people be teaching of their crafts. Those that cooperate will be treat well, they will not starve or receive beatings.

Those that are difficult.... They will suffer all the tortures their kind inflicted upon us!

>Population: 180 Civillians, 20 Poison Wizards
I suggest we train and equip 40 warriors with bronze swords and armour and wood shields. And 20 archers with cross-bows and spears.

We should keep the rest of the gear as replacements/spare parts until we can build our own stuff.

Every man should also be equipped with wood armour, shield and a spear. The entire tribe should be given basic training to serve as a militia/home guard if our home comes under attack.
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>>24763845
I agree. However, as part of mistreating the dwarves that won't cooperate, we should shave off their beards in front of the other dwarves.
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>>24763890
>we should shave off their beards in front of the other dwarves.

I... I just thought we'd use normal torture. Y'know, cut their fingers off, burn their feet, whip them.... Stuff like that.

Maybe we'd eat them after, not sure what kind of Lizardmen we are yet.

But... Fuck. T-that's just.... Their beards...?

Oh- Oh fuck... I'm gonna be sick!
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>>24762814
So basically we are the Aztecs who wandered into the Maexico Valley?
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>>24764183
basically we need a GM to hijack this thread!
Me wantz moar playtimez!
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>>24764448
Chill, we'll get more tomorrow.
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>>24764819
TZ don`t match for me I think



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