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7 Years ago, a bright new world was called forth from the chaos. It’s people found themselves at the beginning of their time, in the stone age and lost in a sea of megafauna from bygone eras and metafauna crawling the countryside and the underside. Peopled with elves, dwarves, goblins, orcs, gnolls and faeries...and more and worse the years began to turn.

This is a civilization quest, not a text based PvP shooter, so expect more lore building than dominating your fellow players. We’ve developed a point system for leveling skills, technologies and construction to prevent a well worded action from granting OP swag and to allow for easily made up lost turns, or turn acceleration.

Eventually, there will be RPG quests for players based on the lore created during this phase.

https://discord.gg/AEWpRyq

Is our discord channel. We have several abandoned races, and others available. Currently things are low tech and there are no innately powerful races available. Pop in and introduce yourself if you’re interested in a long round of civilization quest.

With each turn, you get 2 actions. These are used to discover technologies, start building projects, scouting, trading expeditions, etc. You may roll and let the dice decide your fate, or “take 50” and just have an average success. Some actions will require a roll, even if you wish you could “take 50”!

Each turn you get 100 Passive points. These represent what your people are doing during your turn, other than the two actions. Passive points may be used directly to increase a technology, construction project, etc. Passive points are also used to level up your citizens.

Civilizations have notable citizens. These are the inventors, the generals, the kings, etc. For 1 passive point (1PP). You may single out an individual, and train them specifically, rather than just raise a civilization technology.

When training units, PP are used to level up your troops.
>>
>>1263833
Desert Kangz
Hel(l)a desert
We want to expand
And make a very prosperous chicken frying culture
>>
>>1263909
Sorry, not playing
Maybe next time
>>
^^^ 4chan graffiti? ^^^
>>
Rolled 73, 15 = 88 (2d100)

>>1265404
A1:Continue working on tree houses.

A2:Have the druid Fae begin expanding the forest following the path the ents took.

PP:Put it into the tree houses

>Titania and Oberon
Continue on their way to Light moulding T2
>>
>>1267440
Oh and I have 219/500 in tree houses currently.
>>
Rolled 45, 3 = 48 (2d100)

>>1265404
Turn 27 7.0 Winter
??Time??/Time of Cold
Gnolls/Forest Pelts

Action 1: [Build] Archery Range
Action 2: [Train] Archers [85] Militia

PP 86-Archery Range [Build]

Characters
Rogar 380/500 T1 +100 bows
Nomnar Animal Husbandry T1 200/500+ 100
Tagnok Pottery T2 468/1000+100
Yinta Archery T1 0/500 +100

Units:
Archers(10) T1 Archery 472/500+ 100
Archers(85) T1 Archery 272/500+ 100
>>
>>1267440
>>1265404 (You)
A1(73):Continue working on tree houses. 219/500+146
>365/500 now

A2(15):Have the druid Fae begin expanding the forest following the path the ents took.
>perhaps, more into tree houses, as it’s winter n all it’s bad time of year to be sprouting saplings! 395/500, they make plans for the spring expansion in their spare time?

PP:Put it into the tree houses 395/500+57
>452/500
Titania and Oberon: Light moulding T2 600/1000+100
>700/1000>
>>
>>1269648
Turn 27 7.0 Winter
??Time??/Time of Cold
Gnolls/Forest Pelts

Action 1(45): [Build] Archery Range
>Martial Academy (archery)T1 45/500

Action 2(3):[Train] Archers [85] Militia
>+6cp to archers… one of your people was shot during practice!

PP 86-Archery Range [Build]

Characters
Rogar 380/500 T1 +100 bows
>480/500. Rogar is just about a bowyer for long and shorbows.


Nomnar Animal Husbandry T1 200/500+ 100
>300/500: Nomnar is making headway with the hyena. He’s taken his first litter to try and raise away from the wild animals.


Tagnok Pottery T2 468/1000+100
>568/1000
Yinta Archery T1 0/500 +100
>100/500

Units:
Archers(10) T1 Archery 472/500+ 100
>500/500.
Archers(85) T1 Archery 272/500+ 100
>372/500+6+8 = 386/500. This Spring you’ll very nearly have 95 T1 Archers they’ll be 486/500
>>
post turn seven here y'all
>>
This spring is fair, across the globe. It was a mild winter this year, and spring has sprung early.
>>
Rolled 21, 90 = 111 (2d100)

A1: Research Nautical lore
A2: Make prophet go on island to the west of the capital to pray.

10PP on patroling around town
10PP on training axeman (miltary kind)
15PP on training watercrafters
10PP on training tailors
15PP on training people to be farmers.
15PP on training people to be fisherman.
15PP on training people to become woodcrafter
10PP on training masons
>>
>>1275821
A1: (21)Research Nautical lore
>Your people are beginning to make out patterns in the currents and tides. They are learning to predict where the fish are, and where to go for certain shellfish, etc. Weather indicators… etc. Your starting point for passive development is 21/500 to complete Nautical Lore (T1)
A2: (90)Make prophet go on island to the west of the capital to pray.
>as of yet, the only person whom seems to have had any notions that there is a god watching over your people, rather than just natural spirits, is your king. He’s had frequent dreams where he was sailing with someone, whom he never actually saw, but KNEW was there, watching out for his welfare. It was in those dreams he first had his visions of boats with sails, and was able to return home from being stranded on an island for a winter with two of your friends. It was that event that catapulted you into a position of leadership among your people. As he’s finally actively sought to contact this being, he’s now rather certain there is some being out there listening. You have opened up research for your people into Magic Theory T1. (we need a name) your king is apparently a prophet-king. Magic Theory (Divine) T1 90/500.
10PP on patroling around town
>Patroling around town really isn’t necessary. As your town is rather small and there are jus over 100 people always watching their surroundings. Passive Points can be used to train individuals, but their other primary purpose is to continue mastering technologies previously discovered by actions, and to improve structures under construction. Your T1-Granary 150/500 is incomplete. 150+10 takes it to 160/500. If you wish to allocate differently that’s fine too.
>>
>>1275821
10PP on training axeman (miltary kind)
>You pick out your ten stoutest citizens who are handy with an axe, and set about training them to fight. As trees are you only known potential enemies, axes do seem the appropriate weapon! They will be T1 Warriors (axemen) 100/500. Each turn you devote a PP to a citizen, they gain 100CP for their own personal development. It’ll take 5 turns of passive development for them to become T1 Warriors. 100/500 is basically 1st level fighters. 500/500 makes them 5th level.


15PP on training watercrafters (boatwrights)
>Boatwrights (15) 100/500

10PP on training tailors
>Tailors (15) 100/500


15PP on training people to be farmers.
>Farmers T1 (100/500) *note you can have a T2 farmer using T1 Ag, he will out produce a T1 by 50% because he’s a better farmer. You may also have a T5 Warrior weilding a T1 Stone Axe… his badassery isn’t limited by the tech, the tech adds to it.


15PP on training people to be fisherman.
>while everyone in your civ knows how to fish, being a fisherman is a different matter. At T1 your fisherman will be able to produce surplus food, rather than “enough” You’ll need Food Storage T1 soon.


15PP on training people to become woodcrafter
>Woodworkers (15) 100/500

10PP on training masons
>Stonemasons (10) 100/500.


>Your People see the wisdom behind all this sudden forced training, it’s quite a deviation from their normal lives to be told when and what to do like this. But for the most part there is no grumbling. A few people switch tasks, as physical strength may not be the best thing for a stonemason, so much as an eye for which stone to place next, etc.
>>
Rolled 100, 97 = 197 (2d100)

Turn 28 7.25 spring
??Time??/Time of green
Gnolls/Forest Pelts

Action 1 [Build] Archery Range
>Martial Academy (archery)T1 45/500

Action 2(3):[Train] Archers [85] Militia

Pp 86 into the build option of archery

Characters
Roger 100 bows
Nomnar 100 animal herding
Tagnok pottery 100
Yinta archery 100
>>
Rolled 21, 24 = 45 (2d100)

>>1274900
A1:Finish up my tree houses

A2:Get to work on a workshop for persephone.

PP: I have 97 PP. I'll put it into the treehouses(if necessary) and the workshop

CP:Titania and Oberon continue light moulding training.
>>
>>1277545
(Tree houses:452/500)

Titania and oberon are at 700 light moulding currently.
>>
>>1276314
Turn 29 7.25 spring
Gnolls/Forest Pelts

Action 1(192) [Build] Archery Range
>Martial Academy (archery)T1 45/500+192 (237/500)

Action 2(186):[Train] Archers [85] Militia
>+100 to Academy … +86 to each archer.
>337/500 and +6cp to each student in the Academy. 343/500 +93 to Archers

Pp 86 into the build option of archery
>all 86 pp are being curently spent training archers. Each one gets 100CP for this, which is 8600CP this turn… !


Characters
Roger 100 bows 480/500
>T2 Bows 80/1000
Nomnar 100 animal Husbandry (right?)300/500+1000
>400/500
Tagnok pottery 100
>686/1000
Yinta archery 100
>200/500
>>
>>1277545
>>1274900 (You)
A1:(21) Finish up my tree houses 452/500
>452/550+42=494/500


A2:(24) Get to work on a workshop for persephone.
>T1 Workshop 24/500

PP: I have 97 PP. I'll put it into the treehouses(if necessary) and the workshop
>(40 T2 Fey in training still +3 named) 57PP Available: 6pts to round out the houses and 41 to the Workshop T1 65/500

CP:Titania and Oberon continue light moulding training. 700/1000+100
*and the rest….*
>>
>>1277864
mislabeled it
>>
Rolled 31, 65 = 96 (2d100)

A1: Research Nautical lore
A2: Make prophet and axemans (as much as possible) go on the expedition on the east island

10PP on training axeman (miltary kind)
15PP on training watercrafters
10PP on training tailors
15 PP on training people to be farmers.
15PP on training people to be fisherman.
15PP on training people to become woodcrafter
10PP on training masons
10PP on building granary
>>
>>1278094
urn 29 Year 7.25
A1: (31)Research Nautical lore
>31x2=62pts added to passive improvement of Nautical Lore 21/500- 83/500. Perhaps it’s just the dice telling us your people need more boats like Magnus’s!
A2: (65)Make prophet and axemans (as much as possible) go on the expedition on the east island
>Magnus and the Magnificent 7 wait for a day with favorable winds, and the make the run across 50 miles of open sea. Their home island just a haze on the horizon as they approached the sandy shore of the smoking island. He finds it’s two different worlds, on one island. Dense jungle to the west, and barren rocky desert to the east. The smoking mountain, has a river of melted rock flowing down the side of it. Who could imagine such a thing! The fiery stone turns black and hard where it meets the sea and cools in great hissing clouds of steam. On the island you find a new kind of goat living in the mountains, monkeys in the jungle, like rhesus monkeys, flying squirrels and cute 8-10” lizards with wings and bright colors that live in the woods. They have the annoying habit of breathing smoke onto campfires and putting them out! The rest of the time they’re more like puppies or kittens than a lizard, in their behavior. On the desert side, you find great more goats on the mountains, same kind different color though, as though they don’t mix often. As soon as the sun sets, when you are camped on the sand. We’ll have to roll some dice, as you’ll run into the bad news of the Smoking Isle. Beyond the island you find something you hadn’t anticipated, land as far as you can walk… or sail, you can’t go around it. You only uncover a few hexes of shoreline before the waning season brings you back with wild tales of giant scorpions, elephants, zebra, mountain goats that are the best thing you’ve ever eaten… the scorpions aren’t bad either….

10PP on training axeman (miltary kind) (200/500)+100
>300/500 (3rdlevel)
15PP on training watercrafters(200/500)+100
>300/500 (3rdlevel)
10PP on training tailors(200/500)+100
>300/500 (3rdlevel)
15 PP on training people to be farmers.(200/500)+100
>300/500 (3rdlevel)
15PP on training people to be fisherman.(200/500)+100
>300/500 (3rdlevel)
15PP on training people to become woodcrafter(200/500)+100
>300/500 (3rdlevel)
1 PP to train a king/leader.Magic Theory 100/500+50 Sea Mastery 100/500+50
>Magic Theory 150/500 Sea Mastery 150/500 He’s a 2.5 level caster now has 50% mastery of 3rd level spell for the voyage
10PP on training masons
>300/500 (3rdlevel)
9PP on building granary
>169/500+9 = (178/500)
(fixed it again 1pt for Magnus… 9 on granary)
>>
This spring marks the end of the seventh and rather mild winter. Those off on walkabout with the ents will return home this turn.
>>
>>1283340
Turn 30... not 20.... 30
>>
Rolled 47, 85 = 132 (2d100)

>>1265404
Turn 28 Year 7.0 (Winter)
Branch-time 7
Elves of the Belegorn Tribe
A1: Improve our Communion with Nature
>The Spirits of Nature have guided and protected us well, but with recent events, we are beginning to realize that we are not as well prepared as we had previously thought. Under the bare branches and clear skies, the Druids convene and strengthen their bond with the forest. Where once they saw only barrenness, they now see beauty and strength in a different way. Awestruck by this revelation, the Druids give thanks to the land for allowing them to experience this new side of its eternal vibrancy.
A2: Improve Herbalism (741/1000)
>Meanwhile, the herbalists continue to experiment with new materials and preparations.
PP(0): All citizens begin to focus on personal development.
>>
Rolled 11, 99 = 110 (2d100)

>>1275497
Turn 29 Year 7.25 (Spring)
Bloom-time 8
Elves of the Belegorn Tribe
A1: Improve Martial Academy (239/500)
A2: Improve Martial Academy
>With the dawn of the new blooms, everyone rushes to the range to get in some last minute practice before the festival. Driven by the necessity caused by the increased traffic, the trainers develop new teaching techniques and create new equipment to meet demand.
PP(0): Personal development
>>
Rolled 3 (1d100)

>>1286681
forgot crit
>>
Rolled 61 (1d100)

>>1287518
here we go again
>>
Rolled 13, 33 = 46 (2d100)

>>1286430
A1:Continue working on the workshop

A2:Titania and oberon look into a way to talk to animals.

Putting my 57 PP into working on the workshop

Titania and oberon also put all there CP into continuing light moulding
>>
>>1286681
Turn 28 Year 7.0 (Winter)
Elves of the Belegorn Tribe
A1: Improve our Communion with Nature
>Research Light Ways as per our discord discussion Light Ways 47/500
A2: Improve Herbalism (741/1000+170
>911/1000 ?
--===
Turn 29 Year 7.25 (Spring)
Bloom-time 8
Elves of the Belegorn Tribe
A1: Improve Martial Academy
>+22 Academy
A2: Improve Martial Academy (239/500)+198
>your Academy improvements go very nicely, however, three are many injuries on the archery range, leading to some safety guidelines. 437/500 +11(A1) 448/500. +4 CP for students this turn.
>>
>>1288460
A1(13):Continue working on the workshop 24/500+26
>50/500
A2(33):Titania and oberon look into a way to talk to animals.
>Animal Mastery 33/500 *see civdoc for list*

Putting my 57 PP into working on the workshop
>107/500

Titania and oberon also put all there CP into continuing light moulding 800/1000+100
>900/1000
>>
Rolled 90, 20 = 110 (2d100)

>>1286430
Well now we have enough of our troops trained up at least we can now go and avenge our brethren! No more shall a gnoll have to fear for their hide or worry if their kits will be taken in the night! This season the orcs shall be the one to die, not us!

>Action 1: Rogar leads his tribesmen to the mountain where the orcs are living to bring the end times to them. The 10 archery tribesmen will act as subordinate captains to five militia archers. [Total amount of Units include; 61 units. Rogar, the ten archers and fifty militia archers.]

Action 2: [Build] Archery Range 237/500 T1

PP36 [Build] Archery Range.

Characters
Rogar N/A On Mission.
Nomnar Animal HusbandryT1 400/500 +100
Tagnok Pottery T2 686/1000 +100
Yinta Archery T1 200/500 +100
>>
Fall, year seven here
>>
Rolled 97, 15 = 112 (2d100)

>>1289687
After a successful raid on the orc menance and massacuring about thirty of them the gnolls return home with joy and fierce pride in their hearts!

As a result this turn will be spent on celebration and commerating the archery range...once we get it finished that is...

Action 1: [Culture] Celebration of Victory against Orcs.

Action 2: [Build] Archery Range.

PP96 [Build] Archery Range

Chracters
Rogar 100 Bows
Nomnar 100 Wood Working T2
Tagnok Pottery T2 100
Yinta Archery T1 100




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