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make strange nations, anything goes, spend points on actions and roll 1d20 for each action.

2 points for being a weak nation
1 point per territory
weak nation debuff - -5 to offensive manoeuvres against neutral territories and stronger nations

Will start when 4 nations arrive
>>
>>1723522
bamp
>>
>>1723522
second bump
>>
Rolled 13 (1d20)

>>1723522
Claiming Blue Nation. North-east island.
>>
>>1727336
just standard human nation?

doesn't have to be human, the world is named mid world because it can contain any type of setting
>>
>>1727346
>46▶
>>>1727336 (You)
Kobolds of course!
>>
>>1723522
Rolled 11 (1d20)
Claiming South-west Island.
>>
Rolled 10 (1d20)

>>1723522

I'm claiming the entire south-most pole...

My nation's color will be silver...
>>
>>1727356
Oh snap,
Uhh forgot to claim in the name of the HIVE MIND z0rg.
>>
btw you don't need to roll dice to claim, everyone starts with weak nation and 1 territory
>>
>>1727358
z0rg is red I guess
>>
>>1727357

Faction name: Yghera..

Faction species: Cyclops...
>>
Rolled 2 (1d2)

1 = start turn 1
2 = wait for another player
>>
>>1727430

Are we going, or are we waiting for a fourth?
>>
I'll take one of the tiny island territories between the eastern islands.

Naga nation, Rezhjalon.
>>
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>>1727483
Coloured your nation gold since you didn't mention a colour.

Turn 1 starts now, feel free to use your points to scout, research, make religion, set up industry etc, and roll dice for each action you take
>>
>>1727499

OP. For clarity's sake, could you define what a 'Weak nation' is?
>>
>>1727503
basically all the newly formed nations or nations in decline, as a nation becomes more advanced it will no longer be recognised as a weak nation
>>
Rolled 74, 61, 63 = 198 (3d100)

>>1727519

Okay. So as of right now all players are considered weak nations...

Which means, at the moment, everyone has three points to spend on actions...

>>1727499

> Scout for food sources

> Research basic tools

> Construct Shelters

Rolling 3d100...
>>
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claiming the small island in the south east. green is my color
>>
>>1727527
how do I roll again?
>>
>>1727530

In the Options field write the following: dice+XdY

Where X is the number of dice you want to roll and Y is the number of faces on each die...
>>
Rolled 7 (1d20)

>>1727499
>>1727499
You've given no instruction on how to play, if there is resource management, how to expand, where our points come from and how to obtain more of them or anything else. Please expand with instructions.

>Kobold Scouts are sent to the area to the north-west, constructing shelters in their main land is the job for those who remain.

One point is also used to research Earth Magic, our Kobold elders do this in prviacy.
>>
Rolled 17 (1d20)

>>1727533
thanks

>>1727528
>>
>>1727499
>Rezhjalon - Naga
Action 1: Research basic ship construction
Action 2: Scout our island for resources
Action 3: Research fire
>>
Rolled 13, 7, 10 = 30 (3d20)

>>1727545
Woops. I swear I had a roll in the field.
>>
>>1727527
>z0rg scout for food.
The HIVE is hungry
>>
>>1727556
Roll 14 (1d20)
>>
>>1727528

name: green land

population: cat people think Skyrim
>>
>>1727527
action 1
the kats of green land scout north in search of a food source

action 2
while the forages gather food the builders set about constructing shelters

action 3
the wisest of the kats start researching basic tools
>>
Rolled 14 (1d20)

>>1727566
>>
>>1727535
Points are a vague generalisation for income, which can be increased by conquering land (Which involves spending points), building a capital for +3 to point income, or other actions that would result in a larger treasury.

Resource scores measured from 1 to 20, start with 3 in Food and Population, if Food score is less than Population score then the nation will begin starving giving penalties to dice rolls if the problem isn't fixed within a turn.

Use actions to expand territory, usually through conquest, but you can try other stuff like subverting their culture.

I wasn't all too prepared before starting the quest, if more information is needed feel free to request it.

Also each action has an individual success rate so if you take two actions per turn it will require two dice
>>
Rolled 14, 10 = 24 (2d20)

>>1727566
>>
Rolled 6 (1d20)

>>1727535
counting the magic research as a separate action and going to roll another dice for the magic
>>
>>1727527
The scouts find penguinmen in your territory after chasing off the flightless folk the scouts bring back tons of fish, however this won't last forever, if the penguinmen have a modicum of intelligence they will be moving out of our lands, fortunately some of the scouts realised that there are patches of hollow ice, if we break the ice and reach water then fishing could be used to supplement our food stores, even more so if we had fishing tools.

We have made ourselves an assortment of various tools but without any specialised tools.

We begin the construction of basic shelters, mostly made of ice but it beats no shelter.

Food: 4 (close to 5)
Population: 3 (close to 4)

Basic Giant Tools: +2 to rolls utilising basic tools
>>
>>1727535
The bravest of us go northwest to see what they can find, they claim to have met slender people with auburn hair and ears looking like a crooked knife, hard to discern their gender especially when the men wear patterned skirts.

The rest of us, we begin constructing basic houses, we are going to need a horde, anything one kobold can do a dozen can do better.

The elders concentrate on earthly magicks on their own, however their first attempts are haphazard and unreliable.

Food: 3
Population: 3 (close to 4)

Earth Magic(Experimental): -2 to rolls involving use of Earth magic
>>
>>1727545
The sea is ours, by divine right and mandated by the heavens, the seas will be under our rule, to do this we have begun creation of transportation vessels, one day we will construct great war vessels but not today.

You scout the island noticing that there are plenty of spots to fish on the islands exterior, however the scouts are distracted by migratory birds passing above the island.

Our people focus efforts on finding ways to keep warm, if only by accident one of us managed ignition of a bush, this discovery bodes well for you can clearly see the destructive and creative potential within the scorching flame.

Food: 3 (close to 4)
Population: 3

Tech(Naval):
Rafts: +1 to ocean travelling rolls
Tech(Science):
Fire(Incomplete)
>>
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>>1727556
The z0rg are hungry, they spread across the whole island and scour for food, on discovering that there are people raising animals nearby, the logical conclusion is to take the free food, of course z0rg is sneaky and they do not know we are taking their food, z0rg also snacks on shelled fish by the coastline.

Food: 6 (close to 7)
Population: 3

Well-Fed: +3 to next actions
>>
>>1728007
can you include our updated points in your updates? or maybe in the anchor? so this turn we all have 3 points/actions again, unless people didn't use their points from before? Do they roll over if you don't use them, or no?
>>
>>1727566
We go north in search of food, you discover plenty of winged bugs, however you find horned beasts that sprint fast and much prefer them as a main food source, they may be fast but you are fast and have stamina.

Efficiently you designate some of the remainder as builders, who work tireless nights enduring much and proving their strength, allowing extra room to live for your people.

The wise ones begin acting strangely, playing around with the rocks, what surprises you is the effectiveness of their crafts, you aren't smart enough to understand what they were doing but at least you can contribute by using the tools.

Food: 4 (close to 5)
Population: 4 (close to 5)

Basic Tools (Shoddy): +1 to rolls utilising basic tools
>>
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Minotaur tribe. Purple.
>>
Rolled 12, 1, 17 = 30 (3d20)

>>1728039
Action 1: Make their settlement into a full war camp

Action 2: Scout for any resource

Action 3: Research fire
>>
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>>1728039
Middle-Up island tribe: Spider "Meso-American" themed.
>>
Rolled 20 (1d20)

>>1728049
Research fire
Also, they aren't spider people, just big spiders.
>>
>>1728017
If three actions weren't taken I presumed that the action was using multiple points, as to why the z0rg got such a high food score.

From now on if anyone is sparing points state it so it becomes easier for me to keep track of.

Any objections with starting turn 2, you all have 3 points again, I am going to sleep now

>>1728039
>>1728061
Going to write you into turn 1 as well, when I come back tomorrow
>>1728063
Also nice roll, and are you saving points for next turn or investing all in fire?
>>
>>1728070
Saving some. Say, 50% to fire?
>>
>>1728061
>>1728063
Why are you quoting me?
>>
So OP you are going to tell us when turns start and end right?
>>
>>1728094
OP is done for today
>>
>>1728092
Accident
>>
Rolled 1, 12, 11 = 24 (3d20)

>>1728070
Turn 2 for Naga

- Research fire
- Research fishing techniques
- Research water magic
>>
Rolled 6, 12, 17 = 35 (3d20)

>>1728070

> Research: Develop specialized tools focused on excavation. (Picks, Shovels)

> Research: Mining.

> Research: Net weaving. Utilize Cyclops body hair to achieve this.

Rolling 3d20...
>>
Turn 2 for spider-people:
Learn to make houses from webs: Simple wigwams of silk and sticks
Develop a religion based on the natural world, spirits, and fire.
Learn to make fire-hardened spears, and use them to hunt.
>>
Rolled 7, 4, 13 = 24 (3d20)

>>1728119
Oops, forgot rolls.
>>
Rolled 13, 19, 10 = 42 (3d20)

>>1728035
turn 2

Action 1
the tribe needs food to grow, the hunters are going hunting again.

Action 2
the wise research fire

Action 3
the wise research animal husbandry
>>
>>1723522
Goblin tribe in mountains of available

>1 point towards finding a simple unoccupied cave
>2 points in developing a decent door for said cave
>>
>>1728070
Rolled 5, 17, 11=33 (3d20)

Action 1- The z0rg begin to research fire
Action 2- The z0rg explore island
Action 3- z0rg tries to find a more stable food source
>z0rg might become raiders if they can only scavenge food from other civilizations/tribes.
>>
>>1728244
Whoops forgot to post a pic
Goblins in the black in mountains of its available
>>
>>1728418
Oh, I'm an idiot. Just forgot to look. Will delete shortly.
>>
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Rolled 7, 15, 10 = 32 (3d20)

Claiming the frog faced island of Flyneutia for frog people.

Initial actions:

1) Start working on assembling vessels suitable for exploration and/or trade, i.e., something that can carry cargo and is ideally faster than swimming frogs. Submersible if possible; since keeping air inside the vessel is not a requirement this should be way easier than it was for humans.

2) Stock up on flies for the annual sacrifice of Flies for the Fly God.

3) Fully explore the home island for resources, mapping it if possible.
>>
Rolled 9, 6 = 15 (2d20)

>>1728262
Rolling for success in your actions

Will be writing all up to >>1728443
for turn 1, turn 2 will officially begin soon
>>
>>1728049
The war camp construction is well in progress, if a bit basic.

The scouting operation was a complete failure, nothing of note found, no metal source to make good weapons, not even a source of food.

The secrets of fire are now well known to us, fire is a suitable war weapon and can also melt the toughest of metals down to make into blades.

Food: 3
Population: 3 (close to 4)

Tech(Science):
Fire(Basic): +1 to rolls utilising fire

War Camp(Stage 1): +1 to rolls involving hunting and combat
>>
>>1728063
Our scientists prove their smarts once again, fully unravelling the secrets of fire, we burn a big, bright bonfire in celebration.

Food: 3
Population: 3

Tech(Science):
Fire(Expert): +3 to rolls utilising fire

Unspent Points: 1
>>
>>1728244
You search for an unoccupied cave, just as you think the search is finished you find that there is something else in the cave, small ratty people, is it possible to work together with them?

We assign the fools too dumb to search to making doors, and they eventually manage it.

Due to the increased housing of the cave the goblins decide to breed more, you need to look into finding food soon.

Food: 3
Population: 4

Cave(Jewrat infested): +1 to Population
Tech(Security):
Doors(Shoddy): +1 to defensive rolls
>>
>>1728443
You start work on building vessels, but each frog disagree on whose ship design is best, if you want to inspire fear into your enemies your ships have to look cool more than be functional.

Frogs are born fly hunters, stealthily hiding in ponds and grasses awaiting for their prey to let their guard down, you gather enough flies for the fly good, and a bit of excess food for the frogs.

You discover ponds of karp and where the flies congregate, as natural swimmers you don't need a fishing rod, but a spear might help catch karp.

Food: 4
Population: 3

Tech(Naval):
Vessel(Incomplete)

Relationship:
Fly God(Pleased): +1 to rolls for the Fly Gods divine favors
>>
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Okay turn 2 officially begins now, if you have already submitted your actions for turn 2 there is no need to resubmit them
>>
Rolled 2, 13 = 15 (2d20)

>>1729758
Alrighty we have some rats in our den... Hmmm for now let's get the sneakiest gobbo and send him to scout these fat things out, the rest of us forage for shrooms and insects
>>
~ Current Player listings ~

...

Blue : Unnamed Kobold Faction

Red : The z0rg HIVE MIND

Silver : The Cyclopes of Yghera

Gold : The Nagas of Rezhjalon

Green : The Khajiit of Green Land

Purple : Unnamed Minotaur Faction

Orange : Unnamed Giant Spider Faction

Black : Unnamed Goblin Faction

Frog-faces(?) : The Frog-People of Flyneutia
>>
>>1730035
Thanks, helps a little.

So I am waiting on frogs, kobolds and minotaurs?

I will begin early if I get the rest, but I think I should wait ten to twelve hours before writing and then starting new turn
>>
>>1730046

That is correct. Take this for ease of reference...

~ Command submissions for Turn 2 ~

...

Kobolds : [ PENDING... ]

z0rg : [>>1728258]

Cyclopes : [>>1728114]

Nagas : [>>1728111]

Khajiit : [>>1728141]

Minotaurs : [ PENDING... ]

Giant Spiders : [>>1728119]

Goblins : [>>1730002]

Frog-People: [ PENDING... ]
>>
Rolled 12, 11, 15 = 38 (3d20)

>>1729692
We Explore further from camp

We hunt for food +1 to roll

We study navigation
>>
Rolled 12, 19, 2 = 33 (3d20)

>>1729755

1) Start researching animal husbandry to supplement our hunting, possibly also to produce materials other than food.

2) Continue naval research, consulting with our clergy to determine what form is best for displaying our strength and is most pleasing to the fly god.

3) Send a small party of our strongest swimmers to scout out the closest neighboring island.
>>
We're just waiting on KoboldAnon now...
>>
bumping
>>
Going to start writing up
>>
>>1728111
A naga falls in love with fire, hijinks ensue as they begin burning down everything and have to be put down, many rafts burned and you will need to either construct more or start building greater vessels.

We gain more control over the seas, this time by consuming aquatic life forms, having tools to fish might bolster your food stocks.

We unleash potent energies of the depths, practising and honing magical skill, a tribe elder believes that water magic can be used to guide fish to and away from our fishers, which can be useful in guiding fish so that we have a fully sustainable fish industry.

Food: 4 (close to 5)
Population: 3 (close to 2)

Tech(Naval):
Rafts(Inferior): -2 to ocean travelling rolls
Tech(Science):
Fishing: +1 to food
Tech(Science):
Fire(Incomplete/stagnating): -1 to researching fire
Water Magic: +0 to rolls involving use of Water magic
>>
>>1728114
We manage to make really crappy pickaxe and shovel, too inefficient to mine with though.

We put our heads together and come up with some mining techniques, although they can be improved.

We pluck body hair from body to make into nets, we manage to make good quality nets for fishing and excess for any other purposes.

Food: 6 (close to 7)
Population: 3 (close to 4)

Basic Giant Tools: +2 to rolls utilising basic tools
Giant Excavation Tools(Incomplete): You have made picks and shovels although their quality is too inferior to use for mining
Giant Nets(Good): +2 to food
Tech(Science):
Mining: +0 to rolls involving mining and excavation
Well-Fed: +3 to next actions
>>
>>1728119
The housing project was a poorly planned out mess, we try not to mention it.

We started a religion and even managed to make contact with a spiritual council called Eacor, however they weren't amused, one of the causes were 'stupid snake people messing around with fire', you suppose you can offer gifts or something to appease your new gods.

We burned sticks down into hardened spears which were immediately useful in hunting.

Food: 4
Population: 3 (close to 4)

Wooden Spears: +2 to rolls involving use of spears
Tech(Science):
Fire Hardened Spears: +2 to rolls involving use of wooden spears
Tech(Science):
Fire(Expert): +3 to rolls utilising fire
Relationship:
Eacor, spirit concil of earth and fire(Terrible): Unwilling to grant any favors

Unspent Points: 1
>>
>>1730856
>We try to appease our gods once again, with a giant beast we hunt with our spears and webs! (Trap, make beast run away from us into a net by scaring it with spears) Also, we're spiders, not snakes!
>>
>>1728141
We expand our prowling grounds and take on some larger beasts.

We have the most cunning research heating, resulting in production of red flames.

They also put some research into husbandry of animals in order to farm animals, hopefully you will begin domestication of wild animals to aid with this.

Food: 5 (close to 6)
Population: 4 (close to 5)

Basic Tools (Shoddy): +1 to rolls utilising basic tools
Tech(Science):
Fire(Basic): +1 to rolls utilising fire
Tech(Agriculture):
Animal Husbandry(Incomplete)
>>
>>1728258
The z0rg pool together their intellect to research into ignition like the sun, however the information doesn't quite work well with their outdated knowledge.

The z0rg explore finding ores of copper and tin, and also discovered their territory is surrounded on all sides by child of man, and to the east they carry sharp grey weapons.

The z0rg follow a bunch of humans around while looking for food, they see a bunch of massive shells in the sand, the humans try and overturn it by putting a spear under it, but the shell spins very fast and cuts through the spear, after a while of waiting you see a shell get up, it grows limbs and goes into the ocean.

Food: 6 (close to 7)
Population: 3
Untapped Ore(Copper): 6
Untapped Ore(Tin): 2

Well-Fed: +3 to next actions
Tech(Science):
Fire(Incomplete)

Challenge: Develop a counter measure to hunt Carousel Turtles gaining access to tough shells and plenty of meat
>>
>>1730002
We all elect one gobbo to spy on the rats, and he fails spectacularly at his job, he even accidentally offends them, weird, he only told them to take a shower.

A few others find out about their deity JewTwo who uses psychic powers to trick peasants.

Pathway(Free Action)
A)JewTwo sounds like an awesome God, we would love to worship him
B)Goblin Jesus says that you should worship JewThree a God that is based on JewTwo
C)We will make our own religion from scratch
D)Richard Dawkins, the non-god of the Atheist religion

The rest look for bug life to consume and shrooms, you find the shrooms but a few succumb to the ill effects of eating them, you may need to research into this.

Food: 5 (close to 6)
Population: 4 (close to 3)

Cave(Jewrat infested): +1 to Population
Tech(Security):
Doors(Shoddy): +1 to defensive rolls
Tech(Science):
Mushroom Knowledge(Unexplored): -2 to rolls involving use of mushrooms, if explored primary bonus is decreasing consumption of poisonous shrooms and increasing food supply
Relationship:
Jewrats(Terrible): You know too little about the rats and their faith, -5 to negotiation with Jewrats
>>
>>1730879
Spirits are partially angry at the naga people (Decided I might as well reference their poor attempts with fire to angry fire spirits) on the islands for their failing with fire
>>
>>1730196
We explore far away from the camp, discovering a kingdom of giant ants to the north east.

We go out to hunt finding lizards and small critters.

We study general navigation, but we can go farther and specifically study land or sea navigation

Food: 4
Population: 3 (close to 4)

Tech(Science):
Fire(Basic): +1 to rolls utilising fire
Tech(Navigation):
Navigation: +1 to all navigation rolls

War Camp(Stage 1): +1 to rolls involving hunting and combat
>>
>>1730261
We research animal husbandry learning how to get animals to fug each other, maybe their are animals to domesticate and breed in the hills?

The clergy decreed any ship would look awesome if a shark face was painted on the front, frogs use different coloured excrement to paint, they also do well and manage building some submersibles which can let water in

The strongest swimmers don't orientate themselves well and end up back on their own island, took a while to get them to realise they ended up back where they started.

Food: 4
Population: 3

Tech(Naval):
Vessel: +2 to ocean travelling rolls
Tech(Naval):
Submersible Vessel: +2 to ocean travelling rolls using submersible vessel
Tech(Agriculture):
Animal Husbandry: Can breed generations of animals, harder to breed for characteristics

Relationship:
Fly God(Pleased): +1 to rolls for the Fly Gods divine favors
>>
Turn 3 begins now, Kobolds didn't act, and please if you are declaring less than 3 actions then mention the point consumption per action
>>
Rolled 12, 18, 16 = 46 (3d20)

>We work on hunting more
>We try to learn how to make good traps with webs and sticks
>We start creating musical rituals (with leather/silk stretched over stick drum frames to make drums, of course) to please our gods.
>>
Rolled 8, 20, 16 = 44 (3d20)

>>1731134
Build stone clubs

Learn more about fire, martially +1

Farm lizards.
>>
Rolled 12, 1, 17 = 30 (3d20)

>>1731134
>Fish and stockpile food (1pt)
>Research fire (1pt)
>Research better ships (1pt)
>>
>>1731491
okay for realsies two 1s in a row for the same thing i c a n n o t e v e n op do we get a bonus for third attempt cause if i burn down my entire civ by trying to cook fish i
>>
Rolled 5, 8, 2 = 15 (3d20)

>>1731122

1) With the current food surplus, look at increasing breeding. Perhaps a fertility rite?

2) Develop spears for better hunting, combat.

3) Now that a vessel is available, send one to scout out a nearby island, hopefully faring better than the swimmers with navigation.
>>
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Rolled 20, 9, 4 = 33 (3d20)

>>1731134

~ Cyclops - Turn 3 ~

> Research: Develop specialized tools focused on excavation. (Picks, Shovels) [-2 points]

> Construction: Carve a burrow into the glacial ice sheet which smothers our land. Dedicate the deepest part of this artificial cavern to food storage. [-1 point]

Rolling 3d20...
>>
Rolled 7, 14 = 21 (2d20)

>>1731069
Well that's no good...
I'll use 3 actions
>2 of which build fortifications around our little gobbo den in the caves
>1 Study the mushrooms, which arebgoodnand which are poisonous, maybe how to cultivate them
>>
~ Command submissions for Turn 2 ~

...

Kobolds : [ PENDING... ]

z0rg : [ PENDING... ]

Cyclopes : [>>1731999]

Nagas : [>>1731491]

Khajiit : [ PENDING... ]

Minotaurs : [>>1731319]

Giant Spiders : [>>1731139]

Goblins : [>>1732014]

Frog-People: [>>1731544]
>>
Rolled 15, 17, 7 = 39 (3d20)

>>1730998
Action 1
the wise continue research into animal husbandry

Action 2
the katsi "try" to increase their population

Action 3
a few of the gathers have convened the wise ones to let them try something called farming.(trying to start growing food)
>>
>>1732042

*Turn 3
>>
>>1732042

you mean turn 3
>>
can we get a world map update?
>>
>>1732042
>>1732045
>>
~ Command submissions for Turn 3 ~

...

Kobolds : [ PENDING... ]

z0rg : [ PENDING... ]

Cyclopes : [>>1731999 (You)]

Nagas : [>>1731491]

Khajiit : [>>1732045]

Minotaurs : [>>1731319]

Giant Spiders : [>>1731139]

Goblins : [>>1732014]

Frog-People: [>>1731544]
>>
>>1732058

Nothing much changes. Nobody has explicitly attempted to expand their territory yet...
>>
>>1732462
just waiting on z0rg, I hope they show up, really want to see how they deal with the Carousel Turtle.

From this point on I am assuming that Kobold anon is ded
>>
>>1732853
Worst case scenario they just join back in later, let's see what we got boss man!
>>
>>1732462
Turn 3-z0rg
Rolled 13,4,19=33 (3d20)
Action 1-z0rg attempts to breed with other specie in attempt to spread HIVE MIND control
Action 2-z0rg researches weaponry
Action 3- z0rg tries to learn local languages in secret so that z0rg can communicate with native islanders
>>
>>1733250
Challenge begin(?)
>Hard shells that weapons can't break through
>No soft underbelly
[If this counts as a turn replace with roll and action of 3]
z0rg digs deep trenches with their hands and misc salvaged broken tools from humans. z0rg tries to lure them away from sand towards more hard and firm ground where pits lie using driftwood and large stones as a sort of riot shield.
Cover bottom of pits in hard material, ex: boulders and large stones
Entire idea is to starve the turtles to death in the pits and then take the corpse and find a way to extract meat from shells
>>
is OP dead?
>>
>>1731139
The spiders gather spears to hunt some game, their favourite being the occasional boar.

We learn all about traps and how to make them, if we have time to set them up then we can outsmart any fool trying to take us on.

We start to entertain the Gods that we serve with the power of music, they are still pissed off, but we are sure they will calm down eventually.

Food: 5 (close to 6)

Population: 3 (close to 4)

Wooden Spears: +2 to rolls involving use of spears
Wooden/Web Traps: Have to be set up in advance
Tech(Science):
Fire Hardened Spears: +2 to rolls involving use of wooden spears
Tech(Science):
Fire(Expert): +3 to rolls utilising fire
Tech(Science):
Trap Setting: +3 to setting traps
Relationship:
Eacor, spirit concil of earth and fire(Okay): -2 to rolls for Eacor's divine favors
Unspent Points: 1
>>
>>1731319
You employ some of the tribe to make stone weapons, however the stone clubs that are built are rarely the right size.

If the tribe wants to compete it first with other nations it needs metal weapons, and greater control of fire will help us reach that end, so the smarter Minotaurs research deeper into fire.

Minotaurs don't need tools to hunt lizard, but the lizards aren't infinite, so a new food source will have to be found if you ever want the nation to grow strong.

Food: 5 (close to 6)
Population: 3 (close to 4)

Weapon: Stone Clubs(Incomplete)
Tech(Science):
Fire(Expert): +3 to rolls utilising fire
Tech(Navigation):
Navigation: +1 to all navigation rolls
>>
>>1731491
We increase fishing around the island, we are careful not to overfish, it is unwise to increase fishing on this island, maybe you could fish more if you made nets for your new and improved ships in order to fish at sea.

You almost have another fire accident, to prevent this you drill the community in fire safety instead of researching fire.

You decide to make better ships than rafts by expanding upon your knowledge, the remaining rafts can be used for firewood.

Food: 5 (close to 6)
Population: 3 (close to 2)

Tech(Naval):
Trireme: +3 to ocean travelling rolls
Tech(Science):
Fishing: +1 to food
Tech(Science):
Fire(Incomplete/stagnating): -1 to researching fire
Fire Safety: The community is drilled on fire safety, fire is less of a threat
Water Magic: +0 to rolls involving use of Water magic
>>
>>1731544
The frogs start fighting, half of them are beta males who never fucked, the other half are normies or alphas with qt3.14 gfs.

A few of the chads be useful trying to make spears while everyone else argues.

The sailor frogs spend time dividing the ship so that normies and betas don't have to see each other.

Food: 4
Population: 3

Wooden Spears(Incomplete)
Tech(Naval):
Vessel: +2 to ocean travelling rolls
Tech(Naval):
Submersible Vessel: +2 to ocean travelling rolls using submersible vessel
Tech(Agriculture):
Animal Husbandry: Can breed generations of animals, harder to breed for characteristics
>>
>>1731999
We craft great tools for mining and excavation, some with a sharp point to chip away walls and some with a flat blade to move dirt.

We begin building a burrow in the ice, and thanks to help from excavation tools it is almost complete.

Food: 6 (close to 7)
Population: 3 (close to 4)

Basic Giant Tools: +2 to rolls utilising basic tools
Giant Excavation Tools(Great): +4 to mining and excavation
Burrow(Incomplete)
Giant Nets(Good): +2 to food
Tech(Science):
Mining: +0 to rolls involving mining and excavation
Well-Fed: +3 to next actions
>>
yo OP can the katsi get some love
>>
>>1732014
We fortify our lands using wooden barriers, unsure how to deal with the rats yer.

We have the wise ones conduct research on shrooms, which turns out well making them far less dangerous to our species, the scientists celebrate with a party high from success (and shroom magic)

Food: 6
Population: 4

Cave(Jewrat infested): +1 to Population
Tech(Security):
Doors(Shoddy): +1 to defensive rolls
Tech(Security):
Fortifications(Shoddy): +1 to defensive rolls
Tech(Science):
Mushroom Knowledge(Basic): +1 to rolls involving use of mushrooms, if explored primary bonus is decreasing consumption of poisonous shrooms and increasing food supply
Relationship:
Jewrats(Terrible): You know too little about the rats and their faith, -5 to negotiation with Jewrats
>>
>>1732045
The wise ones gain insight into animal husbandry including the use of it to breed animals for traits, now they just need domesticated animals to breed.

We send the toughest to make huts in the day and to make children in the night to populate the new houses.

The wise ones have some difficulties finding out the best growing conditions for plants.

Food: 5 (close to 6)
Population: 6

Basic Tools (Shoddy): +1 to rolls utilising basic tools

Tech(Science):
Fire(Basic): +1 to rolls utilising fire
Tech(Agriculture):
Animal Husbandry(Basic): +1 to breeding for traits in animals, can breed generations of animals
Tech(Agriculture):
Farming(Incomplete)
>>
>>1733250
The z0rg realise an ability to inject genes into eggs, but for now it requires an already fertilised egg.

The z0rg attempt to learn about weapon making, it doesn't go well but they realise that if they want metal weapons they need fire and a technique to smelt ores first.

The hive mind coordinate in order to dig trenches with broken implements, this goes well and a few z0rg find out how to lure the turtles, they burrow in the sand in order to sleep and go back to the sea to eat, and they get aggressive if their sleep is disturbed, if you task some of the hive mind with making a racket then you could potentially lead them into the trench traps (+5 to luring turtles)

Food: 6 (close to 7)
Population: 4
Untapped Ore(Copper): 6
Untapped Ore(Tin): 2

Gene Insertion: The hive mind can now inject genes into fertilised eggs to bring the offspring under hive mind control
Tech(Science):
Fire(Incomplete)
Tech(Weaponry):
Weaponry(Incomplete)
Tech(Security):
Trenches(Good): +3 to defensive rolls
>>
>>1733711
>>1733515
Not dead yet, no map updates as nothing has changed, turn 4 begins, heavy rainfall everywhere but the two poles
>>
Rolled 6, 19, 20 = 45 (3d20)

>>1733880
>>1733778

>> we send out the hunter to capture and tame meat animals, for breeding and future consumption.

>> the gathers have convinced the wise to continue research into farming.

>> one of the wise has started to look into magic that allows you to move thing with your mind( research telekinesis )
>>
Rolled 2, 3, 10 = 15 (3d20)

>We try to learn ritualistic, basic magic based off fire and forest spirits
>We build a central place for laying eggs and mating. It has only one entrance, which is filled with traps. (roll 3).
>>
>>1733996
oh oh no you poor man
>>
>>1734009
This isn't going well...
>>
>>1734025
it is also raining and kats hate rain
>>
>>1734075
Spiders don't either, but we have silk.
>>
>>173427

wet kat fur is awful
>>
Rolled 12, 12, 20 = 44 (3d20)

>>1733644

My first two actions are going to be related to the unification of the people. Too many squabbles divide the two major castes of the frog people, so the first action is going to be holding a tournament to decide a leader.

Each caste has a candidate for this position.

The douchey fuccboi alpha caste is represented by Seesaws, a tall, stout frog with a soothing baritone voice and a red frilled-lizard-like collar that looks like it's popped. This collar is a result of a genetic mutation from inbreeding, but the ladies seem to love it. Seesaws is not the best athlete of frogkind, but is the best one who isn't at least kind of retarded. He's relatively well-stated, which is good in a leader.

The whiny beta caste is represented by Illman, a slender, relatively colorful frog. Think "poison tree frog". Illman is pretty clever/stealthy, but has never been laid and has all kinds of angst about it. The main reason for this is the poison; while other frog people are very resistant to it and only get a skin irritation, and while it's actually pretty good in terms of genetic fitness, "hey babe, have you ever tried herpes?" is a very poor pickup line. Still, being pretty good at stuff but still being shunned by the opposite sex makes many other sad betas look up to him as a role model.

1) My first action, because a lot of mud has been delivered to us, is going to be to settle the conflict with a mud wrestling tournament, which the clergy have assured the public is "totally not gay". The alphas were pretty concerned about that. Since both capability for dirty fighting and brute strength are an advantage here, the outcome between Seesaws and Illman is a tossup.

2) Once a leader is decided, the second action is going to be to try to reconcile the two castes; while there needs to be some sort of leader and one caste is not going to get its way, if the frogs are going to develop as a strong nation they will need the talents of both castes, and bad blood will undermine that.

3) Finally, once this is settled, another expedition party is going to start up for reals this time guys because we need to know what's out there.
>>
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Rolled 15, 10, 1 = 26 (3d20)

>>1733686

~ Cyclops - Turn 4 ~

> Construction: Complete subterranean granary project [-1 point]

> Research: Reinforced Nets. Improve weaving techniques and patterns to improve net size and integrity. [-2 points]
>>
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~ Command submissions for Turn 4 ~

...

Kobolds : [ PENDING... ]

z0rg : [ PENDING... ]

Cyclopes : [>>1735349]

Nagas : [ PENDING... ]

Khajiit : [>>1733992]

Minotaurs : [ PENDING... ]

Giant Spiders : [>>1733996]

Goblins : [ PENDING... ]

Frog-People: [>>1734392]
>>
Rolled 20, 15, 12 = 47 (3d20)

>>1735730
alright now we got some fortifications, lets get ourselves a shaman and teach him fome shroom magic
> all three for shrooms knowledge and magic
>>
>>1735744

One twenty and two ten pluses...

Goblins confirmed for master Shroomomancers...
>>
>>1735828
aaaayyyyyyyyyyyyy
>>
>>1735744
>>1735946
might wanna change my name hahaha
hoping to be able to grow shrooms and use them like that zombie fungus!
>>
>>1735967
*Grow shrooms as a crop, and cast necroShroom zombie stuff*
>>
Rolled 4, 15, 11 = 30 (3d20)

>>1735730
>Nagas sail to the south to explore the nearest island and see what resources or challenges await them there

>We research shelter using water magic to help us regulate our temperature

>We attempt to advance our water magic to increase our rightful control of the oceans and seas.
>>
Rolled 5, 7, 1 = 13 (3d20)

>>1735730
I meant literal lizard farms so we could make more lizards to eat. Not kill a ton of lizards.


Action: Make better clubs

Action: Find larger animals

Action: Breed
>>
>>1736652
ah, I was a bit confused, I assumed that you would be researching husbandry first if it was for farming lizards
>>
>>1736697
>>1736652woudn't you have to research that first?
>>
>>1736703
Rules are not that clear
>>
>>1736746
Yeah, wasn't too prepared before I began, should probably, should probably write down compulsory technologies for common stuff, on the bright side if I run a second game I will be more prepared.
>>
~ Command submissions for Turn 4 ~

...

Kobolds : [ PENDING... ]

z0rg : [ PENDING... ]

Cyclopes : [>>1735349]

Nagas : [>>1736367]

Khajiit : [>>1733992]

Minotaurs : [>>1736652]

Giant Spiders : [>>1733996]

Goblins : [>>1735744]

Frog-People: [>>1734392]
>>
>>1736367
shelter using water magic?
Do you mean rain proofing?
>>
>>1736840

Sounds like they want to control atmospheric precipitation and the general humidity of their environment...

One of these things seems like it would be infinitely harder to do than the other...
>>
>>1736777
Turn 4- z0rg
Rolled 15 (1d20) [1 action, multiple points instead of 3 actions]

>Gene isertion requires alreadys fertilized eggs to add other specie into HIVE MIND
z0rg needs to add stronger specie into HIVE but many races and animals do not allow z0rg to get close

z0rg comes up with a very good idea, infect smaller animals to get closer to bigger animals. However this did not work so qell, many smaller animals got killed and consumed.

z0rg then found better idea, there are hundreds of tiny weak beings [bugs] that can fly and get close to other races. If z0rg can infect [bugs] then z0rg can insert genes without drawing attention of other more advanced races. z0rg also noticed some [bugs] eat corpses and lay eggs on them afterwards.


Action1 - z0rg researches and experiments on how to control insects and make them part of the HIVE MIND.
>>
>>1736846
So atmospheric precipitation means weather magic to control rain?
>>
>>1736864

Essentially...
>>
Will try and update a few hours early today, I am interpreting nagas second action as rain control magic, feel free to correct me if you are here
>>
Rolled 4 (1d20)

>>1734392
1-8 alphas win tournament
9-12 settled with a tie
13-20 betas win tournament
>>
>>1736902
Long live Seesaws, first of his name of House Alpha!
>>
>>1736840
I meant structures made out of water, sustained by magic. Instead of using wood or stone using technology, we will use water as the material and magic as the glue. Hydrokinetic structures. Water is a good insulator and abundant.
>>
>>1737177
Thanks for clearing it up
Started moving each civilisations techs and stuff to a single paste bin
https://pastebin.com/CHKvQKRa
Also a small list of requirements for stuff, if you think anything needs to be added then tell me
https://pastebin.com/WGGp9JHZ
>>
>>1733992
The hunters couldn't spot any animals straying too far from their herd and couldn't capture any.

The wise ones managed to figure out farming and another technique called irrigation in order to boost farm productivity.

The oldest of the wise ones decided they needed a power stronger than fire, ice and lightning, the power of the mind, and he birthed a never before seen school of magic to this world.
>>
>>1733996
We struggle with researching magic, maybe it would go easier if we had the fire and earth spirits on our side.

The love cavern project begins, the trap setters were a bit too eager to set traps and didn't record their locations, so we had to cut progress to disarm traps.
>>
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>>1737230
Forgot to add important pic
>>
>>1737240
HA
>>
>>1734392
Originally the plan was to have only Seesaws and Illman wrestle, but a load of betas and alphas thought it looked fun, we had elimination rounds and both Seesaws and Illman made it to the final round, Seesaws won the match due to his raw strength.

Seesaws and Illman become friends, they realise that the frog empire is much more important than some petty squabbles, they manage to reconcile some of the hate and develop leadership.

Another expedition party starts up, due to cooperation of the alphas and betas they are able to find iron ore on a neighbouring island.
>>
>>1737240
>>1733778
I see in the Pastebin my population has dropped back to 5 from 6 did I lose a kat?
>>
>>1735349
A somewhat deep burrow system is dug out with a granary at the deepest point.

The cyclopes find it hard to improve upon their traditional weaving techniques.
>>
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>>1735744
We master knowledge of the mushrooms and figure out how to use its power through the application of magic.
>>
>>1737280
I don't think so, thanks for pointing it out going to edit the pastebin
>>
>>1736367
It appears that a family of sea serpent guards the way to the island, you think it may be possible to befriend the sea serpents as you bear similarities.

We gain the ability to build out of water, this is useful for building, maybe even taking control of the sea, you could build walls out of water which would restrict others without affinity for water magic.

We manage to increase our control on the domain of water.
>>
>>1736652
We make the clubs better, not by much but at least they are functional.

We find lesser drakes living in the mountains, weaker than drakes and not very good flyers, but their fiery breath still packs a punch, if we could deal with the fire we could find good uses for them.

The biggest mystery in life is women, the minotaur men have a hard time getting the women in mood to fug.
>>
>>1736857
The hive mind figures out how to insert genes into insect eggs, however it requires corpses as lure for the insects first, as a result our initial amount of insect servants is low.
>>
Rolled 9, 19, 18 = 46 (3d20)

>>1737358

Action: Make stone shields that resist fire +3

Action: Learn the arcane arts of fire +3

Action: Capture drakes +3
>>
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Well power creep is beginning to happen, and the worst case scenario isn't the all consuming hive, the gobbos are starting to look strong, turn 5 begin
>>
>>1737391
>>1737230
the wise have called a meeting of the whole tribe to proclaim that it is time for the katsi to expand (all three actions are for expanding to the north)
>>
Rolled 5, 6, 13 = 24 (3d20)

>>1737417
forgot the roll
>>
Rolled 2, 19, 5 = 26 (3d20)

>>1737391
We attempt to domesticate the sea serpents.

We explore the southern island for resources and begin colonizing it if possible.

We send another ship exploring east.
>>
>>1737422
my luck was bound to turn at some point
>>
>>1737391
z0rg turn 5
Rolled 12,14, 6=22 (3d20)
Action 1 z0rg researches weaponry, and if possible train in usage of bodily weapons Ex:claws, fangs, any appendage on z0rg controlled creatures that count as "weapons"

Action 2- z0rg sets out infected corpse of recent kill that has been pumped chock full of genetic fluid to lure bugs and possibly small carnivores to eat and become infected

Action 3-z0rg sees if they can salvage leftover equipment from beach turtle vs human battle
>>
Spiders turn 5
>We try to complete the love caverns
>We hunt more boar and other creatures
>We have a great ceremony called "The Feast of Many Webs"
Also, our tribe is named "The Many-Legged" (Masog Vani, in the spiders language)
>>
Rolled 6, 13, 15 = 34 (3d20)

>>1737660
Forgot rolls. Also, the ceremony consists of burning animal fat and drum music to please Eacor.
>>
>>1737567
Also if possible can I get a population count after this turn?
>>
>>1738013
I think that is in the paste bin >>1737210
>>
Rolled 19, 10, 18 = 47 (3d20)

>>1737256

1) Continue working on currently incomplete spears.

2) Since we found an island with resources that doens't seem to be inhabited, try to settle it.

3) Start researching fire; we haven't had much need for it in the past and aren't generally big fans, but we are going to need it if we are to leverage the iron ore.
>>
Rolled 19, 3, 18 = 40 (3d20)

>>1737391
Turn 5
>action 1: start cultivating food
>action 2: BREED! quantity is a quality of its own
>action 3: poison ratmens food and water all sneaky like, we dont have to kill them, just weaken them
>>
Rolled 8, 8, 2 = 18 (3d20)

>>1737296

~ Cyclops - Turn 5 ~

> Construction: From the burrows, continue to dig through the ice sheet until we break through to the rock and soil below. As the burrows expand downwards relocate more of our society underground. [-2 points]

> Research: Continue our attempts to develop reinforced netting. [-1 points]

Rolling 3d30...
>>
>>1739042
by cultivating food you mean spreading mushrooms with magic?
>>
Looks like it is time to start writing up, in case anyone didn't catch it the technical stuff is in paste bin here >>1737210
>>
>>1737374
Making fire resistant shields is complicated, but we managed to find stone with good enough properties to begin construction of the shields.

We manage to control fairly advanced fire magic, fire means a lot to our society almost like the blood in our body.

While hunters are waiting for the stone shields they organise plans to capture the lesser drakes, the hard part is restraining the lesser drakes, it would be considerably easier to kidnap eggs while the parents are distracted.
>>
>>1737417
The kats approach is met with difficulty, the occupants of the northen land have golems as a defensive front, tireless warriors which resist most weapons, a small group of golems is sent out to search for the location of your nation, it will be awhile before they arrive so you have time to prepare, either finding a way to make peace or maybe a magic to render golems inoperable.
>>
>>1737439
We try to tame the sea serpents however it turns up horribly, as sea serpents are more intelligent than most animals.

The explorers end up helping out the tamers instead of exploring, and end up correcting a few of the mistakes that the tamers made.

A ship is being prepared to head east, however there is a hold up in the delivery of supplies to the ship.
>>
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>>1737567
We research weapons tactics for warfare even learning a bit about biological weapons, a good next step would be learning to evolve biological weapons

The z0rg grows in number as insects come to feast on a fresh kill, insect numbers are now sufficient to begin trying to infect other species.

The z0rg find nothing of value from the leftover equipmen.
>>
>>1739395
Also scouts report that some turtles have been successfully lured, now you only have to wait for them to starve to death
>>
>>1737660
The builders attend the ceremony instead of doing work.

The hunters are so engrossed in their work that they forget about the ceremony.

The feast is a success, making merry as well as improving relations to our gods.
>>
>>1738161
We finish making plenty of quality spears.

The settlers slowly realise that the many marshes of the island contain a civilisation of lizard men, they call these people Quagmen, it is up to the clergy to find a solution to this issue.

Our research into fire goes well, the frogs understand that although they dislike it, it is necessary to advance.
>>
>>1739042
We use mushroom magic to grow more edible mushrooms.

The goblins can't tell the ugly men and women apart and have trouble breeding for the sole purpose of reproduction.

We poison the ratmens food and water with skill, they are growing weaker, the ratmen are growing suspicious of the increasing mushrooms in the cave but you now hold some of the cards
>>
Rolled 14, 2, 12 = 28 (3d20)

>>1739405
1) We'll have to try to make contact with the Quagmen, see what they want and if they are cool cohabitating here.

2) Start research on smelting if possible now that we have fire.

3) Work on breeding, increase the population.
>>
>>1739095
We expand the burrows downwards, they go quite deep and it may be possible to look for ores in the rock and soil.

We still have trouble with making reinforced nets.
>>
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Turn 6 begins now
>>
Rolled 10, 14, 6 = 30 (3d20)

>>1739434

~ Cyclops - Turn 6 ~

> '''Research: Improved mining techniques and protocols.''' ''Great quantities of rock and stone can prove to be immensely dangerous.
Fortunately, they are also thoroughly predictable. Those who fully comprehend the laws of the stone can carve apart the earth without fear.'' (Improves safety and swiftness of mining expeditions) [-2 points]

> '''Research: Rudimentary Geological Survey.''' ''Some rocks are stronger than others. The existence of these remarkable materials leave signs and indicators in the surrounding soil which the knowledgeable may exploit.'' (Boosts chance to discover useful/precious materials when scouting or mining) [-1 point]

Rolling 3d20...
>>
Rolled 20, 17, 10 = 47 (3d20)

>>1739438
Action: The minotaurs channel their fire magic into their being. They generate fire auras +6 (fire magic, fire)

With fire and shield they raid the drake camp, kill tge adults and steal the eggs +10 (war camp, fire, fire magic, shields, clubs)

Action: Claim drake territory.
>>
>>1739579
>Action: Claim drake territory.
The drakes live in your own territory, what does that mean?
>>
>>1739602
They live north of us. Look at tge map
>>
>>1739633
Oh shit. I misread the map. I will fix my action and reroll
>>
Rolled 12 (1d20)

>>1739579
Action 3 - Research/ build boats by tge beach.
>>
Rolled 16, 4, 6 = 26 (3d20)

>>1739438
>>1739378

the wise ones spend time teaching and honing katsi telekinesis for war and other uses. (actions 2)

the wise set our builders to build a defensive wall with out tools and telekinesis +2 (action 3)
>>
>>1739438
also, did I lose katsi in the attack because my pop has dropped again?
>>
Rolled 6, 1, 2 = 9 (3d20)

>>1739428
start making spears and bows, lets get ready for war
>all three making weapons
>>
>>1739865
well fuck, that goblin luck just ran out XD
>>
>>1739845
Yeah you lost some
>>
>>1739865

i know the feeling.
>>
Rolled 1, 2, 18 = 21 (3d20)

>>1739438
Action: The Naga build one beautiful ship, adorned with many murals and carvings by our best artisan shipwrights, and burn it at sea as an offering to the sea god(s) to gain their favor in our endeavors.

Action: We attempt to finish domesticating the sea serpents once again.

Action: We attempt to colonize the southern settlement again.

>Can I catch a break with these rolls?
>>
okay the dice gods hate me. i've rolled more 1s in this game than i ever have in the rest of my life combined????
>>
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>>1739983
If I run a second game I think I will have to seriously consider improved dice mechanics so that drastic success and failure happen less often
>>
>>1740030
Hello GM. Lurking anon here. I have to say I'm really enjoying observing this thread. Have you considered writing down a rough guide to the rules? I'd love to try running something like this myself.
>>
>>1739990

At least you aced the recolonization effort...

...

>>1739438

~ Command submissions for Turn 6 ~

Kobolds : [ PENDING... ]

z0rg : [ PENDING... ]

Cyclopes : [>>1739472]

Nagas : [>>1739983]

Khajiit : [>>1739840]

Minotaurs : [>>1739579] + [>>1739637]

Giant Spiders : [ PENDING... ]

Goblins : [>>1739865]

Frog-People: [>>1739433]
>>
>>1740036

which civ is your favorite so far.
>>
>>1740036
I decided to do this because there was a quest a while back like this, had more defined rules, however no magic, I will try a thorough rule write up, and be free to join in no matter how late you are to the game
>>
>>1740074
you could even take the kobolds if you like, I don't think the kobold anon is coming back anytime soon
>>
Rolled 19, 16, 13 = 48 (3d20)

Well, that went OKAY.
>We try researching magic once again
>We send out a scout to the surrounding area, to see what's there
>We sacrifice a boar for the favor of our god
>>
>>1740057
Masog Vani.
>>
>>1740592

I don't understand what you are saying.
>>
>>1740592
Yay!
>>1740647
Me!
>>
>>1740043
Z0rg turn 6
Rolled 8, 20, 14= 42 (3d20)

Action 1- z0rg explores island

Action 2- z0rg researches biological weapons and tries to force evolution now that they can control the mind, therefore also the body and it's functions

Action 3-z0rg mates and tries to bolster their original numbers [excluding non z0rg HIVE MIND members]
>>
https://pastebin.com/CHKvQKRa
pastebin for tech and stuff
>>
>>1739433
You manage to make good relations with the quagmen, they have a few groups on other islands, they tell you of a harpy queen that has been commanding harpies to pester them, should you defeat the harpy queen you shall gain the full support of the quagmen on all islands.

The betas still can't figure out how to smelt, they surmise that mining out some ore for them to examine will help them learn how to smelt.

A few of the alphas help betas pick up girls, leading to increased reproduction.
>>
>>1739472
The cyclopes discover a lot more knowledge on mining techniques improving the speed and safety of mining operations.

Progress on geological survey is going slowly.
>>
>>1739579
The minotaurs figure out how to overload themselves with magic, giving them incredible combat strength and release the aura for a blast of fire without needing to cast the fire blast.

The strongest go after the lesser drakes, using shields and clubs, although the shields are prototypes and can't fully protect from heat, the minotaurs holding the shields have become stronger with magic and barely able to hold out against the drakes fiery breath, the minotaurs use their numbers and strength to batter the lesser drakes to death, and were able to prevent harm to the eggs.

The minotaurs try and build boats but they only manage to make simple rafts.
>>
>>1739840
Golems are mechanical constructions, the wise ones hone telekinesis because they believe that stronger telekinesis will be key to disabling golems.

The builders try to build wall, but the progress is very slow.
>>
>>1739865
The goblins are clueless on making weapons as they usually just scavenged weapons from whoever they kill
>>
>>1739983
The naga carving into the ship was a madman, carving images that angered the Sea God, maybe nagas are just eternally cursed to go mad.

The sea serpents get angry at your continued attempts to domesticate them, attacking the nearby ships viciously.

While the sea serpents are raging you manage to sneak around them onto the island, where you meet lizard like men who would bow to your people if you managed to take out the leader of the harpies, the harpy queen
>>
>>1740255
Many improvements are made upon magical techniques of fire and earth.

To the east there is a cluster of hives containing giant wasps, and to the west port cities containing humans.

The Gods are pleased with your sacrifice.
>>
>>1741401
The z0rg have trouble finding routes around humans to find out more about the island.

The z0rg learn about adapting their genetics to improve upon biological weapons.

The Hive grows as it's members procreate.
>>
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Rolled 13, 16, 19 = 48 (3d20)

>>1743174

~ Cyclops - Turn 7 ~

> [b]Research: Rudimentary Geological Survey.[b] [-2]

> [b]Construction: Build subterranean quarry.[b] [-1 points]

Rolling 3d20...
>>
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Turn 7 begins, a demonic legion starts gathering at the north pole
>>
>>1743210
Forgot to mark the quagmen on the other two unclaimed islands
>>
Rolled 8, 11, 14 = 33 (3d20)

>>1743167
1) If we are to fight Harpies, who can fly, we will need to train our forces in ranged combat. Out warriors will practice throwing spears as well as they are able to use them in melee.

2) Have an advance scouting party take a submersible to the Harpies' island under cover of darkness to do reconnaissance.

3) Work on mining some iron ore.
>>
>>1743232
Or, I guess the Harpies are on the same island that we're settling, so the submersible is unnecessary.
>>
>>1743232
How are you going to mine the ore, you don't have tools to mine with
>>
Rolled 13 (1d20)

>>1743329
This is true. Maybe I shouldn't post before coffee.

I'll reallocate that action to toolmaking if possible. New die roll included if that is needed.
>>
Rolled 10, 15, 10 = 35 (3d20)

>>1743210
Naga develop nets for fishing and also combat.

Naga use their nets to attempt to trap the Harpy Queen and her underlings before drowning them with water magic and name the dead sacrifices to Neptune. We're sorry, Neptune.

The Naga deliver a quantity of fish to the sea serpents as tribute. Are they sentient or just smarter like wolves? Are they a tribe or able to be domesticated at all?

tune in for three more rolls of 4 or under
>>
>>1743210
actions 2
the wise believe that telekinesis alone can not win the day so they have set out to create weapons of war for melee and ranged attack. (bow n arrow and sword n shield )

action 1 the builders redouble their effort to build the defensive wall +3 (tools and mind magic)
>>
Rolled 3, 8, 1 = 12 (3d20)

>>1743473

dice rolls incoming

oh lord god smile on me today
>>
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>>1743473

oh oh no
>>
>>1743210
Turn 7 z0rg
Rolled 13, 9, 15=37 (3d20)

Action 1-z0rg tries to study fire(again)

Action 2- z0rg scours island again

Action 3- z0rg realised that they can create biological weapons, but what about defense?
The HIVE MIND has never built shelter for it's kin so all HIVE MIND members have always braved the storms and weather and adapted to dealing with harsh conditions. z0rg researches and experiments on how to evolve and improve naural resistances. Ex: Firmer skin and more dense bones, heat and cold resistance, less food needed, and other similar traits that the z0rg want to improve and pass on to the other members of the HIVE.
>>
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>>1743210

~ Command submissions for Turn 7 ~

Kobolds : [ PENDING... ]

z0rg : [>>1743484]

Cyclopes : [>>1743207]

Nagas : [>>1743413]

Khajiit : [>>1743473] + [>>1743475]

Minotaurs : [ PENDING... ]

Giant Spiders : [ PENDING... ]

Goblins : [ PENDING... ]

Frog-People: [>>1743232] + [>>1743362]
>>
man I hope those golems aren't close
>>
Rolled 16, 20, 14 = 50 (3d20)

>>1743533
Well that wasnt as bad as it could have been
Alright
1st action: Breed, we need numbers
2nd and 3rd action: march on the rat men, beat them while they're week take all they have and only take a couple prisoners
>>
>>1744178
Ayyyy
Gobo luck is back!
>>
Rolled 18, 10, 4 = 32 (3d20)

>We open diplomatic relationships with the humans, sending hunters and a shaman.
>Before we go, the shaman prepares spells that will release a firey blast when thrown at an enemy in the spears of the hunters
>We try to finish the love caverns.
>>
>>1744592
The love caverns are cursed
>>
We're just waiting for the Minotaurs now...
>>
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Lurking anon here, joining late. Claiming marked territory on Kobold Island for a Leprechaun faction, the Lucky Leprechauns.
>>
>>1746881

Nice to meet you...

You need to outline your actions for this turn. Right now you have three points to allocate to developing your nation...
>>
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Rolled 1, 15, 1 = 17 (3d20)

The first tings dat we Leprechauns do is search de surrounding countryside for plant based foodstuffs, such as wheat, barley, tatties turnips and de like. (search for food, 2 actions)

Next we Leprechauns see if we can't figure out how to get us a fire going. (research fire - 1 action)
>>
>>1746885
looks like I don't have the luck of the Irish after all.
>>
>>1746888

The Fucking Irony...
>>
Is OP dead or waiting..?
>>
Was wondering whether to wait for minotaurs or not, guess I will start now, but delivering late is better than delivering never
>>
>>1743207
The cyclopes learn better of discerning locations of useful materials under ground.

The cyclopes set up a quarry giving much better access to rock, the job goes so well that a stone cutter sets up nearby and makes blocks out of rocks which helps build stone structures.

They even find a deposit of valuable ores.
>>
>>1743232
The frogs aren't used to the weight of the spears and find it hard to throw them.

The frogs discover that harpies fly around the sea at day and some come to the island at night guarded by a look out, the big one that you assume is the queen hasn't came to rest on this island yet.

The frogs start learning how to make tools and learn a bit of making more specialised mining tools.
>>
>>1743413
The nagas try developing nets out of seaweed but the prototypes aren't very good.

The prototypes are good enough for capturing harpies, your people use water magic to drown some harpies and offer their sacrifice to Neptune, making Neptune far less likely to meddle in your quest to kill the harpy queen, but your nets will need to be propelled further if you want to catch more harpies or the harpy queen.

You try and calm down the sea serpents by offering fresh fish, after they calm down one brave naga decided to follow them, revealing that multiple groups live, they mostly congregate around a large coiling tube at the bottom of the sea.
>>
>>1743473
The kats don't manage to make simple weapons that well, well golems don't really have a obvious weak point, so poorly made clubs would be better being able to dent them, or maybe launching boulders with telekinesis.

Some kats say build bridge not wall, they try and impede progress of the wall construction
>>
>>1743484
The z0rg learn more about fire and how to create it.

The z0rg find a few more human settlements, a hive of striped insects and some black bears.

The z0rg gains the capability of adjusting their defences allowing them to survive and prepare for deadly conditions.
>>
>>1744178
The goblins fuck like rabbits with new children to increase their might.

Gobbos easily beat up the rats, gaining some Jew Gold and prisoners.
>>
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>>1744592
Humankind are very receptive to your kind, easily gaining their trust and a trade partner.

The shamans don't quite manage to embed magic in symbols to be released quickly.

No lovers allowed here.
>>
>>1746885
The leprechauns find a lot of potatos, big potatos for a small guy.

The leprechauns can't comprehend how to get a fire going, the Brit elf colonists to the north always laughed at your nation, even the Scot elves managed to make fire, at least you aren't the Welsh elves, we tend not to talk of them.
>>
>>1747828
The love caverns are cursed.
>>
>>1747813>>1747813
How much gold, how many prisoners? Can I invade there cave settlement and loot weapons and armour? What is there settlement like? What's my population at now?
Sorry OP haha haha I just gotta know
>>
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Turn 8 begins
Food is starting to show signs of rotting, preservation will be required, and 3 more turns till winter hits

Pastebin link for techs and stuff
https://pastebin.com/CHKvQKRa
>>
>>1747897
Details of gold in buffs section of your civ in the paste bin, enough prisoners to interrogate, you can try and invade the remainders of their village but they don't usually fight so it will be hard to find weapons
>>
Rolled 20, 13, 5 = 38 (3d20)

>We build a new lovecavern complex.
>We hunt more
>We try to make ways to preserve food
>>
Rolled 12, 10, 12, 10, 9 = 53 (5d20)

>>1747934
Alright let's do
>3 for study of earth magic, get out shamans getting crazy mushroom power here
>2 making the rats tell us about there settlement, mines, storages, buildings, other such things
>>
>>1747934
Turn 8 z0rg
Rolled 5, 11, 14=30 (3d20)

Action 1- z0rg tries to gather more food before winter

Action 2- the z0rg want to create weapons like the humans but many z0rg do not have as nimble and lithe hands like humans. The HIVE MIND also does not want to leave all tasks like that in the hands of controlled humans because if the HIVE humans die then the z0rg can't continue their work. Research the gene insertion process to see if they can alter fertilized eggs to have specific traits and looks and possibly mutate the offspring to have different racial roots. [z0rg-human offspring when?]

Action 3- The HIVE MIND realised that it's hard to multitask all on it's own. HIVE MIND partition itself so that portions can be given to certain z0rg for specific tasks so that the HIVE MIND can continue working without as much strain. (Basically HIVE is the owner and it's making a z0rg an admin so HIVE doesn't have to work all on it's own)
>>
>>1748040
lonliness ends
>>
>>1748085
The other one was cursed. This one used all of the trapped good rolls that could have happened and combined them, into a glorious natural 20.
>>
Rolled 6, 20, 15 = 41 (3d20)

>>1747934
>>1747754
finish the weapons development

finish the fortifications

look into food preservation

please god please
>>
Some rules I made for lurking anon, note that this game was made before the rule set

https://pastebin.com/U273dmen
>>
>>1748503
If you think it needs improvements say so
>>
Rolled 10, 16, 9 = 35 (3d20)

>>1747707

1) Start researching food preservation. My thought is that we could put food caches relatively deep underwater to keep them cool. Ideally this would be salt water so it doesn't freeze over, and we probably want to tie a rope or some natural equivalent to pull it out, since diving too far down in winter could be hazardous. Sealing the caches could be tough, but there may be some natural method.

2) While I am not aware of where the harpy queen rests, if I have a sense of where she tends to travel, I will set up a group of skirmishers to try to ambush her, possibly hiding in trees. If that is not feasible with the knowledge I have, then we'll look at capturing a lesser harpy to interrogate for details regarding the lair, the purpose of the harassment, capabilities, etc.

3) If it is within the rules to reserve an action after seeing the outcome of 2, then I will do so. Otherwise, we will look at mining.
>>
Rolled 8, 8, 6 = 22 (3d20)

>>1748641

~ Cyclops - Turn 8

> Research: Rudimentary Masonry [-2 points]

> Research: Simple Food Preservation Techniques [-1 points]

Rolling 3d20...
>>
>>1748503
>https://pastebin.com/U273dmen

So we should roll 3d100 instead of 3d20 in futrure?
>>
>>1750055
that is a damn good questions
>>
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Rolled 18, 16, 7 = 41 (3d20)

We Leprechauns see dat de wedder be startin to change, so we decides to get our act togedder a bit like.

>First, we has anudder go at maken a nice warm foire to sit around when it gets cold. If dose Scott Elves can make one, then we bloody well can too! (Research fire - 1 action)

>De Leprechauns who are good wid their hands start puttin together some tools for de other Leprechauns to use to make workin a bit easier. Nothin fancy, just a few wooden hammers, spades and whatnot. (Research basic tools - 1 action)

> Ye can never have too many tatties, so a few Leprechauns go out to forage again, plus see what else is around dat's good to eat. (gather food - One action)

Us Leprechauns be a laid back sort of society. We likes to take things easy and go wid de flow most of the time, yet we sense dark days ahead. Tings are going to have to change around here if we're going to survive.
>>
>>1750055
Not in this game, unless you want me to adapt everything to fit
>>
>>1750393
god no, just next time if you want then do use it.
>>
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~ Command submissions for Turn 8 ~

Kobolds : [ PENDING... ]

z0rg : [>>1748050]

Cyclopes : [>>1749867]

Nagas : [ PENDING... ]

Khajiit : [>>1748127]

Minotaurs : [ PENDING... ]

Giant Spiders : [>>1748040]

Goblins : [>>1748048]

Frog-People: [>>1748641]

Leprechaun: [>>1750215]
>>
I decided to archive it.
http://suptg.thisisnotatrueending.com/qstarchive/1723522/
>>
So we're still waiting on naganon and bullhorn hats? Hoping this isn't falling apart.
>>
>>1752541
well you can't say we didn't have a good run.
>>
>>1752541
>>1752882
Gotta say, I hope OP isn't kill
This was pretty fun
>>
>>1752967
We'll rebuild OP, even if it kills us
>>
Rolled 17, 5, 20 = 42 (3d20)

>>1750700
Sorry for the delay, it's been a busy few days.

Research food preservation techniques with 2 points

Build a storehouse
>>
>>1753312

Alright...

We're just waiting on the Minotaurs now, or alternatively, OP to give the greenlight to move on without them...
>>
Still here, one or two more updates before new thread, skipping Minotaur this turn
>>
>>1748040
More motivated workers are tasked with building of a new love cavern complex, it finishes quickly and to schedule, giving your clan a constant birth rate.

The spiders hunt more and reach the limits of what hunting in the area can provide.

The spiders try out many ideas, but don't manage to understand food preservation.
>>
>>1748048
Da shamans get all up in that earthy goodness increasing their ability to control earth magic.

The rats reveal that there are more rats settled to the west and that their role was mainly to trade the precious materials in the area with their nation
>>
>>1748050
The z0rg try to gather food, but can't find many of the animals that they usually hunt.

The z0rg want to grow characteristics that don't really fit in the weapons or defence categories, so they try learning how to increase the frequency of mutations in births by a lot in order to produce new characteristics.

The HIVE decides that too many simultaneous tasks is straining its judgement so it makes a smart z0rg an admin to handle some tasks.
>>
>>1748127
Work on the weapons is nearing completion.

The kat compromise with the wall protestors, electing to build a drawbridge in the middle of the wall.

The kats learn how to preserve food as they realise that some cooked meat is not showing signs of rotting.
>>
Rolled 2 (1d20)

>>1753834
The golem scouts also find your nation and try communicating with other golems
>>
Rolled 5 (1d20)

>>1753831
Carousel turtles dying of starvation yet
>>
>>1748641
The frogs try and cool down food to slow decay, how they do this is covering food and putting it underwater, but they have yet to make a watertight package, maybe some sort of oil would do the trick.

You capture a harpy and question it, threatened with death it tells you that the harpy queen alternates between this island and an island north and east of here, switching islands every two turns, and it is nearly time for the harpy queen to move to the island north of here.

The frogs try and figure out how to mine with better safety and techniques.
>>
>>1749867
The cyclopes learn of constructing bigger stronger buildings with masonry.

They try and find food preservation techniques but find that the icy chill is better than any method they come up with.
>>
>>1750215
Time to prove that ol Ireland can outsmart the rest, to do this we start by building fire.

The nimble fingered folk start putting it to use making basic tools.

The gatherers don't find much except for some berries, many leprechauns think it would be better to sow seeds of the taters in the ground so as not to bother with looking through shrubs.
>>
>>1753312
The nagas find food preservation easy being able to cool food without exposing it to much water.

They also build a storehouse for storing food and other materials
>>
new thread

>>1753876




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