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Welcome to "The island". In this evo you'll be able to pick one of the three tribes to pick from and compete with the contending states for resources and develop a civilization with a unique culture and history.

New Players Guide:
>Every turn is a fortnight
>Every turn each tribe can do two actions and research
>Research - Laws, Technologies, Arts, Customs
>Action - Trading, Hunting, Scouting, Organizing
>At least one player per tribe, no upper limit on tribe members
> Only TWO actions and ONE research PER TRIBE, must be agreed by majority
> Please read sheet to verify 1) whether a tech/culture has already been researched and 2) whether OP fucked up in updating sheets

Other Mechanics:
> Combat (NPC) - one commander per tribe, roll xd100 where x is the number of GROUPS of units you wish to fight (ask OP if unclear)
> Nationhood - Once a tribe reaches 1000+ population, they are eleigible for nationhood. They will then need a constitution, flag, currency, formal military, and more than one town. The constitution MUST include established geographic borders, name of your state, and governing body.
>>
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RUBY TRIBE

>Post your turns here and pick a name for your first settlement
>>
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SAPPHIRE TRIBE

>Post your turns here and pick a name for your first settlement
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EMERALD TRIBE

>Post your turns here and pick a name for your first settlement
>>
btw use nametag to let me know what tribe you're in
>>
Ruby 2 weak 4 me, no resources, buff!
Emerald 2 OP 4 me, wood stone animals ocean & isolation, nerf!
>>
Gib
>>
>>2658754
>>2658749
gib turns
>>
>>2658734
Where the turns at?
>>
>>2658738
1st Settlement
Prima Azul

Dev: Fishing

Action: explore north
Action: build shelter
>>
Joining best tribe
>>
>>2658741
Dev: Fire

Action: explore east
Action explore south
>>
>>2658734
First town name: Red nexus
Action: Scout south
Dev: create fire
Action: make some shelters out of the wood and grass
>>
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>>2658760
Sapphires learn how to fish and start catching salmon (+2 pop growth).
They build some huts along the coast (+1 pop growth)
They go explore north and they see some goats in the distance near some mountains
>>
>>2658789
gib city name
>>
>>2658818
Notred Nexus
>>
I want to be a smerald
>>
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>>2658789
Emeralds learn how to make a fire (+2 pop growth).
They go east and find maize. Its a shame they dont know how to grow crops though... They take them anyways and they go home.
They venture south into a forest and see a bear eating some honey.
>>
>>2658832
welcome!
>>
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Rubies go south and they find rice. They pick it up and see if it might be useful for them in the future,
They learn how to make a fire (+2 pop growth)
They also build some huts made out of grass and sticks (+1 pop growth)
>>
>ANCHOR
Alright, going to sleep now. Ill post turn 2 in 8 hours if all turns have been posted by then.

1st March - 15th March
>>
>>2658861
Dev: agriculture
Action: scout west
Action: make a rice farm
>>
>>2658841
Dev: agriculture

Action: build housing
Action: start farming the maize
>>
>>2658805
Dev: Sapphire Tribe members are acclimated to being in the water from birth, learning to swim and dive as naturally as walking and running
Action: The Sapphire Tribe send their best divers to see what they can find on the ocean floor
Action: Scout West
>>
>>2659091
While I do like the idea of the tribe to become skilled divers, I think the shore seafloor exploration is a given, rather than spending an action to it.

I'd rater spend the action with

>Organizing. The tribe divides in Divers, Explorers and Settlers.

The first ones are the strong bodied with high stamina and an alpha position in the tribe. They take care of food and defence.

The second ones are the young and small who are weak but last long without food. They explore and research.

The third ones are the old and frail who are not strong but skilled with their hands. They build and heal.
>>
>>2659091
I agree with Sky
>>
>>2659145
We don't tend to get free explo in these games, they almost always take actions
>>
Rolled 97, 59 = 156 (2d100)

>>2658872
>>2659091
Alright change in rules im going to start rolling for exploration actions.
Rolling for Rubies, then Emerald
>>
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>>2658872
Rubies develop agriculture (+2 pop growth) and they start growing their rice (+1 pop growth).
While exploring west they find a whole variety of vegetables, such as carrots (+1 pop growth), beetroots (+1 pop growth) and onions (+1 pop growth).
>>
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>>2659803
fixed
>>
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>>2658889
Emeralds develop agriculture (+2 pop growth) ad they start growing their maize (+1 pop growth).
They build some huts to keep themselves safe from predators (+1 pop growth)
>>
Dev: Rubies develop cooking with all their new food sources. They are able to cook previously inedible parts of the crops (such as peel for stocks & soup), and wowee it's yummy and makes them feel good.

Action 1: Organise an adventurer/scouts group. The plains are vast and likely need exploring to find resources. The dedicated scouting corps will send a group to roam the fields for resources each turn. This turn go to the northern coastal beach, next turn west until we reach the western mountain range. Afterwards it's up to OP & the dice

Action 2: Evaporate sea water in the open sun for salt. Use to further help cooking
>>
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>>2659091
>>2659145
Sapphires start learning how to coexist and live in the water as well. After a lot of training they now know how to dive perfectly and can stay in the water for at least 8 hours, and under the water holding their breath for at least 10 minutes. However, they move super slow in water compared to fishes as their bodies were never meant to stay under water for so long.
The tribe divides itself into three groups: Divers, Explorers and Settlers. The divers are strongest of the tribe. Their duties are to defend the other tribesmembers. These individuals a fed higher amount of food to build more muscle and mass.
The explorers duties are to explore and research their surrounding. They are the most self-reliable members of the tribe. Finally, the settlers are in charge of taking care of the rest of the tribe. You are expected to hold this position once you get older.
Sapphires explore the plains to their west and find mouses roaming around
>>
>>2659826
>Action 1: Organise an adventurer/scouts group. The plains are vast and likely need exploring to find resources. The dedicated scouting corps will send a group to roam the fields for resources each turn. This turn go to the northern coastal beach, next turn west until we reach the western mountain range. Afterwards it's up to OP & the dice
Ehh, this is doable. However, keep in mind that you will get one action instead of two per day. DO you still wanna go along with it?
>>
>ANCHOR
15th March - 31th March
>>
Do ya allow multiple players per team
>>
>>2659831

No? The whole point of craeting a dedicated proffession is so it's their job to do it every turn like harvesting crops or mining materials. Why would it take away 1 of our tribe actions?

If you insist, can we atleast Dev auto scouting instead
>>
>>2659844
well, it wouldnt be fair for the other tribes that have already invested turns on scouting already. You cant just get a third action for free
>>
>>2659842
yes
>>
>>2659844
the point of creating a dedicated proffesion such as scouting might help you in not getting your scouts killed in the future if you have a bad roll
>>
>>2659863
Sky and I didnt even agree with him. Delete that turn and put the one we voted up.
>>
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>>2659874
Sapphires start learning how to coexist and live in the water as well. After a lot of training they now know how to dive perfectly and can stay in the water for at least 8 hours, and under the water holding their breath for at least 10 minutes. However, they move super slow in water compared to fishes as their bodies were never meant to stay under water for so long.
Saphires dive deep into the ocean floor and find gravel.
Sapphires explore the plains to their west and find mouses roaming around
>>
>>2659863
Not true, rubies have invested the most in scouting so we'd be the ones losing out. Also the other players could just copy the dev. It's completely fair
>>
Posting turn from "Emerald wood":
>>2659807
Dev: spears by gathering sharp rocks or chipping them to become sharp and branches from trees, then wrapping them together with the maize leaves and roots.

Action: the tribesmen all play a game called hide and seek to help them be become better at being stealthy

Action: explore south west
>>
>>2659887
>"What, I can't use an action to get what is essentially a third action every turn for the rest of the game? Fine, I'll concede and make it a dev"
Sorry, i cant be bothered to give everyone an extra turn for the rest of the game unless a tribe reaches 1000+ population, and they have all the prerequisites to become a nation (constitution, flag, currency, formal military etc.)
>>
Rolled 62 (1d100)

>>2659891
rolling for scouting
>>
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>>2659896
Emeralds manage to make spears using sharp rocks.
The emeralds start playing hide and seek in their spare time. Some of them are starting to get creative in hiding in the forest.
They start exploring further into the forest. They find hens near a river. Thanks to their stealth, they manage to catch a few
>>
Fine.

Action: Evapourate seawater for salt
Action: Send a scouting group across the fields west towards the mountains. They continue collecting each turn as they travel until they arrive.

Dev: Cooking using all the new ingredients + salt. This allows better tasting food aswell as making previously un-edible parts edible
>>
Rolled 60 (1d100)

>>2659910
rolling for scouts
>>
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>>2659910
Rubies learn how to cook (+3 pop growth)
They also manage to aquire salt by evaporating sea water. This will help them in preserving food in the future (+1 pop growth).
They scout.
They manage to reach the mountains. There seems to be no wildlife around here (at least middle sized animals). Land isnt that fertile either.
>>
>They scout.
kek
sorry about that
>>
waiting on sapphire now
>>
>>2659880
Action: Catch goats
Action: catch mice.
Dev: animal taming
>>
>>2659919
Dev: make picaxes with wood and stuff
Action: mine into mountain
Action: scout west
>>
>>2659941
pin point where do you want to mine in the map. This is important
>>
Rolled 39, 30 = 69 (2d100)

>>2659939
rolling for sapphire
>>
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>>2659939
Sapphire learn how to tame animals.
Sapphires attempt to catch goats. It goes terribly wrong and one tribesmember gets bitten by one of them. They end up fleeing away just as they see the sapphire's aproaching them.
Catching the mice went also pretty bad. After more than 6 hours finally they manage to catch a few.
>>
>ANCHOR
1st April - 15th April
>>
Rolled 7, 51 = 58 (2d100)

>>2659941
rolling for ruby
>>
posting for reyquaza (emerald) since 4chan is not working quite well today:
Dev: using chicken feathers, wood, sharpened stone and our maize-root twine we create bows for better hunting.

Action: the games of hide and seek have lead to climbing up trees. This proves useful for our forest hunting as we can ambush more critters.

Action: send a large hunting party to the eastern mountain to look for more game to hunt ( hopefully bump into rubies for food trade next turn)
>>
>>2659967
Dev: make rope and nets from long grasses

Action: Catch goats
Action: explore further north.
>>
Rolled 4 (1d100)

>>2659974
rolling for emeralds
>>
>>2659985
Womp womp
>>
Rolled 44, 72 = 116 (2d100)

>>2659982
rolling for sapphires
>>
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>>2659974
>>2659974
Emeralds develop bows.
Some madman starts getting more serious while playing hide and seek. This is surprisingly a very effective strategy and many tribesmember start copying him.
The emeralds go east in dand ends up falling irection for the mountains. They get attacked by a pack of wolves from all directions late in the middle of the night. Two get devoured by the initial attack while another one runs away being chased by a dozen of wolfs. 10 hours later, he would suffer the same fate as their comrades. The rest of the scouting group manages to get back home. The scouts never make it to the mountains.
>>
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>>2659982
Sapphire's develops nets. This is helpful for fishing (+2 pop growth).
They finally manage to catch some goats using nets (+1 pop growth)
They go and explore. They reach the mountains and find sugar canes and sunflowers on its way
>>
>>2660024
Dev: agriculture

Action: plant sunflowers and sugarcane in Prima Azul.
Action: explore mountain
>>
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>>2659941
Rubies make pickaxes.
They start mining but 4 of their miners get buried inside and die.
They explore a bit west and they spot cows and bulls.
>>
>ANCHOR
15th April - 30 April.
It rains but every tribe hides in their huts.
>>
>>2660066
dev:animal taming
action:tame cows and bulls
action:make a pen for them at red nexus
>>
posting for reyquaza (emerald):
Action 1: Begin regular hunting in the woodlands for game, livestock & useful plants or crops. Between arrows, spears, nets, stealth training, & treetop climbing we hope to finally cash in with some bountiful hunts
Action 2: Send another large hunting group back out to the mountains (hoping to meet the ruby mine for that trade)
>>
>>2660087
Dev: Nets from root twine. Used to help hunters & to start fishing
>>
>>2660027
>>2660072
>>
Rolled 40 (1d100)

>>2660087
>>2660088
emerald roll

aint, gonna update in like three, i got visit
>>
Rolled 81, 76 = 157 (2d100)

>>2660074
ruby rolls
>>
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also, players forced me to make a discord so here it is
https://discord.gg/48BRt6
>>
Rolled 38 (1d100)

rolling for sapphire
>>
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>>2660027
sapphire's develop agriculture (+2 pop growth) and they plant sunflowers (+1 pop growth) and sugar canes (+1 pop growth).
They explore the mountains. It's very cold and unhospitable. No animals cant be seen except
for insects
>>
>>2660116
>discord
welp sorry but I won't be joinin after all
>>
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you pathetic fools. no tribe quest will ever rival the magnificence of the animal one

http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=tribe+evo
>>
>>2662426
unfortunately tbqh
>>
>>2662426
Obviously. The op and most people here are from that quest.
>>
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>>2660087
Emeralds develop nets, it helps them catching fish (+1 pop growth, will gain an additional +1 once fishing has been researched as well).
They also start hunting deers they found in the eastern region of the forest (+3 pop growth)
Emerals attempt to go to the mountains again. This time they manage to get there and they meet Rubys! Rubies ask if they're willing to trade but they end up getting surrounded and bamboozled by the Emeralds. Four rubies die, and another one is taken hostage, while only one Emerald gets injured. Emeralds also get ahold of carrots (+1 pop growth), beetroots (+1 pop growth) and onions (+1 pop growth).
>>
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>>2662903
messed up
>>
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Rubies start learning how to tame animals. They aproach the cows and the bulls and they manage to tame them very succesfully. They are then kept in a fence they built (+3 pop growth).
Rubies are told they've been attacked by some foreigners back at the mines! Somehow, 1 of the six managed to not get noticed by the invading foreigner and made it back home safely.
>>2660074
spreadsheet is here >>2662903
>>
>ANCHOR
1st May - 15th May
>>
>>2662908
Dev: We make bows for hunting stuff
Action: scout west
Action: make a shooting range so we can practice our aim
>>
Action 1: Interrogate the survivor. Obtain Cooking tech, Seasalt tech & the location of the Ruby Town.

Action 2: Send a war party of 35 east to the Ruby town & set up camp outside with Stealthed hunters dotted around the long grass fields surrounding the area. Do not let any Rubies leave the area.

Dev Animal fat oil: Melted animal fat is found to be flammable. It's useful on the ends of sticks & arrows in addition to the newly aquired cooking
>>
Rolled 94, 29 = 123 (2d100)

>>2662970
rolling for ruby
>>
Rolled 51 (1d100)

>>2663009
rolling for emeralds
>>
>>2662913
Dev: We develop spears for fishing, hunting, and defense
Action: Our best swimmers head out to that small closest island to see what it offers
Action: They also dive around the island to see what they can find, hopefully something new to eat
>>
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>>2663009
The emeralds start melting animal fat to use for making flammable animals.
The 35 emerald soldiers keep on marching east to find the ruby capital. However, in the middle of the night, they get surrounded by Ruby scouts and get shot from all directions. 5 Emerald soldiers instantly die, while another 3 bleed out 5 minutes later. Their captive has also gone missing. 28 left. However, not all is bad news. The ruby scouts left some trails. Following them they manage to reach their city. The battle of the Red Nexus begins:

Emeralds decided to spread out their units so they wouldnt be attacked collectively while also shooting flammable arrows. Initially, they dont end up doing well. They initially get pushed by both sides, distracting them from burning the targeted buildings. However, the highest amount of causalties are at the center, in which most of Rubies are positioned. However even though Rubies seem more trained archers the spreaded out emeralds and them hiding in the grass makes them a harder target to kill.
Emeralds soon realize that the Rubies got no melee weapons and so they manage to destroy Rubys offensive on the size. This allows the remaining troops to focus on saving the emeralds in the middle. Distance between Rubies and Emeralds grow closer until eventually ruby archers get destroyed by Emerald spearmen. At the end, the city has been taken. The city that at its peak inhabited over 70 civilians is now wiped out of the map by atrocious acts committed by the Emeralds.

Emeralds get ahold of all Ruby technology (+6 pop growth) as well as they get two mood boosts (+6 pop growth).
>>
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>>2663762
btw mistake. 27*
>>2662970
Rubies develop bows. They then luckly spot an Emerald army moving towards their direction. They wait for the perfect time to strike. They surround the army while they're asleep and they start shooting. They also take back their missing hostage. Luckily, he hasnt revealed any of his technologies. They end up fleeing.
They train their archers for the upcoming battle. Finally, they come in. Having most of the army in the center protecting the city, trying an offensive to then attack them from behind and win the battle. Howver, it doesnt go as planned. Initially, they manage to hold their ground at the center and the offensive to the sides seems to be going well, however, things start to look dire once they get too close to their enemies. They start getting stabbed by the stealthy emeralds and their fronts start to crumble apart. Having to keep up the fires while defending themselves starts screwing things up. Having lost all organization, the battle of the red nexus is a loss. Their civilians end up getting massacred and their beautifull city gone.
Ruby Tribe, roll for one last time.
(btw i know theres a lot of spelling mistakes, im just kinda tired and its 3 am baka)
>>
Rolled 46 (1d100)

>>2663800
>>
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>>2663030
Sapphires make spears (+1 pop growth fishing)
They reach a small island with good weather. apart from stawberries (+1 pop growth)
Exploring in the water, they see some tuna fish (+1 pop growth)
>>
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Casualties of war:
Emeralds: 17 (Only soldiers)
Rubies: 75 (20 soldiers, 55 civilians)
>Outcome of war: Emerald decisive victory
>>
>ANCHOR
15th May - 30th May
prob made a lot of mistakes this turn idk im off to sleep now
>>
Dev: Multitool

Action 1: set up a mining town and quarry at the mountain ranges tallest peak.

Action 2 : military group splits in 2. Half return home with ruby heads for a skull throne while the other half explore the southern plains.
>>
Rolled 40, 9 = 49 (2d100)

>>2666686
roll emerald
>>
>>2666686
Emeralds start mining and find some ore gold.
They also develop multitools.
After the ruby genocide, half of the men are ordered to carry out the skulls of the ruby to make a skull throne out of them. The other half are sent to explore the plains. They come back after finding nothing. The day after 5 of them die in mysterious ways, and another 4 are feeling really sick. The injured soldier from the Emerald-Ruby war dies aswell.
>>
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>>2666861
waiting on Sapphires now
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aight many sapphires have quitted the game since emeralds have gotten too powerful.
any lurkers that might wanna join sapphire?
>>
VICTORY, EMERALDS ARE RULERS OF THIS LAND

ALL WILL BOW BEFORE US
>>
alright we're gonna start again this quest from the start since sapphires quitted and rubies got destroyed so congrats Emeralds. Anyways, this quest was too short so ill be lauching another one MAYBE tomorrow? And yes, next time ill have the tribes have a non-agression pact for at least 10 so the civ doesnt end that quickly
>>
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okay new game

>ADDITIONAL RULES: Tribes cant fight each other until turn 10.
>>
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>POST TURN AND NAME YOUR FIRST SETTLEMENT
>>
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>POST TURN AND NAME YOUR FIRST SETTLEMENT.
>>
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>POST TURN AND NAME YOUR FIRST SETTLEMENT..
>>
>>2672266
Joining lapis
Settlement name: blue coast
Dev: carpentry
Action: scout north
Action: make some shelter
>>
Rolled 22 (1d100)

>>2672281
rolling for scouting
>>
Rolled 45 (1d100)

posting for ambers
Dev: carpentry
Action: scout north
Action: build homes

rolling on scouting
>>
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Lapis Lazuli start getting better at woodworking.
They go scout north. They find nothing.
Using their new skills on carpentry, they build shacks to protect themselves from the environment (+2 pop growth).
>>
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>>2672311
Ambers start getting better at woodworking.
They go scout north. They spot a bunch of boars wandering around.
Using their new skills on carpentry, they build some houses to protect themselves from the environment (+2 pop growth).
>>
Dev: animal taming/husbandry
Action: build pens
Action: capture hogs
>>
>>2672378
rolling on capturing hogs
>>
Rolled 57 (1d100)

>>2672387
shit
>>
>>2672346
Dev: axes
Action: scout north
Action: scout east
>>
Rolled 96 (1d100)

posting for amethyst:
Research: multi tool
Action 1: explore north
Action 2: set up lumber camp at northern forest

rolling for scouts
>>
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>>2672680
Amethysts develop multitools.
Scouting north, they find a bunch of really skinny dudes just laying around. Upon aproaching them, they start drawing shit in the dirt. In response, the Amethysts draw some more stuff in the dirt. In the end, they decide to keep them. They go north and find a forest north there. They set up a lumber camp there and start cutting trees.
>>
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>ANCHOR
15th February - 30th Frebruary
>>
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Ambers learn how to tame animals and they capture a bunch. They build a pen for them (+2 pop growth per turn).
>>
Rolled 97, 9 = 106 (2d100)

>>2672429
rolling
>>
>>2673104
Dev: Nets for fishing

Action 1:Teach the foreigners Thyst (Language)

Action 2: Boil sea water to give salt & clean water
>>
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>>2673104
this is the drawing the strangers made
>>
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>>2673104
this is the drawing the amethysts answered with
>>
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>>2672429
Lapis Lazuli made axes.
They go exploring north and they find this huge wall made of stone with one fort inside it. The wall could be around maybe 100 years old and full of vines but the wall is still strong. The place is completely abandoned though. Going further east they fail to find something.
>>
Dev: Boats
Action: send boats to scout mountain island
Action: send land scouts fully explore the northern part of the peninsula
>>
>>2673184
Dev: make boats
Action: train sailors
Action: settle at the fort and name it pyrite
>>
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>>2673124
Amethysts make nets to fish (+1 pop growth, another +1 extra when they dev fishing).
They also teach the foreigners how to speak Thyst, their native language.
They also gain salt (+1 pop growth) by dissoving sea water. This will help them for preservating food for longer periods of time
>>
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>ANCHOR
>>
Rolled 67, 18 = 85 (2d100)

>>2673230
rolling
>>
whos open
>>
>>2674750
Amethyst has just me

Dev: carpentry
Action 1: create log cabins
Action 2: learn from refugees how to make ships, swim and navigate the sea in exchange for shelter, food and letting them be part of our nation
>>
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>>2673230
Ambers develop boats.
They send a of boat to go east. The 8 sailors that went there crashed due to a wave sinking the ship in the middle of the night. The sailors survive, but they have landed in an unknown beach (Ambers will recover their sailors once they explore the land in which they landed).
They go explore in the northern part of the peninsula. They find nothing.
>>
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>>2675479
Amethysts develops carpentry.
The refugees make an agreement with the Amethysts, in exchange for letting them be part of their nations, the refugees teach the Amethysts how to design a ship with strern mounter rudders. However, one piece is missing to finish the ship, and that is the cloth. For now, the ships dont have topsail.
THey now build log cabins for its tribemen to live more secure (+2 pop growth)
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>>2673264
The lapis make longboats using paddles. They train their sailors to maneuver this ships like crazy.
They also make a new settlement next to the wall.
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>>2676508
fixed
>>
>ANCHOR
15th March - 31th March
>>
Dev: Religion & celebrations! (will post in depth description, but we're hosting the burning of a large wickerman to represent the sapphires overcoming the Emerald menace with us & to increase tribe mood).

Action 1:Learn the rest of sapphire tech (Great swimming & diving for better fishing & animal taming...I think that's it?)

Action 2: Explore east from Triton to the Mountains in the distance
>>
>>2676759
Amethyst religion is based upon Cycles & time. All aspects are characterized by beginnings, journeys & ends.
Everything they know follows this pattern. The day starts with dawn & journeys to night before a new dawn. Seasons, years, eras, life, animals, conversation etc. The world itself had a beginning and will eventually end in an apocalyptic inferno, only for a new world to be born from the ashes.

Amethysts believe the march of time brings conflict & fear as hardships grow, but from this aging process power is obtained. Over the ages civilisations comes & go, with each giving rise to a single individual who has grown powerful from their age as a mortal, becoming equivalent minor deity thanks to the power they've accumulated through their many cycles & tests.
Amethyst dieties have ALL come from past civilizations, with the most powerful aspects of nature being produced by the oldest Dieties. Leaders and heros are those a civilization has deemed likely to ascend to godliness whenever the civilization finally falls.

For now we have druids who guide our people in a unique way. it is their job to ensure minor deities are appeased as well as guiding our people through the cycles and tests they will encounter throughout their lives and day to day.

Today they are leading the first great celebration on behalf of the new Sapphire citizens. A cleansing of the soul. A large Wickerman representing the Emerald tribe is built and set alight. This is representative on amethysts choosing to force a new dawn, a new start, the end of the old period of sapphire life and overshadowing the emeralds with a new bright dawn symbolic of a new age of strength. THe celebration has dancing, food & readings of legends. The burning is late at night with the fire forcing away the darkness, symbolic of the breaking of dawn until the dawn god itself arises to sanctify the proceedings.
>>
Dev: Utilize boar's great sense of smell and endurance by training them to assist the scouts.
Action: Scout east to find the sailors and see if they found anything of interest while they were there.
Action: Send another boat to the mountain island
>>
>>2676508
Dev: bows
Action: scout east
Action: hop on our boats and scout north pass the water
>>
Rolled 90, 37 = 127 (2d100)

>>2679849
rolling for scouts
>>
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>>2679849
Lapis Lazuli develops boats.
After scoutig east, they find a 3 metre tall square made out of some kind of metal. After having one of the tribesmember try to touch it, his whole body started to tremble until he just dropped dead thirty seconds later.
They send a boat north to explore. They manage to reach another coast, but they find themselves with no food or water. They should start looking for solutions if the scouts dont want to starve themselves.
>>
Rolled 70 (1d100)

>>2676759
roll
>>
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>>2676759
Amethyts found a new wacky religion and celebrate the integration of the refugees (mood raise +3 pop growth) (BONUS for interesting religion: A hero is born in the town of Triton, and great military genius. His name being Herne.
Amethysts go scout east and find many cats. They capture some easily using their nets.
>>
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Rolled 17, 47, 43 = 107 (3d100)

their religious beliefs
>>2679719
rolling for effectiveness in taining boars, rolling for scouting east, and rolling for sending boat to mountain island
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>>2679719
Ambers try to tame boars, they realize immediately that taming those retarded four-legged animals is gonna be harder than expected.
Ambers try to find their missing comrades. They dont find them but they do find some goats on its way. They catch some of them and they bring them home and they put them in a pen (+2 pop growth)
They go souting again east. This time their boat gets damaged by the waves and competely overun. None of the passsengers (-5) survive because they dont know how swim
>>
>ANCHOR
1st April - 15th April
>>
Dev: animal training
Cats are smart and useful for keeping rodents and pests away from our crops aswell as being cute companions. Let's train them with lots of stroking and food!

Action: explore further east to the gloomy mountains.

They were made thanks to a bitter hag spirit who turns those who trespass upon her domain to stone. She was betrayed by her loved ones long ago who took her for granted and eventually banished her after her baby died from negligence when she left it in their care for a few days. She was blamed. In anger and sorrow she murdered her tribe without mercy. Her heart turned to stone and she hid far away in isolation as the ascended of her people. Each rock in the mountaind being a foolish soul who thought they could once again pay her no attention. She now lives somewhere in the forest of stone souls in a hut of hair and wax stood upon pigs trotters
If we reach the mountains, offer a small tribute of salt to the mountain hag as payment for allowing our safe passage and good fortune. We acknowledge her and promise not to bother her at her home while in these amazing mountains she crafted with her great power. We hope she will one day pass through this long trail of sorrow and isolation and bring a new beginning to her life with a new family who loves and appreciates her hard work.

Action 2: build a pier out into the sea to allow us to fish a wider area and for us to dock our boats.
>>
waiting on Amber and Lapis Lazuli
>>
>>2683219
Dev: Experiment and observe to figure out what's up with the death pillar. Preferably in ways that don't lead to the deaths of any tribe members
Action: Scout East again, we need something to eat
Action: Scout across the water to that little island to the West, that should be closer than the North island and managable
>>
Scout food
Study pillar
>>
>>2686140
Scout for food x2
>>
Rolled 78, 66 = 144 (2d100)

>>2685257
rolling
>>
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They investigate the death pillar. They try at first tbrowing a stick: It instan8 got set on fire. Realizing that this could potencially set the whole forest on fire, they tried throwing water at it, and that for some strange reason it caused the fire to get even bigger. Luckly the fire was put down by letting it die slowly. Later on a thunderbolt impacted on the mysterious object. Not only did the object seem unaffected by this, but just for a few seconds it seemed like the object got slighly illuminated for a few seconds before coming back to normal. Interesting.
After scouting for a while, Lapis Lazuli found some mangos and watermelons to plant (+2 pop growth).
The northern scouts seem to have gone missing though (-8)...
>>
Rolled 67 (1d100)

>>2684357
rolling
>>
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>>2684357
Amethysts develop animal taming and they manage to domesticate them. Although they are shit and protecting the crops as most of the time they end up missing, they're very good at hunting rodents trying to look for food inside the log cabins and significantly reduce the change of spread of disease (+1 pop growth)
They dont reach the mountains yet (in which theyll do a tribute to it next turn if they get to reach it) but on its way they find some clay nearby. They are now a few miles from reachind the forest surrouding the mountains,
They build a pier in the sea (once they develop fishing amethysts will get an extra pop growth).
>>
Rolled 100, 8 = 108 (2d100)

This is the turn Amber are doing btw:
Dev leatherworking
Action: scout east more
Action: continue training boars
roling
>>
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>>2687177
Ambers develop leatherworking. They are now fully clothed (+2 pop growth)
ambers sccout further east. They find potatoes (+10 pop growth)
They continnue trying to tame the boars. They're still unsuccesfull at it.
>>
>ANCHOR
15th April - 30th April
>>
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Dev: Weaving for the boat sails

Action: Explore sea between Triton & the Lumber camp. Before setting sail, place an offering of rocks into the ocean.

Long ago there was a tribe of great Hunters. Naturally they strived to hunt stronger and stronger beasts to test their ever increasing skill. Eventually they encountered the ultimate predator in the form of monstrous sea snakes. The battle between the hunters and the serpents was fierce, swapping between hunter and hunted daily. Eventually only 2 were left standing. Nemo & the Hydrophiinae. both the strongest of their now extinct races, they aim to destroy the other. Now they are locked in an eternal battle of revenge and might, improving through constant conflict, with their sweat, tears & blood creating the salty oceans. We offer rocks to the ocean as a Weapon for the mighty hunter Nemo, and to create a blockade in case the Serpent triumphs and comes for the rest of us.

Action:Tie net string to a stick & get fishing on the pier and our new boats.
>>
>>2688459
correction since rocka are shit.

we offer nets as a weapon vs the serpent and as a way to entangle the beast if it triumphs
>>
Rolled 71, 80 = 151 (2d100)

>>2688459
rolling
>>
New thread: >>2689639




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