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Welcome to Bishop's Bizarre Civ Evo, a quest where you and others control 3 tribes. Each tribe has their own little quirk and start off simple.
Turns:
Choose one Development for your tribe(Religion, Culture, Technology, etc...)
Then take 2 actions(Travel, Build, Hunt, etc...)
>Each turn will be approximately one week
Mood:
The tribe's mood will effect general effective work and change DC
>Mood will be ranked from 1-5 and marked on Tribe image.
>>
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Biomechs:
These tough armored guys are known for their small numbers and general strength. Being born from big immobile fleshy incubators, these beings are born near adult age and are simple beings.
>Biomechs start with 4 incubators, which take 2-5 weeks to develop 1 Biomech(will roll 4d4 to get the incubator's individual length to develop a new Biomech)
>>
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Lizards:
Jack of all trades can be pretty good, especially for these speedy fellows. Not too squishy, not too tough, these lizardfolk take slightly longer to grow to adulthood, but this means they can help with tasks earlier on and learn.
>Lizards with current supplies will hatch 1-2 new lizard children each turn
>>
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Radishes:
The cutest of the bunch, these little plant people are the softest of them all. To compensate for their lack of deffense, they overwhelm with numbers. Females grow small seeds that are fertalized by males and then are planted.
>Radishes in current soil conditions can create 5 radishes per turn
>>
Lizards here
>>
>>2673699
Welcome to the marsh lands, ignore the food, didn't update the images to drop that.
>>
>>2673674
Dev: The Lizards sharpen some rocks and fix them to sticks to make crude spears
Action: Send a group west along the river to scout for resources
Action: Those that remain will build shelter to keep both our lizards and our eggs safe
>>
Rolled 1, 2, 2, 3 = 8 (4d4)

>>2673671
Woops, forgot to do that role thing.
>>
>>2673728
Gimme a 3d10 for those, forgot to mention that.
>>
Rolled 5, 9, 4 = 18 (3d10)

>>2673780
>>
>>2673782
Nice, now to wait on them other folks.
>>
>>2673668
>Bishop's Bizarre Civ Evo
Are there Stands?

>>2673681
Sounds like a joke civ, I'll take it.
>>
>>2673791
Just gimme 1 dev, 2 actions and 3d10
>>
Rolled 1, 4, 2 = 7 (3d10)

>>2673814
Dev: Radish river exploration boats.
Action 1 & 2: Build Radish river exploration boats.

>>2673719
We don't need food?
>>
>>2673668
>Choose one Development for your tribe(Religion, Culture, Technology, etc...)
>Then take 2 actions(Travel, Build, Hunt, etc...)
Can actions be used for development, or do they have to be used after development is finished?
>>
>>2673671
Dev:As the robots get up from whatever they were doing they immediately start going into action and one of the first things they do is make the tool known as the axe
Action: Beep Boop area knowledge is limited, new orders are to scout east
Action: Forest to the east, use axes to cut down trees for further use later
>>
>>2673896
Forgot rolls
>>
Rolled 9, 4, 4 = 17 (3d10)

>>2673902
Ok I got it this time
>>
>>2673858
>>2673853
>We don't need food?
That was a mistake I made.

Actions are not used to dev but if you developed something in the same turn you can try to use it.
>>
Rolled 5, 10, 3 = 18 (3d10)

Radish turn coming through. We can't build boats without any kind of tech or food or self sustaining ability? So

Dev: Axes
Action: Scout along the river for food and resources
Action: Begin to gather long grasses from around us as well as reeds from the river and bundle them to dry.

Other Radish, come plot with us and learn how to play :) You seem not to understand how the turns work just yet
>>
Waiting on radishes to fix their turn
Suggestion would be
>dev tools
>action find wood for boats
>action2 try to chop wood
>>
>>2673999
>>2673995
see this please
>>
>>2673995
>>2673999
That works, making turns now.
>>
Rolled 10, 8, 4 = 22 (3d10)

>>2673995
>food
>>2673949
We don't need that.

>>2673999
Sure.
>>
>>2674006
OP literally just said we need food, his mistake was not listing it in our dev chart. Either way, scouting for resources is a good idea. We need to know what we are working with.
>>
>>2674016
>>2673719
>, ignore the food, didn't update the images to drop that.
>>
>>2674022
As in he isn't tracking it in numbers. Food sources still are beneficial to pop growth, he confirmed on Discord. Join the discord.
>>
>>2674027
>Discord
I have seen the face of evil.
>>
>>2674038
Sorry about that, food will help, just won't be keeping track of it.
>>
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>>2673728
The Lizard folk quickly make some spears, they fall apart sometimes but never the less work.
The scouts report that the swamp at least one more day's walk. quickly more wood from dead trees and hunted animals are brought back with them.
The ones who stayed home built mud huts to help protect from the elements.
>>
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>>2673896
The biomech people quickly and effortlessly make axes to cut trees.
Scouts the edge of the forest and more grassy land.
Trees are cut down and one bot nearly gets crushed.
>>
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>>2673995
Axes are made sharp too!
Your scouts find lots of material, although not much grass. One of the scouts claims they saw a Large pool of water!
--------------------------------------
One week has passed, now begins turn 2.
>>
Rolled 3, 5, 5 = 13 (3d10)

>>2674160
Dev: Next to the river, it's only natural that we learn to swim! We integrate swimming into our daily routines and bring our children up learning how to navigate the water as well.
Action: Scout south for more resources.
Action: Begin using bundled grasses to make shelter.
>>
Rolled 10, 10, 6 = 26 (3d10)

>>2674139
Dev: With our axes and new supply of wood we decide to create more advanced version of wood stuff (carpentry)
Action: We send scouts to explore the south
Action: with our carpentry and wood supply we create shelter for our bots
>>
Rolled 5, 5, 7 = 17 (3d10)

>>2674118
Dev: The Lizards create fire and burn their gathered wood to heat their homes in order to be comfy at night
Action: Lizards send a group to scout North
Action: They send a second group of scouts the opposite direction, headed South to keep an eye out for resources
>>
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>>2674182
The Radishes try to swim in the water, but while they can float, it also makes them easy prey for the hunters in the river. 2 Radishes die in this encounter. The scouts keep going until they hit another river, boy are they everywhere. everyone who didn't get eaten and stayed home tried to use the grass as building material. Some grass teepees are made even if it feels like you're using hair to build things.
>>
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>>2674204
With speedy precise work, all kinds of tools are built out of the wood, rulers and such are made with ease.
The scouts make it to the southern most edge of the river, finding river creatures. They take one of the beasts down and bring its corpse as a prize.
The bots at home work hard to build homes, many are fancy but other aren't so great.
2 bots are born from the incubator.
>>
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>>2674238
The mysterious force of fire is quickly made by rubbing sticks together REALLY FAST!
Northern scouts find not marsh or heavily forested lands, while the southern scouts see some massive boar looking thing wandering the deepest part of the marsh.
2 Lizards hatch from eggs
>>
Rolled 7, 10, 6 = 23 (3d10)

>>2674369
Dev: We make spears!
Action: We take the spears to the river, searching for signs of the creature that claimed our kin. If we find it, we attack from the shore by throwing spears, hoping to avenge their deaths.
Action: We scout to the south west between the rivers, hoping to find literally anything because all we've found is death and there has to be some growing thing or living thing out there that will benefit us in any way.
>>
Rolled 16, 6, 14 = 36 (3d20)

>>2674384
Dev: make spears/weapons
action: look for edible plants
action: make sturdier shelters
>>
Rolled 5, 6, 6 = 17 (3d10)

>>2674467
Dev: After seeing the boars, the Lizards try to come up with a way to tame animals
Action: They head out towards the boars to try and capture them and make use of their new idea
Action: They also send scouts East
>>
>>2673780
>>2674550
>>
Rolled 2, 2, 8 = 12 (3d10)

>>2674550
>>
Rolled 9, 3, 1 = 13 (3d10)

>>2674384
Dev: Different creatures seem optimized for different tasks. We should learn how to tame these creatures and use their specializations for our own purposes.
Action: scout north
Action: These creatures seem tough and fast in the water. It would be beneficial if we could tame them to help in our exploration.
>>
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>>2674494
The radish spear is made, it's pretty good for fishing, especially killing that big jerk that ate those radishes! It soon falls and now there's a big shell from it's dumb head. It's big enough to live in.
Scouts are sent to west to find some wildlife, on their was some weird deer things run away. The scouts try to follow but stop when a big creature runs by and eats a deer. There's a big spooky mountain in the west too.
5 radishes crawl out of the ground.
>>
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>>2674558

Lizardfolks are figure that these large boars are calm enough to approach and likely ride. They quickly find these boars to be stubborn, but follow good smelling food was something they want to follow.
The scouts find more more marsh, and it seems like they've found the majority of the marsh.
2 Lizards hatch from eggs
>>
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>>2674593
The Robots develop a method to tame these creatures they found.
Scouts find nothing much to speak of, but they did find some agressive birds that nest on the ground.
Biomech decide to try out their method, and soon find living creatures are a lot more lively than dead ones. 1 Biomech is taken from the group by these river monsters.
>>
Rolled 5, 4, 1 = 10 (3d10)

>>2674754
That was east but we'll take it.

Dev: Now that we've got new Sprouts running around, we want to improve our understanding of how they grow. We develop Irrigation to keep them nice and hydrated!
Action: We assign some of our Radishes to fish with spears, bringing back anything they can. They also bring the skull/headpiece back as a trophy of our victory if they didn't already.
Action: We track the deer creatures to try and hunt them with spears, keeping an eye out for the bigger creatures. We use any stealth tactics we can to avoid it and defend ourselves if necessary.
>>
Rolled 1, 9, 1 = 11 (3d10)

>>2674898
This is how you do it, boo
>>
Rolled 6, 8, 6 = 20 (3d10)

>>2674865
DEV: better weapons
action: make weapons for everyone
action make defenses around our incubators
>>
>>2675060
>>2674865
Das rite!
>>
Rolled 3, 2, 10 = 15 (3d10)

>>2674765
Dev: The Lizards develop riding, so they can use the boars for transportation
Action: They also build pens for the boars they've tamed and bred to live in
Action: Scout even further North out of the marsh
>>
Now I must rest, but I shall return soon(tm)
>>
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The female lizards have contest to see who wont get raped by a boar
>>
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>>2674898
Watering the youth have made their growing times faster, along with increased population, so now Radishes are at 6 per turn.
The radishes fish for more food and bring home plenty to continue growth.
A team of 8 radishes went out to hunt down these dear-like creatures and while it all seemed to be going to plan, quickly one of the skiddish creatures ran towards the radishes and trampled 2. at first this seemed to be the worst of it until the THING that followed the deer showed itself. Only one Radish returned very traumatized.
>>
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>>2675087
Lizardfolk attempt riding, these boars easily break through the makeshift pens built to hold them. The first rider gets flung off and ran over by another boar. The lizardfolk quickly calm the boars down and have a few tamed. With the these beasts of burden, long scouting missions become much more easily done. The scouts find a mountain and trek accross it, they find a river and eventually follow it to a very large source of water.
1 egg is hatched this turn
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>>2675060

The Biomechs decide this calm shit is lame, now is the time to go to war with everything, even nature.
MORE WEAPONS! BETTER WEAPONS! WEAPONS! WEAPONS!
Each incubator now has one Biomech protecting it at all times.
1 Biomech is born from an incubator.
>>
GM is up and ready to take them turns.
>>
Rolled 2, 10, 3 = 15 (3d10)

>>2675622
Dev: All life must end, whether through time or accident. Rejoice scaly brethren though! For death is only part of the Great Cycle! Following the death of an individual, they are taken to the closest marshlands where a shaman chants and guides their soul into their next body. The body is reclaimed by the marsh and the Great Cycle continues, forevermore
Action: Try once more to build boar pens
Action: Scout West again, this time farther with the help of the boars
>>
Rolled 3, 1, 4 = 8 (3d10)

Dev: Nets from plant fibres to further improve fishing & hunting
Action 1: Send groups with spears & nets to take out these horrific beasts that keep killing our brethren!
Action 2: scout the mountain
>>
>>2676405
Raddish? More like Ra-DEAD ha ha! :(
>>
Rolled 2, 5, 10 = 17 (3d10)

>>2676405
Lemme see
>>
Rolled 10, 5, 9 = 24 (3d10)

>>2675644
Dev: improve tools and make shovel
action: look for edibles
action: make walls around incubators/settlement
>>
>>2676484
first action is a bit redundant due to the fact we found two creatures that can be used for food, since we have taming how about its changed to taming the river creatures
>>
>>2676501
Supporting this
>>
>>2676484
>>2676501
Accounting for it, will use same rolls.
>>
>>2676501
still good to find things we can eat like plants
>>
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>>2676351
The creation of the religion of the Marshland seems to work out well, half of the lizardfolk seem to believe it. Soon enough a cult forms and 8 lizardfolk run off into the depths of the swamp. Lizardfolk are leary about these kinds of cults.
Boar pens are made and this time they're not made of mud, now the boars have enough room to move around and calm down.
Scouts try to travel westward but can't make it too far before the boars got too tired, the trip was a slight failure. You did find some weird berries from that section of the swamp.
>11 Boars are in captivity and 1 boar baby is born.
>2 eggs are hatched this turn.
>>
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>>2676405
Radishes feel very confident after their last battle, even if they lost some friends to some mysterious monster by the monster that won't stop them. Those stupid creatures in the mountains must be stopped, since they are big jerks. Nets are made for this endevor and off the little radishes go. Once they get to the area of the first "battle." Most of the mush seems to be cleaned up but one of the little warriors steps in some radish guts. Ew. Suddenly a sound comes from the forest, a large raptor with bone armor plating runs at the group. 1 Radish is quickly squished and another is bien into. The other try using nets but they quickly fall apart. The raptor flings radishes out of the way as it chomps down on others.
The survivors bring back some fruit they found along the way, it's nice and spiky looking.
10 of the 12 Radish scouts die, both survivors return gravely injured.
6 radishes are grown this turn.
>>
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>>2676484
>>2676501
The robots make shovels, finally they can dig their own graves! All other building rolls get a +1 buff for now
The water creatures are finally caught, but alas, your lost friend's chunks of armor washed to shore... btu hey, you can maybe ride these things around a little, It'll take another turn for them to become reliable.
WE MUST BUILD A GREAT WALL! And so, everyone is protected, and a good thing too, those dumb birds tried following you and are trying to attack some of the workers.
1 Biomech is born this turn.
>>
Rolled 1, 6, 4 = 11 (3d10)

>>2676548
Dev: The berries seem promising, but traveling to collect them seems troublesome. The Lizards develop Agriculture in order to grow things at home from now on
Action: They then send lizards to go collect the berries and plant them back home
Action: Meanwhile, a mounted lizard scouting party is sent south-west
>>
Thus ends turn 6, and so I shall reveal my secret form, https://discord.gg/cxs6hje
>>
Rolled 7, 1, 10 = 18 (3d10)

dev: Creatures main way of retaliating is to use movement to either attack or run away from us. If we can limit this movement then they will be helpless. This is why we have developed nets in order to help restrain our prey. It also makes trapping fish in the river a simple task.

action: These birds are a threat to all of us, but we are armed, trained, and have a strong base to operate from. It is time to restrain these invading birds and tame them. Hopefully we can get some use out of them.

action: With all these animals we have been catching and attempting to catch we need a place specialized for containing them. We shall build pens for each animal giving us more time to train them into something manageable.
>>
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>>2676671
The lizardfolk decide these weird berries are good enough to growNot even tasting them to check and so, they try their best to plant them. at first they dug into some soil and placed them in. They waited a day and decided that was a failure and dug them right out. They did this again several times until all the soil was dug up so badly and deeply that nothing of value could grow now. Well, at least nobody died, right? You thought so until an egg got lost in the mud.
>I'll need 1d100 from all lizards to try and get that egg back
The Lizards that didn't stay home collected more berries, enough supply to probably feed several families.
A scout troop is sent to the South West, they come back and report that they've found a lake that feeds into the swamp/marsh and think they saw another big pool of water further west.
1 egg is hatched this turn.
>>
Rolled 6, 6, 1 = 13 (3d10)

>>2676551
Dev: With all of these dangers in the world around us, we decide to develop sturdier housing for our protection. Using a combination of river mud, bundled grass and sod, we layer the earthen materials to reinforce our settlement, hoping to give Radishes something successful to reflect on rather than our recent losses.
Action: We scout toward the ocean, making sure we send a well armed troop in case disaster strikes again. We want resources!
Action: We hunt river monsters and fish with spears and nets to improve our combat prowess.
>>
Rolled 88 (1d100)

>>2676827
Rolling
>>
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>>2676687
Nets are built to catch some of those angry balls of feathers, they seem sturdy enough for a bot to sit in.
A brave bot, named Bionicles, leads a team of warriors to confront this bird menace. They quickly fend of the birds attacking some poor villagefolk trying to gather some wood. A few birds die and others run off, but Bionicles isn't looking to chase them off, he wants to capture them. The chase begins and while they are fast, their lair isn't far off. The bots corner these birds and catch them in nets, and it all seems to be going right. CAW CAW CAW! out of nowhere a bigger silvery bird comes in and attacks the troop. The team is scattered as bionicles takes on the beast. The battle is faught but both fall, Bionicles tells the others that he hopes his memory will live on, even if he doesn't. His body is brought back on the backs of the birds, seemingly calmed by this act of dominaince.
The cages are promtly built and places for the river creatures are made. Both animals are soothed by their new homes and are now instantly tamed.
1 Biomech is born this turn.
>>
>>2676834
You find dah egg and all is right with the world. For the mom tho, those workers got a good yelling at.
>>
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>>2676829
Better houses! Soon enough sod houses are built, and boy are they nice.
A scouting troop heads to the ocean, they find there's lots of fish and some crabs. These aren't big scary crabs, but normal run of the mill crabs. Also that water tastes kinda funny.
I'll spare the gory details, more radishes are eaten by river monsters. 1 out of the 5 sent out comes back, beginning a small non-violent revolt.
6 Radishes are grown.
>>
Thus ends the turn. good luck everybody.
>>
Rolled 7, 6, 9 = 22 (3d10)

>>2676837
Dev: study the incubators
Action: make a funeral place thing for bioncle, he will be missed
Action: explore north
>>
Rolled 3, 7, 8 = 18 (3d10)

>>2676827
Dev: The lizards begin to think that maybe the swamp is just a bad place for growing things. However they recognize that if they intend to try somewhere else, they won't be able to build mud huts as easily. To address the problem, they come up with a way to bake earthen bricks that they can then stack up to make houses
Action:With that, the lizards head North to set up a new settlement on the coast next to where the river lets out
Action: While others scout out to the Southwest
>>
Rolled 7, 10, 2 = 19 (3d10)

>>2676918
Radishes will have me do their turn for now

Dev: A religion will be developed to ease the pain of death.

Action: plant the mystery fruit

Action: fortify the sodhuts with spears and the giant squid shell thing that we killed to make them feel a little safer.
>>
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>>2677318
The Biomechs look around their birthing chambers, these fleshy plant-like things seem to have a panel on the back. There seems to be some kinda setting you can probably change.
There's also some kinda mouth thing in the top, it lets out a little bit of yellow mist at touch.
Bionicle's body returns and as the body is attempted to be held together, something slides out of the corpse. It's some hard capsule thing, and it glows slightly. It also seems to have a small green stub coming out of the side. beyond this mysterious objest, a grave is dug and Bionicle's armor was cleaned off. All mourn the at the scene but it makes things feel better.
A scout team is sent off to the north, and they reach a mountain and a spooky forest. They're sure there was some tough stuff in dem dare mountains and some spooky shadows in there too.
>>
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>>2678112

Lizardfolk try baking some bricks, the first batch explodes in their face. No Lizards were harmed in the making of this broken brick.
A simple base of operations are set up in the north, They make one or two mud huts and the rest is temporary housing.
Scouts find a some pepers and some really hard and funky looking rocks, what could they be?
3 eggs are hatched this turn
>>
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>>2678681
A priest is assigned to help guide the people in this time of need. He claims that the great cycle of life means that we come from the ground and return to the ground. The spirit of the dead return to help grow new living. Bodies will not be wasted, however, they shall be eaten in a funerary feast.
The plant is broken open and it's seeds are planted, soon enough some small sprouts grow, hurray for quick growth. The left over peices make very soothing food and seems to greatly heal injured radishes.
The loss of weapons in battle means arming every house is impractical, the skull and a couple of the best houses are given weapons.
>>
Rolled 75, 42, 28 = 145 (3d100)

>>2678884
Development:
Mud bricks version 2
Following the explosion of mudbricks, the formula is refined. More fiberous, less oxgygenated, more stable.
Action: Create a lumber camp near northern colony
Action: build a mudbrick houses in both settlements
>>
Rolled 8, 3, 4 = 15 (3d10)

>>2679477
aww fug. Wrong Dice numbers :( decent rolls too
>>
>>2678736
Dev: pickaxes
Action: mining
Action: mining outpost near the mountain
>>
Rolled 8, 1, 8 = 17 (3d10)

>>2679505
>>
Rolled 4, 6, 7 = 17 (3d10)

>>2679021
Dev: Attempt to learn swimming again
Action: Make more spears in preparation for battling river monsters
Action: Build a sod wall around their village and line it with excess spears.
>>
Rolled 5, 3, 1 = 9 (3d10)

Dev: develop writing
Action: write down on your wooden tablets the Ballad of Bionicles
Action: train the captured animals to be docile
>>
Final test, if this works update will follow shortly.
[Radishes]
>Pop:236
>Settlements:1
>Mood:
Culture:
>Religion+Afterlife
[Summary]
XYZ
[Biomechs]
>Pop:64
>Settlements:1
>Mood:
Culture:
>Carpentry is a profession
>Incubators are to be protected
>Warriors are now a profession
>Riders are now a profession
>Funerals
[Summary]
XYZ
[Lizards]
>Pop:149+1ado+3child
>Settlements:2
>Mood:
Culture:
>Animal Taming
[Summary]
XYZ
>>
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>>2679477
[Lizards]
>Pop:150+3ado+2children
>Settlements:2
>Mood: Meh
Culture:
>Animal Taming
Tech:
>Spears
>Fire
>Animal Pens
>Mud Huts
Discovered Supplies/Items:
>Berries(?)
>Peppers(?)
>Boars
Refined Mudbricks
[Summary]

The Lizards decide to refine their formula, adding more plants and such. They set the first batch into the brick oven. It wasn't great but the formula was revised and so the lizards have [Refined Mudbricks].
The Lizards attempt to build a lumber camp, but find a problem. WE NEED AXES! The wanna-be lumberjacks are grumpy, but hey, you got a lil camp set up.
Not only that, but those mudbricks made some nice buildings in all of the camps.
2 eggs are hatched this turn
1 Boar is born, 12 total
>>
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>>2679505
>>2679507
[Biomechs]
>Pop:61
>Settlements:1
>Mood:
Culture:
>Carpentry is a profession
>Incubators are to be protected
>Warriors are now a profession
>Riders are now a profession
>Funerals
Tech:
>Axe(GREAT)
>Carpentry Tools
>Shovels
>Nets(GOOD)
>Pickaxes
Discovered Supplies/Items:
>Birds
>River "Horses"
>Capsule(?)
[Summary]

Well, those hard things in the mountains seem cool enough to hack at. Stone Pickaxes are made, and they seem pretty good too. Tests on rocks nearby seemed to show great strength.
The bots march off with supplies to build a nice little outpost. Quickly a base of operations is set up and it's fancy too.
Day one: Finding the fancy rocks.
"Nothing..."
Day three: The bots build up confidence to approach the forrest.
"Big hairy monster, DON'T GO NEAR, RUN RUN RUN."
[Mission Failed]

3 Biomechs are eaten by [Data expunged]
1 Biomech is born
1 Chicken bird egg is hatched, 7 total birds
River Horse population at 5
>>
>>2679570
[Radishes]
>Pop:236
>Settlements: 1
>Mood:
Culture:
>Religion+Afterlife
>Swim Fast
Tech:
>Axe
>Teehee Housing
>Spears
>Irrigation
>Nets(Below Average)
>Sod Housing
Discovered Supplies/Items:
>Grass(Moderate Amount)
>Deer
>Fish
>Crabs
>River Monster Shell
>Spiky fruit+Seeds(?)
[Summary]

The Radishes decide now is the moment of action , no longer shall they be land dwellers afraid of the deeps. The moment they hop in the water the paddle their little boyent bodies to the other side. BY JOVE IT WORKED! Radishes have learned to [Swim Fast].
The radishes decide more weaponary is needed, and so it is done, every radish gets a gun- I mean spear. If Radishes had any amendments, this would be their 2nd.
Now with all this weaponary, the population finds their defenses to be, inadequet. A GREAT WALL WILL BE BUILT ON THE BORDER of the town.

6 radishes make the town great again.
Seedlings are growing very rapidly.
Dear sightings near the town increased.
>>
Rolled 2, 1, 8 = 11 (3d10)

>>2684073
Dev: Right. Axes. The Lizards invent those so their lumber camp has a purpose
Action: The Lizards send a group up the mountain near the lumber camp to scout
Action: The Lizards remember those strangely hard rocks. Perhaps they might also turn out to be a good building material? They put them to the fire and test it out
>>
Rolled 5, 3, 5 = 13 (3d10)

>>2684180
Dev: develop writing
Action: write down on your wooden tablets the Chronicle of Bionicles
Action: train the captured animals to be docile
>>
>>2687473
Dev: War Cry: The radish leadership begins battle and hunts with words of encouragement to his starchy comrades. Boost the morale (and hopefully rolls) for encounters of the veggie kind.
Action: Capture deer with spears and nets
Action: build pens for the deer
>>
Rolled 5, 6, 1 = 12 (3d10)

>>2688456
>>
File: Civ Evo Quest Lizard09.png (231 KB, 1700x880)
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>>2687679
[Lizards]
>Pop:152+2ado+2children
>Settlements: 3
>Mood: Meh
Culture:
>Animal Taming
>Great Cycle Religion
Tech:
>Spears
>Fire
>Animal Pens
>Mud Huts
>Ovens
>Axes(Shitty)
Discovered Supplies/Items:
>Berries(?)
>Peppers(?)
>Boars
>Refined Mudbricks
>Weird rocks
[Summary]

Well, um. Lizards tried to think about what can be used to chop down trees, and picked up some rocks. It took almost a week, but one tree has been cut down. Good job.
The lizardfolk attempt to go up the mountain to see what's there. Soon enough, the scouts get cold, very very cold. Not only is it cold, but the boars get spooked by some distant noises. One lizard is knocked off his boar and dies from the cold and fall.
Some lizards decide to take these weird rocks and heat them up. They seem to heat up at a high temperture, and melt a little bit. Perhaps with better ovens,they can heat up even better?

2 eggs are hatched this turn
Boar total is 12
>>
File: Civ Evo Quest Biomech09.png (120 KB, 1700x880)
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>>2688337
[Biomechs]
>Pop:62
>Settlements: 2
>Mood: Above Average [4/5]
Culture:
>Carpentry is a profession
>Incubators are to be protected
>Warriors are now a profession
>Riders are now a profession
>Funerals
Tech:
>Axe(GREAT)
>Carpentry Tools
>Shovels
>Nets(GOOD)
>Pickaxes
>Writing(basic)
Discovered Supplies/Items:
>Birds
>River "Horses"
>Capsule(?)
[Summary]

Forgetfulness seems all too common, so basic symbols are made to keep track of many things.
One of the few newly formed scolars attempts to right down the legend of Bionicles. The only problem is the language is far to basic to even tell a story.
These feral beasts while comfortable in there new homes, are still quite wild. Attempts to ride them at first went poorly, but seem to be working with riders much more. Animal Training will be passively worked on and will require an adittional 1d10 roll to speed work up or slow it down

1 Biomech is born
Birds population is at 7
River Horse population at 6
>>
File: Civ Evo Quest Radish09.png (119 KB, 1700x880)
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>>2688456
[Radishes]
>Pop:242
>Settlements: 1
>Mood: Meh [3/5]
Culture:
>Religion+Afterlife
>Swim Fast
>War Cry(battle roll +1)
Tech:
>Axe
>Teepee Housing
>Spears
>Irrigation
>Nets(Below Average)
>Sod Housing
>Animal Pens(Shitty)
Discovered Supplies/Items:
>Grass(Moderate Amount)
>Deer
>Fish
>Crabs
>River Monster Shell
>Spiky fruit+Seeds(?)
[Summary]

For battle and hunting, a call to battle is made. While you are not quite, you are much more effective. [War Cry] increase all battle encouter rolls by +1
The radish hunters go out to find some deer, while on the hunt, some deer get spooked by some big and slow hairy thing up the river. The hunt gets delayed for a day, but finally some deer are capture. 4 deer live and 2 die.
The Radish at home build some pens for the deer. While pens for deer normally doesn't work, these pens were also very flimsy. When the hunters return they try to place the deer in the pens. Those deer quickly escape.

2 deer corpses are gained, can be skinned for meat
Population increases by 6
Fruit plants are nearing maturity
>>
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