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File: 1346119992091.jpg-(109 KB, 1024x662, mountain gone.jpg)
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Civilization thread, HO!
I'm tired of the generic fantasy races that dominate these threads, so i'll exclude humans, elves, dwarves, orcs, and goblins as choices. Here are some race ideas that popped into my head, but feel free to offer some additional choices.
>>
Kobolds: Start with cave system, stone tools and adequate mining proficiency to STRIKE THE EARTH! Start with double population, major bonus to population growth, penalty to armaments, minor penalty to architecture, bonus to scavenging, penalty to tech (able to steal other races tech and attempt to reverse

engineer it).

Fairies: Start with a Fairy Grove (You can grow regular plants here that will yield magical properties), Bonus to magic, major penalty to armaments, Bonus to agriculture, penalty to tech, high proficiency in animal husbandry.

Undead: Start with a cemetary and ruined village,start off with knowledge of necromancy, start off with a neromancer and his apprentice, Unable to repopulate (you need to make MOAR ZOMBIES!) bonus to dark magics, severe penalty to light magics (you're more likely to smite yourself), bonus to armaments,

undead can go dormaint but this causes them to slowly deteriorate. They do not require food when dormaint, they do not need sleep, and can only eat meat and plagued crops.
>>
Coral giants: (thanks to Anon for giving me this idea.) Start off with a Coral reef, reproduce by budding, major penalty to tech, Bonus to aquatic animal husbandry, unable to breath air by default, start off with a Reef heart (allows for plants other than coral to be given the gift of thought when placed inside.) Cannot

swim, walk along the sea floor, minor bonus to magic, bonus to biomancy and hydromancy, severe penalty to pyromancy (for obvious reasons), penalty to population growth, start off with half population. (must start under water)

Harpies: Able to fly, start off with a nest, penalty to architecture, start with wooden tools, minor bonus to magic, start off with wind magic, start off with a shaman, severe penalty to geomancy (earth elementals hate you, wind elementals are more friendly than usual), major penalty to mining, minor penalty to

population growth, penalty to agriculture, bonus to scavenging, bonus hunting.

(or make your own!)
>>
Desert: bonus to scevenging, penalty to architecture, bonus to pyromancy, penalty to hydromancy.

Mountains: bonus to defense, penalty to agriculture.

Tundra: Severe penalty to agriculture, bonus to hunting, bonus to scavenging.

Forest: Bonus to architecture, penalty to agriculture, bonus to hunting

Plains: bonus to agriculture, bonus to hunting, penalty to defense.

Chasm: bonus to mining, bonus to defense, major penalty to agriculture.
>>
undead
>>
my vote for chasm harpies
>>
(added with selected location)
River: bonus to agriculture, bonus to hydromancy, penalty to pyromancy.

Coast: Penalty to architecture (erosion), bonus to defense (you can't be attacked from that side... unless some horrible kraken or dancing colossal sea cucumber comes lumbering out of the sea.)

Ruins: Bonus to architetcure, penalty to agriculture.

Lake: Bonus to agriculture, penalty to Pyromancy. Bonus to hydromancy.

Island: Bonus to defense, penalty to agriculture. minor penalty to mining.
>>
File: 1346120368352.jpg-(20 KB, 300x250, carl-sagan.jpg)
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Also, first vote to 5 or so wins.
>>
>>20501091
Kobolds in the Chasm!
>>
undead chasm
>>
>>20501074
Whoa, dafuq happened to mah copy pasta? all those lines.
>>
as much as I wanna go kobold we could always find them later.

undead ruins hopefully the necromancer is a lich for more awesome
>>
undead chasm!
>>
>>20501210
thats tends to happen when u copy paste from notebook for some reason op.
>>
Kobolds and river.

Don't want a agriculture penalty.

The better our growth rate the faster we can outbreed the other races.
>>
>>20501217
Becoming a lich will definitely be an option if sufficient necromancy dabbling is achieved.
>>
couple more votes should decide the outcome. It looks like Undead Kobolds in a chasm may win. Yay or nay?
>>
UNDEAD CHASM

we shall allow the living to live but once death embraces them they are OURS.
>>
mmmmkay, imma start writing up an introduction. Will be up shortly.
>>
>>20501242
Seconding this
>>
>>20501282
as in necromancer moves in with a devastated kobold tribe working together to RISE count me in.
>>
Varien Walked the red wastes, no companion but his apprentice Tyrell. They had been banished from their homes for practicing the dark arts. East they had marched.... Away from the sun whiched set so brightly on the horizon. Varien was weary and bloodied from his escape, but otherwise fine. Just as he was about to embrace a sleeping death, they came upon a wide rift in the earth. Water flowed into the deapths and ran along the bottom of the chasm. The two necromancers descended, leaving the light of day behind them. At first it seemed bleak, but atleast their thirst was quenched. The water was foul, the taste of blood and rot. It could mean only one thing, corpses. Under the waterfall on the southeastern edge a camp was found. In it lay a mass grave of kobolds. The pair of vile maegi began their work, and the hordes of kobolds rose and embraced undeath in service to Varien. he proclaimed himself Dark lord of the Chasm.
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Your Suggestion
_________________________
Population: 175 (173 undead kobolds, 2 human necormancers.)
Food: scarce (unstable)
Architecture: ruined huts
Weapons&Armor: old stone Spears,
Tech: none
Defenses: None
>>
>>20501465
F. Practice magic! oops!
>>
Where'd everybody go?
>>
>>20501465
split between A and F if possible
>>
>>20501660
I'm going to write up the next turn solely based on your input. hopefully more people join by then.
>>
>>20501687
I hope so too, this thread has promise...
but I joined late and would've picked the coral giants. But no big deal this looks cool
>>
Ther'd better be a chance to be good necromancers. Why do work yourself when you can let grampies corpse do it?
>>
Varien Commanded Tyrell to take out half their horde of kobolds and search for sustainence. Devoted to his master, the apprentice did as he was told and sent the undead scouring the wasteland. After a long search they returned. they carried orange wheat grains and Fruit from Three pronged cacti. The arch necromancer laughed at their offerings. He named the cacti "Spiked tridents." and the wheat he called dusk wheat.The name proved true once night fell and the wheat began to emit a soft light. Mean while, Varien meditated and cast dark atrocities on his minions who were left behind. He imprved his aim and concentration to the point where he could launch a bolt of hate at will. It packed a punch, and served to drive one minion insane. The insane Kobold was later killed on a whim by the Dark lord and he fed off of his damned soul.

A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert maniacal laughter)
F. Your Suggestion
_________________________
Population: 174 (172 undead kobold zombies, 2necromancers.)
Food: sufficient (unstable)
Architecture: ruined huts
Weapons&Armor: old stone spears
Tech: none
Defenses: None
Heros: Varien, Tyrell
>>
F let's get good at necromancy
>>
>>20501749
mmmmyes, we do have a severe lack of grandfathers to turn to unlife.
>>
>>20501837
E and D if we can afford to eat our stockpiles
>>
B, Lets start cultivating the dusk wheat and spiked tridents as plaque crops.
>>
>>20501886
I'll switch to E and B
>>
Food is slowly consumed, and Tyrells attention is mostly devoted to controlling the Kobold hordes scavenging. He also orders them to plant some of the wheat in the chasm floor, near the river. The cactus seeds are placed in an oval around the crevice. Varien continues to stretch his evil powers, His feast of the insane kobold caused him a racking cough. He stumbled out into the open air and waited for it to subside. The wheat turned a dark grey where his breath had blown over it. He studied this with a sense of odd curiousity; finding that he had contracted the plague from the rodent men. He would eventually face a mortal end if he could not preform the dark ritual of a Lich.
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert maniacal laughter)
F. Your Suggestion
_________________________
Population: 100
Food: Scarce (stable)
Architecture: ruined huts.
Weapons&Armor: none.
Tech: none
Defenses: None
>>
>>20502035
going with magic again, to get ready for that lich ritual
>>
>>20502035
wow, we lost a LOT of people
>>
C let's get tridents

E do the Lich ritural
>>
>>20502180
Ya, idk what's going on. A few more should be sufficient. I assume people went to go do stuff and check back up on it later. I'm planning on going strong for atleast a couple more hours if possible.
>>
e lichdom
>>
>>20502213
alright man, I promise I won't leave
>>
I'd say split between B and E, stop everyone from perma dying
>>
The settlement is cleaned and fortified. The ragged huts become cobblestone dwellings. A large altar is made at the center of the village. The ritual will require the sacrifice of a virgin, 10 undead bound to the necromancer, and a container to hold the necromancers bones and dust. The kobolds Eat the dusk wheat down to the dirt, but are careful not to eat the roots. Varien ventures up to the wall of spiked tridents and plagues them aswell. They grow twisted and gnarled, forming an impassable barrier except for the the river mouth. A large black scorpion is found dead as it floats down the river. falling into the chasm and breaking into a splattered mess.
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert maniacal laughter)
F. Your Suggestion
_________________________
Population: 174 (172 kobold zombies and 2 necormancers0
Food: Scarce (stable)
Architecture: ruined huts.
Weapons&Armor: old stone spears.
Tech: none
Defenses: None
Heros: Varien, Tyrell.
>>
>>20502503
Stone huts, oops
>>
C: We should enchant some of are weapons to help with the hunting/ livability of are kobold (low level enchants nothing special)
>>
>>20502503
Look for a virgin, work on getting more food
>>
op, you still there?
>>
Tyrell sent the kobolds out in all directions of the chasm, searching far and wide for the necessary supplies for the ritual. They soon come upon a lush grassland to the north, Where a Cave is found. When the kobolds enter the depths, they are met by three angry ogres. 26 kobolds died to bing down the largest ogre, who appears to be male. Tyrell Throws a shadow bolt at the next largest, blinding her. Handicapped as she is, this ogre is brought down aswell. The last of the three runs to the back of the cave, but not before a kobolld is able to pierce her leg. This one was much smaller than the others, and under close inspection it is revealed that she is indeed a virgin. It takes a day and a night to drag her back to the chasm. She is fastened to the alter by stakes nailed through her feet. These bindings are due to the fact that no forge was available, and besides, Varien enjoys teh suffering of the living. All that is needed now is an Urn or other storage device. Varien passes the time by hurling bolts of shadow at the cave wall, where the river pools and seeps into the ground. He finds that he can use his voice to shout through cupped hands infused with dark energy to unleash a terrible banshee scream. It deafens 5 of the nearest kobolds, but they are mostly unharmed do to their relliance on smell.
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert maniacal laughter)
F. Your Suggestion
>>
Population: 146 (144 kobold zombies, 2 necromancers)
Food: Scarce (stable)
Architecture: stone dwellings.
Weapons&Armor: old stone spears.
Tech: none
Defenses: spiked trident barrier
Heros: Varien, Tyrell.
>>
>>20502886
I NEVER SLEEP WHILE THEIRS A THREAD TO RUN! ...just fapped. sorry.
>>
>>20502938
no prob, you're human/ a fa/tg/uy
we all are, I'll go with finding a suitable badass urn, and working on improving food resources/ just plain getting more.
>>
E: Muhahahahahahahahahaha get da earns boyzzzzz, Study the power to reanimate mismach bones into random skeletal creatures
>>
Varien grows weaker as the plague ravages his mortal form. In a hurried attempt to save his master, Tyrell orders the kobolds to construct an urn out of teh scorpions scales. He also places the stinger of the black beast on top of a cactus staff and places it at the feet of the dark lord. The urn will be completed in 1 more turn.(we're using kobold blood for mortar, so we'll have to slaughter a few minions.) and Varien focuses his waking hours on infusing the staff with his will power.
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert maniacal laughter)
F. Your Suggestion
_________________________
Population: 146 (144 kobold zombies, 2 necromancers)
Food: Scarce (stable)
Architecture: stone dwellings.
Weapons&Armor: old stone spears. Stinger staff.
Tech: none
Defenses: spiked trident barrier
Heros: Varien, Tyrell.
>>
>>20503132
This pleases me, continue doing this and then build better houses for the kobolds to cower in when their dark lord is fully up to power!!! MWAHAHAHAHA! (B)
>>
>>20503186
i'm in skype with same btw: so he's just telling me what he votes for. So you're not alone with me. He just wants rainbows and baked potatoes.
>>
>>20503208
what's your skype bro?
>>
Three kobolds are smashed under variens bootheels, and the marrow is collected by tyrell for the mortar. When the urn is complete, it stands as a large black plated container befitting the dark lord. The Remaining plates from the giant scorpian are used to make a light weight chest plate. The dark Ritual Commences. It will take three turns to complete, and ten kobolds are stripped of flesh and sould to power it. Tyrell uses the bones to form two skeletal monsterosities that stand as tall as a man, with spiked bones jutting out from its layered rib cage. The ogre bones cannot be used due to the fact that she is slowly being fed to Varien. A harsh wind beings to gust from the east, slowly picking up speed as the days grow shorter.
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert maniacal laughter)
F. Your Suggestion
_________________________
Population: 146 (144 kobold zombies, 2 necromancers)
Food: Scarce (stable)
Architecture: stone dwellings.
Weapons&Armor: old stone spears.
Tech: none
Defenses: spiked trident barrier
Heros: Varien, Tyrell.
>>
yes i am in skypes with this mister he promised me candy if i accepted a plane ticket to hong kong
>>
>>20503237
I don't wanna post it in a public forum. Sorry bro :(
>>
>>20503298
I'll go with scavenging for food, and then trying to preserve it as winter seems to be approaching, which will hinder out food production
>>
>>20503321
's cool, understood
>>
2 turns until lichification. The kobolds swarm out of the chasm once more, looking to the unexplored south and east. They find tracks in the sand, heading north east south west from our lair. Tyrell calls the horde together and they pursue. Once night falls and the winds pick up, they find a parked caravan. lights flicker from inside the tents. who ever may be inside has not noticed our presence. only 1 of the skeletal horrors is with tyrell. the other two guard the incapacitated Varien.
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert horrible ogre wailing)
F. Your Suggestion
_________________________
Population: 149 (144 kobold zombies, 2 necromancers, 3 skeletal horrors)
Food: Scarce (stable)
Architecture: stone dwellings.
Weapons&Armor: old stone spears.
Tech: none
Defenses: spiked trident barrier
Heros: Varien, Tyrell.
>>
>>20503421
I say poison the houses, burn the women, and rape the water!
wait a minute.... try to rob those merchants, abduct them, and use them as converts/slaves/sacrifices/target dummies.
>>
>>20503457
Looks like we have a consensus. Coming right up.
>>
1 turn until lichification. the kobolds spread out around the camp. Upon closer inspection, the caravan is made up of two horse drawn carriages and 4 tents. Tyrell Lets out a horrible deafening wail. The kobolds lunge on 3 of the tents, while the skeleton tears the fourth to shreds. Tall horned people scramble out of the tents. The fight valiantly, despite the blood running from their ears. when the battle is done, it is counted that 38 kobolds died, along with 8 of the horned men. 7 of them are tied by ropes scavenged from the carts, and Tyrell slits the horses throats. They arise soon after, steeds of undeath. the fallen horned men do the same, though something is odd. They bleed profusely out of their eyes... years of blood trickleing down their faces constantly. There isnt time to investigate however, so they are simply returned to the camp. 1 turn until Tyrell returns. The Winds grow colder and soon dust is blowing into the chasm past the wall of cacti.
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert horrible ogre wailing)
F. Your Suggestion
_________________________
Population: 111 (106 kobold zombies, 2 necromancers, 3 skeletal horrors)
Food: Scarce (stable)
Architecture: stone dwellings.
Weapons&Armor: old stone spears.
Tech: none
Defenses: spiked trident barrier
Heros: Varien, Tyrell.
>>
>>20503584
We require additional magic.

Sorry if I am being a bother by joining in late.
>>
>>20503606
the more the merrier! welcome!
>>
>>20503606
you're nno bother, if food holds, I'll go with magic
>>
B: we should improve the insulation of the settlement for the coming winter
>>
>>20503676
Does it matter if we're undead?
>>
Lichification complete! The dark lord emerges from the ritual table. The Urn is placed inside one of the stone houses, and the ogres bones are placed over it. Tyrell returns, having kobolds take the contents of the caravan down into the chasm. There is wool and iron armor. though it is much too big for the kobolds. Tyrell dawns it and gives the black scorpion chest piece to his master. They are both clad in wool cloaks. Died with old blood and clasped with rib bones. Varien uses his new form to hover above the ground. though he cannot truly fly. The prisoners are questioned. , and they say that they come from the city of nazzi to the north east. After they give sufficient information, Varien impales them one by one with his staff. Upon rising, there tears shed poison. Tyrell has them begin to collect it in the skulls of the fallen kobolds. A stone arch with a wool drape is placed over the entrance behind the waterfall. Varien focuses his powers into a cryptic stare. which paralyzes a risen hornman. He does not respond to prodding until 2 hours later.
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert horrible ogre wailing)
F. Your Suggestion
_________________________
Population: 126 (106 kobold zombies, 2 necromancers, 3 skeletal horrors, 8 blood teared hornmen, 7 acid teared hornmen)
Food: Scarce (stable)
Architecture: stone dwellings.
Weapons&Armor: old stone spears. iron swords, iron armor, stingerstaff, black scale chestpiece.
Tech: none
Defenses: spiked trident barrier
Heros: Varien, Tyrell.
>>
>>20503730
We could technically freeze, but we'd just thaw out in the spring, and the red wastes the chasm is in is rather hot and dry.
>>
>>20503774
try to stake out that road for more loot via robbing people, and improve weapon techs, try to make our lich stronger if there is any spare time
>>
F: we should craft corpses out of random dead or unsuspecting victims and and reanimate them to create ghouls that are hardy and immune to most status effects to gather food for the settlement during deep cold spells or rob/help us rob caravans just as a mindless simple task helper and while we work away in the camp or are out on a separate task the ghouls could do other task more stealthy than the skeletal horrors or kobold's could
>>
>>20503855
I second this new business p[lan
>>
>>20503855
yea we've got like 70 dead kobolds and only 4 man sized skeletal horrors out of them?

also develop ranged weapons so we can kill birds. and raise them in great sun blotting flocks.
>>
A force of 3 horrors and 50 kobolds is led by Tyrell, who is guarded by 4 acid teared hornmen. They bury kobolds along the sides of the roads and lie the four hornmen down on the road. 2 days later. A company of 40 armed infantry move along the road. They are hornmen who bear spears and shields. with daggers bound to their belts. Their only source of armor is leather boots and greaves. Behind them is a group of 10 archers. Wearing yellow cloaks, with a cresent moon on the back. Their is a man in the spear men who bears a flag with the same symbol. First person to respond chooses course of action. (hectic decision) Varien is in the chasm, and The winds grow yet more fierce. sand is knee deep at the chasms bottom and the river has turned to quicksand.
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert horrible ogre wailing)
F. Your Suggestion
_________________________
Population: 126 (106 kobold zombies, 2 necromancers, 3 skeletal horrors, 8 blood teared hornmen, 7 acid teared hornmen)
Food: Scarce (stable)
Architecture: stone dwellings.
Weapons&Armor: old stone spears. iron swords, iron armor, stingerstaff, black scale chestpiece.
Tech: none
Defenses: spiked trident barrier
Heros: Varien, Tyrell.
>>
>>20503919
There are Kobolds buried? Can we have them burst out and ambush the group?
>>
get those hornmen crying, then scream the acid off of their faces and at the approaching force. make good use of the surprise attack and our magick besides, we want nobody going back to town with news of us but the apprentice is worth more so protect him well.

also solve that sand problem.
>>
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>>20501145
>dancing colossal sea cucumber comes lumbering out of the sea
>>
>>20503919
use the lich's powers to stave off that sand problem, try to turn that quicksand into mortar, and improve buildings, I'll let the others decide the combat
>>
>>20503943
yes, yes we can. they're just covered in sand for cover.
>>
>>20503919
maybe try to use the lich's banshee wail to distract the guards before the assault
>>
>>20503972
Well, do that. Then scavenge the dead bodies for our mindless army.
>>
>>20503947
so basically you use the scream to make horizontal acid rain that also has the effects of the normal scream. watch out for the archers but they can't really hurt the undead with arrows so just keep the apprentice safe from them.
>>
Wait for all to pass, then rise and attack the archers from the rear. Place priority on the flagbearer after the archers are slaughtered.
>>
>>20503919
plan similar to this>>20504002
but jump them as soon as the archers are slightly past the first row of kobolds, so some can attack the swordsmen to hold them off. This keeps them from rushing to the defense of the archers, also have to apprentice try to use some of those dark magics, maybe paralyze some threats
>>
D: what we should do with the acid people is, collect said acid from them and put it into a small container made of glass and pressurize the container of acid and place it into a skulls mouth and rig a small foot sized mechanism so when its stepped on it triggers the skull to bite down on the acid container caking it the built up pressure will cause the cracks to give way and explode the container sending acid everywhere crippling and or killing the victims within the radius
>>
The Hornmen approach with caution. Once they are in front of the acid tearers, they stop to examine their wounds. The Acid flows from their faces and the tyrell comes running up from behind a dune. Meanwhile, the kobolds unbury themselves and attack the archers from their flanks. In confusion, the bowmen begin to route back from whence they came. but not before 4 of them are felled by the ravenous zombies. Tyrell reaches the road, and shouts for the skeletal horrors to attack. The spearmen show no fear, and form a square blockade. They stab furiously at the horrors. and stomp on them when they fall. One manages to break past the lines and wreak havoc before collapsing under the weight of their shields. Tyrells shrieks and crys awakend varien from his slumber. The lich arrives just in time to see the last of the spear men yield. The dark lord descends upon them. flaying them to death. Tyrell and Varien spend the rest of the say trying to scavenge the dead. through loses, clims and recoveries. the numbers sit at 78 kobold zombies, 1 lich, 1 necromancer, 1 lich, 24 skeletal horrors, 15 blood teared hornmen, 13 acid teared hormen, and many of the scraps and pieces from the bloodied corpses to assemble 27 ghouls. Standing taller than a hornmen. (some bodies were unscavengable.)
>>
>>20504062
what? NO! we find out where that bigass bliack chitin-ed scorpion came from, go and kill a ton of them, slop their corpses up into humanoid form (with tail still) and replace their blood with acid. and get all alien up in this bitch.
>>
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert horrible ogre wailing)
F. Your Suggestion
_________________________
Population: 159(78 kobold zombies, 1 lich, 1 necromancer, 24 skeletal horrors, 15 blood teared hornmen, 13 acid teared hormen, 27 ghouls)
Food: Scarce (stable)
Architecture: stone dwellings.
Weapons&Armor: old stone spears. iron swords, iron armor, stingerstaff, black scale chestpiece.
Tech: none
Defenses: spiked trident barrier
Heros: Varien, Tyrell.
>>
>>20504099
1 lich twice? So, two liches, right?

I say we work on tech before we get too left behind.
>>
>>20504062
>>20504040
>>20504002
>>20504001
>>20503996
Holy master tacticians batman! I wish i'd waited for the rest of you guys. Really good ideas. I'll be sure to do that from now on.
>>
>>20504125
oops, 1 lich only. mah copy pasta skills have failed me.
>>
>>20504062
Acid mines? Fuck ya!
>>
people call me creative some call me sadistic im just a mother fucking Dabass
>>
Even split between settlement and tech.
>>
wait how come we dont have a few bows and some metal spears and shields under our armaments?
>>
With the sandstorm reaching its peak, tyrell has no choice but to pick up his spoils of war and carry them back to the chasm. Stuck inside their fortified home. the undead legion begins to expand teh cave. scraping away at the sandstone with bone and claw. little progress is made, but they are able to construct a tomb for Variens urn. Quick sand is collected from the chasm floor, which is now waist high. It makes a solid mortar, and the entrance and houses become air tight. The horde spends this time in darkness fiddleing with their loot. They were able to collect 4 bows and 38 arrows, and the blood tearers beging to practice with them, seeing as their acid brothers would only melt them. When the winds begin to die down, an echoeing crack can be heard from outside. They hastaly prepare acid traps around the entrance, though they know how to avoid them. (acid traps, bone traps aquired) (the undead have slumbered through the winter, entombed in the sand. Vote on a course of action, as always!)
>>
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert horrible ogre wailing)
F. Your Suggestion
_________________________
Population: 159(78 kobold zombies, 1 lich, 1 necromancer, 24 skeletal horrors, 15 blood teared hornmen, 13 acid teared hormen, 27 ghouls)
Food: Scarce (stable)
Architecture: stone dwellings.
Weapons&Armor: old stone spears. iron swords, iron armor, stingerstaff, black scale chestpiece, wooden bows, steel spears, Shields.
Tech: acid traps, bone traps.
Defenses: spiked trident barrier
Heros: Varien, Tyrell.
>>
>>20504184
We can now reverse engineer wooden bows into bone bows. forgot to add that, sorry.
>>
>>20504236
send out scouting parties to scout and to hunt animals. kill some goddamn birds so we can have some better scouts.
>>
boner bows......FUCK YEEEAAAH!!!!
>>
>>20504241
do that while we wait for scouts to come back with news and dead stuff.
>>
The ghouls dig out the crust that has accumulated on the floor of our chasm. The duskwheat begins to grow back quickly, the noise that the undead heard through winter was the collapse of the far side of the chasm floor. It now opens up into a dark cavern. 4 blood tearers are sent out, accompanied by 6 skeletal horrors, they take bows with them, while the kobolds craft additional bone bows. The party goes around the perimeter of the red wastes. To our north lies the rolling hills and grasses of the lushlands. On our Northwest and Western side are the mountains seperating us from the human lands from whence Varien and Tyrell were born. To our south lies a Blooming blue mushroom forest, where our scouts sight large glowing insects. they are out of range of our archers, so they move on. To the east lies A brief stretch of forest, short gnarled trees and palm trees before ending in a salty sea, Bearing the color of a dark green sheen. It is dubbed the Jade sea. On the northeast they find the skyline of a city built on a hill. This must be the city of the horned men. Our archers and horrors retreat to the Safety of the chasm. Meanwhile, Varien Has pieced together the ogre bones to make an undead cage for his urn. Sinew is placed in the joints to allow slow movement, but the guard is anything but swift. The Archers do manage to Kill two Vultures on their was back. They are skinned, and leather is placed upon their skeletal wings. These Sky reavers can hold an acid trap in their claws, and be mounted by a kobold.
>>
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert horrible ogre wailing)
F. Your Suggestion
_________________________
Population: 159(78 kobold zombies, 1 lich, 1 necromancer, 24 skeletal horrors, 15 blood archers, 13 acid teared hormen, 27 ghouls)
Food: Scarce (stable)
Architecture: fine stone dwellings.
Weapons&Armor: iron swords, iron armor, stingerstaff, black scale chestpiece, bone bows, steel spears, Shields.
Tech: acid traps, bone traps.
Defenses: spiked trident barrier
Heros: Varien, Tyrell.
>>
>>20504362
EXPLORE THE DARK CAVERN. DO BATS LIVE IN IT?
have kobolds mounted on sky reavers watch out for things getting near our base and kill any birds that come near to make more sky reavers.
>>
E: improve are enchanting skills to get life/soul stealing ability and we should start the construct of a large abomination for a war general to help control the masses
>>
The armed and mounted sky reavers soar around our base. The cactus barrier has regrown to its full potential, and with our constant scouts we are able to fly near the city of nazzi. Where it is seen that a large army is being hosted. The blunt of our army crafts torches from coal scraped from the chasm walls, and we make our descent. (enter ADVENTURE! mode, or stay in civilization mode.) first response decides. ièm itching to spelunk.
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert horrible ogre wailing)
F. Your Suggestion
_________________________
Population: 159(78 kobold zombies, 1 lich, 1 necromancer, 24 skeletal horrors, 15 blood archers, 13 acid teared hormen, 27 ghouls, 2 sky reavers.)
Food: Scarce (stable)
Architecture: fine stone dwellings.
Weapons&Armor: iron swords, iron armor, stingerstaff, black scale chestpiece, bone bows, steel spears, Shields.
Tech: acid traps, bone traps.
Defenses: spiked trident barrier
Heros: Varien, Tyrell.
>>
ADVENTURE!
>>
c'mon jake!! ADVENTURER
>>
ADVENTURE MODE ACTIVIATE! Varien leads a legion of 10 skeletal horrors, 5 acid tearers, 15 ghouls, 10 blood archers, and 25 kobold zombies into the depths. The group is in loose formation, shining light throughout the cave. the cavern that opens into the chasm branches off into two seperat tunnels. one is an open cave entrance, the other is barred by a stone door depicting some form of cannabalism. Which hall shall we take....
>>
>>20504570
CANABALISM HOOOOO!
>>
>>20504695
I'm gonna turn in for the night. Sorry to fail on you man. I'll be doing another one either tonight or the night after. The threads archived here http://suptg.thisisnotatrueending.com/archive/20501074/ so if you could up vote it that'd be fantastic. Good night, elegan/tg/entleman. Before I go, is their anything you want to ask? orwould you like to finalize a time?
>>
>>20504714
sorry, this is the anon from the restart, I lost connection and missed the lat part, but I'm open for most of tonight, so just pick a time if you can
>>
>>20504818
10pm 4chan time?
>>
>>20504827
sounds good
>>
>>20504827
oh, and if we finish this story, (I hope it lasts a long time) could we possibly start one about the coral giants? they just sound really cool!
>>
>>20504859
Sure thing. In truth this was my first time GMing a civ thread. Do you have any ideas as to where i could improve?


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