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/tg/ - Traditional Games


File: Civ.png (4.84 MB, 1841x3203)
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Anyone up for a Civ game?

I've modified the standard Civ page with some different stats to better reflect a community, rather than RPG stats with breeding thrown in. Military covers any offensive and defensive movements, Economy concerns food and population, Civics is all your actual construction and assets, Diplomacy is your meet n' greet, Tech is physical knowledge, and Magic is metaphysical knowledge. Think it covers the spectrum a little nicer. The actual perks I haven't changed, but I will still attempt to incorporate them.

Actions also slightly different. Anything that feels like roleplaying or reactionary is 'Immediate' and can be done ad infinitum to resolve the issue. This also includes just talking to your men or surveying your area. 'Longterm' actions, like construction, research, travel, eg; things that progress your civilisation, will take a turn to resolve. Each turn counts as 3 months, so 4 turns is a year. You also won't need to specify "Produce Food" or "Breed" as actions; your citizens will be assumed to be working and surviving, so long as the environment permits. You are concerned with the big picture, not the micromanagement.

Will be using d20s for resolution, modifiers are listed on the page.
<1 is your trivial rolls.
=<5 is your easy rolls.
=<10 is your medium rolls.
=<15 is your hard rolls.
<20 is your impossible rolls.
So stats essentially bump you up or down one difficulty level. 1 is always a fail, and 20 is always a success.

First to 3 determines place and race.
>>
>>34985736
Vampire.
A subterranean ruined necropolis, on a mana wasted floating island.
>>
>>34985818
Second
>>
>>34985818
This
>>
>>34985818
>>34985861
>>34985874

Vampires on a floating island it is.
>>
>>34986058
Read the fucking description, not just a damn floating island
>>
>>34986086
I made a typo.

>>34986058
From inside your stone slab, you awaken to the dusty, fetid air of ages past that fills the halls of your necropolis. Hundreds of years ago, you and your vassals entombed yourself on an enchanted island to weather a terrible catastrophe that plagued your people. Your emerge now, blinking in the darkness to awaken your comrades.

Time has taken it's toll on your necropolis, but it has held firm against the elements. You find 23 of your vampire brothers and sisters in their tombs, unfortunately their servants long since deceased. All of you are famished.

You must choose a name for your leader, your clan, and your island/tomb if you wish.

==========
Pop: 23
- 23 Vampires
Assets:
- Necropolis
==========

>1) Explore the necropolis.
>2) Search the outside (it is night)
>3) User defined.
>>
>>34986267
>1) Explore the necropolis.
>>
>>34986316
You search the necropolis.

Apart from your brethern, you find some supplies you had stashed in ages past for when you would awaken. Jars of preserved organs and body parts abound as food, albeit aged immensely, as well as tomes of knowledge and some weapons. You have the supplies you require to facilitate various tasks, but they will not last you forever.

Six of your number are known to be master craftsmen, and they find the tools that they were buried with. They will provide you with a bonus to Civics.

==========
Pop: 23
- 23 Vampires
(6 Master Craftsmen, +1 Civics)
Assets:
- Necropolis
- Preserved Food
- Simple Iron Weapons
- Old Tomes
==========

>1) Search the outside (it is night)
>2) Read tomes.
>3) Prepare Defences.
>4) Gorge yourselves.
>) User defined.
>>
>>34986604
read tomes
>>
There's a typo in the header pic: Vampires should be Average Mysticism.

>>34987767
Looking over the books, they seem to contain vital information from your past, in case hibernation robbed the information from you and your clan.

It's enough to remind you of various arcane rituals and history that your people enacted, including the movement of this island. You think that with 50 vampires, you should be able to make it move once more.

For now, the texts will serve as your research materials.

==========
Pop: 23
- 23 Vampires
(6 Master Craftsmen, +1 Civics)
Assets:
- Necropolis
- Preserved Food
- Simple Iron Weapons
- Old Tomes
==========

>1) Search the outside (it is night)
>2) Prepare Defences.
>3) Gorge yourselves.
> User defined.

Turn Actions
>Research Mysticism (d20)
>>
>>34987939
>1) Search the outside (it is night)


I have no idea why you don't have more players. Heres hoping you're still around and willing to continue.
>>
>>34990351
Must not be a lot of people on.
-----
With your basics obtained, you decide to venture out of your crypt and explore your surroundings. You were not familiar with the island before you went into hibernation, so knowing the lay of the land may help.

The door to the crypt opens with a heavy creak and you step out onto the dirt. The sky is dark with little cloud-cover and the moon is full. The magical nature of this island unfortunately means that it is fairly devoid of rich life; there are plants around, those strong enough to withstand the magical poison in the soil. You think the trees here may provide some small amount of building material, but very little to forage.

Searching further, the island appears to fairly sizable though you know not the exact dimensions. You also stumble upon what seems to at first be humanoids, although they wear tribal garb and armour so you are unsure as to their exact race. Their skin is clammy and grey and they decorate their clothes with glowing mana crystal. They have not noticed you yet, being the creatures of the night you are, but there are a lot more of them than there are of you.

==========
Pop: 23
- 23 Vampires
(6 Master Craftsmen, +1 Civics)
Assets:
- Necropolis
- Preserved Food
- Simple Iron Weapons
- Old Tomes
==========
>1) Gorge yourselves on preserved food.
> User defined.

Turn Actions
>Attack Natives (d20)
>Greet Natives (d20+5)
>Harvest Wood (d20+10)
>Research Mysticism (d20)
>>
>>34990776
>Greet Natives (d20+5)
Also
>Research Mysticism (d20)
If we can do more than 1 Turn action
>>
Rolled 11 + 5 (1d20 + 5)

>>34990909
>>34990776
>>
Rolled 18 + 5 (1d20 + 5)

>>34990776
>>34990909
If it's cool I join in, I will back this action.
>Greet Natives (d20+5)
>>
>>34991040
Great! Glad theres another player
>>
>>34990909
Let's do it turn by turn. Also I just realised you guys are basically the Pillar Men from JoJo part 2.

>16 Diplomacy result.
These humans must be remnants of your clan's blood supply from aeons ago, no doubt altered by this island. If they served you once, they will again.

You lead your clan into their village, making sure to appear as awe-inspiring as possible. The natives immediately stop what they are doing as they catch sight of you and run for their weapons, shouting nonsense into the air that feels like degraded english. They point their weapons at you, but you do not flinch and instead greet them as their old masters. They have enough sense to think that your lack of hesitation means their weapons may be useless, and they quickly back off. Those that did not grab weapons are already throwing themselves at your feet. You can see various idols around of... 'interesting' interpretations of your vampiric selves. They believe you their gods.

You spend a few months rounding up the various tribes and bringing them to clean out your necropolis. There are around 1000 natives living on this island; incredibly ample sources of food for your people. After the time has passed, your necropolis almost feels like your old castle, if a bit on the small side. The concern about feeding the natives rises more than once. Overpopulation is an issue here.

==========
Pop: 1023
- 23 Vampires (6 Master Craftsmen, +1 Civics)
- 1000 Natives

Assets:
Necropolis, Crystal Island
- Preserved Flesh
- Simple Iron Tools
- Old Tomes

Native Villages
- Simple Wood Tools
- Poison Fruit
==========
>1) Ask Native Chieftan about the past.
>2) Ask about the island.
>3) Ask about world knowledge.
>User defined.

Turn Actions
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest Wood (d20+10)
>MYSTICISM: Research Mysticism (d20)
>>
>>34991153
>1) Ask Native Chieftan about the past.
>2) Ask about the island.
>3) Ask about world knowledge.

So Chief, you planning on this being a oneshot? I hope not because you seem to be running this rather well.
>>
You can also choose names and stuff. Never did that.
>>
>>34991153
>>1) Ask Native Chieftan about the past.
Mainly want to know this. Otherwise I think we need to research more about getting this island moving.
>>
>>34991202
If there's interest. Big issue with how a lot of Civ games run is lack of any formal system or unified stats.

You bring the chieftan of the tribes before you to ask him about the island. He seems tall and gaunt, with grey skin and sickly face.

He says his people have been here since the time of his father's father; ushered into the sky to watch over their gods. The island takes many children, and few more survive to ripe old age from arcane insanity. Luckily, they tend to just jump from the island rather than kill. Those that do not can end up providing a decent meal to the survivors.

He knows not much about the island itself, save that your necropolis has always been held shut. Birds sometimes come, and water is always seen below. The crystals sometimes produce people of arcane talent, but the raw magic quickly makes them go insane. If you knew more Mystic arts, you might be able to make something of this.

The Chief knows not of the world outside the island. No visitors ever come.

The food issue remains prominant, but you may have a solution.

==========
Pop: 1023
- 23 Vampires (6 Master Craftsmen, +1 Civics)
- 1000 Natives

Assets:
Necropolis, Crystal Island
- Preserved Flesh
- Simple Iron Tools
- Old Tomes

Native Villages
- Simple Wood Tools
- Poison Fruit
==========
>1) Encourage Cannibalism?
>User defined.

Turn Actions
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest Wood (d20+10)
>MYSTICISM: Research Mysticism (d20)
>>
>>34991315
Fool them into thinking we're gods and demand they offer sacrifices
>>
Rolled 2 + 10 (1d20 + 10)

>>34991315
>ECONOMY: Create Vampires (d20+10)

If we just move down, toward the ocean that should give us the ability to fish and solve our food issues.
>>
Rolled 1 + 10 (1d20 + 10)

>>34991315
>1) Encourage Cannibalism?
Heh, that is a bit of an jump.

>>34991380
Agreed. Then we can try moving this thing.
>>
>>34991315
>You must choose a name for your leader, your clan, and your island/tomb if you wish.

I'm not great with names.

Looking through a list...

how about Salacia "Sally" von Humpeding (From Discworld)
>>
>>34991426
I will back it. Now we need a clan and tomb name.

... Tomb of the forgotten(?) ... I guess should maybe work out a background story of some kind to help.
>>
>>34991345
They already think that and you use them as food.

>>34991380
You decide not to encourage Cannibalism for now.

>Rolled 12

With humans to feed on, you decide to shore up your own numbers somewhat and turn a few humans into vampires. Your clan sinks their teeth into a few and prepares them for a vampire transformation. The transformation is slow and requires specific rituals, but can be done on any race.

You feel a bit out of practice but humans are always easy to turn. You manage to turn 57 humans into vampires this quarter. Unfortunately, 8 people die of starvation.

If you want to start building, you'll need supplies. If you want to understand this island, you'll need Mysticism.

==========
Pop: 1015

Necropolis, Crystal Island
- 80 Vampires (6 Master Craftsmen, +1 Civics)
- Preserved Flesh (Provides for 25 Vampires)
- Simple Iron Tools
- Old Tomes (Mystic Research)

Native Villages, Crystal Island
- 935 Native Humans
- Simple Wood Tools
- Poison Fruit (Provides for 500 people)
==========
>1) Encourage Cannibalism?
>2) Consult Chieftan.
>2) Consult Vampire Clan
>User defined.

Turn Actions
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest Wood (d20+10)
>MYSTICISM: Research Mysticism (d20)
>>
Rolled 6 (1d20)

>>34991482
>2) Consult Chieftan.
>2) Consult Vampire Clan
>Lower Crystal Island toward the ocean, use said ocean for fishing.

>MYSTICISM: Research Mysticism (d20)
>>
Rolled 1 + 10 (1d20 + 10)

>>34991482
>ECONOMY: Harvest Wood (d20+10)
Also
>3) Consult Vampire Clan
See if any of them have farming knowledge.
>>
>>34991473
Hmm... forgotten seems too... overused? Meh.
>>
>>34991482
btw Chief, is it first roll only?
>>
>>34991519
You are now Salacia von Humpeding, leader of the Forgotten.

The Chieftan asks you to aid them in acquiring food. He suggests looking into unpoisoning the food may help. He doesn't seem to have experience beyond the island. You know every one human can provide for at least one vampire, so turning a great deal of them may help, if you aren't fussed about diluting your bloodlines.

The clan asks you to reinforce the tomb with resources from the island. Wood for support and mining crystals for lighting and atmosphere. They also ask that you not make tons of new Vampires, else your bloodline be dirtied. These vampires don't seem to have done much physical labor; they're all nobles and warriors.

>>34991519
>>34991540
>1) MYSTICISM: Research Mysticism (d20)
>2) ECONOMY: Harvest Wood (d20+10)
>>
>>34991594
Yeah, it is.
>>
Rolled 3 (1d20)

>>34991610
I will roll for Mysticism, Delim can roll for economy, whoever is highest wins.
>>
Rolled 7 (1d20)

>>34991610
research, we need as much info as possible about everything
>>
>>34991650
The rolls for those already happened. I was asking which one people wanted to do.
>>
>>34991610
I will move to research to get things going.

>>34991553
Yeah, I need some back story to think of better stuff.
>>
>>34991670
I was saying that we would roll again as it is a tie. This roll would simply determine who wins the tie.

It fine though. Looks like we are all for research
>>
>>34991691
You'll need to ask your Clan about your past.

>>34991650
>>34991668
>>34991519
Mysticism it is.

>Rolled a 6

You spend your time delving into the ancient tomes from the tomb. It's all very complex magic, done by other, smarter vampires than you. Pity they didn't survive with you. The more advanced aspects elude you, but the basics are simple enough to understand.

The crystals are large storage for magical energy, like batteries, that were used so the mages could cast gargantuanly powerful spells. The latent energy is enough to keep this island afloat, but clearly has also resulted in poisoning of the soil and life.

15 more people die of starvation and insanity. 4 people come of age.

==========
Pop: 1004

Crystal Island
- Tainted Forests (Resource)
- Buffer Crystals (Resource)

Necropolis, Crystal Island
- 80 Vampires (6 Master Craftsmen, +1 Civics)
- Preserved Flesh (Provides for 25 Vampires)
- Simple Iron Tools
- Old Tomes (Mystic Research)

Native Villages, Crystal Island
- 924 Native Humans
- Simple Wood Tools
- Poison Fruit (Provides for 500 people)
==========
>1) Encourage Cannibalism?
>2) Consult Chieftan.
>2) Consult Vampire Clan
>User defined.

Turn Actions
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest Wood (d20+10)
>MYSTICISM: Research Spells (d20)
>MYSTICISM: Research Mana (d20)
>MYSTICISM: Research Crystals (d20)
>>
Rolled 3 (1d20)

>>34991754
- i dont think we should encourage cannibalism, it feels like its gonna bite us in the ass eventually
- research crystals
>>
Rolled 13 + 10 (1d20 + 10)

>>34991754
>>ECONOMY: Harvest Wood (d20+10)
Lets get some for building.

>4) Consult Chieftan and Vampire Clan
Need to see if we can find/know ways to help improve farming for food.
>>
>>34991815
>>34991754

Sounds good.
>>
>>34991815
2nd >4) Consult Chieftan and Vampire Clan
>>
>>34991815
The Chieftain knows nothing agriculture, but you can see they clearly eat fruit so it might be feasible with some research.

Your clan provides you with some insight into your past. You were once a high-ranking clan of warriors for your native kingdom of Morbuseus. Once a kingdom of humans, it was slowly infiltrated by vampires and enjoyed a rule of hundreds of years before a cataclysm of light shook the kingdom. You were one of the clans to escape, employing powerful magic. You feel if there's anything specific about Morbuseus you want to know, you'll have to be specific.

===
How do you think we should handle Turn actions? It might be bad to simply go for whomever gets first in, or is that fine? For now, since 2 voted for harvesting wood, we'll do that.
===
>>34991815
>>34991860
>Rolled 23

You and your humans spend the months cutting down some of the forests to obtain ample supplies of wood. The forests may take a while before they are available to harvest again.

97 people die of starvation and insanity.12 come of age.

==========
Pop: 919

Crystal Island
- Tainted Forests (Resource) [Not Ready]
- Buffer Crystals (Resource)

Necropolis, Crystal Island
- 80 Vampires (6 Master Craftsmen, +1 Civics)
- Preserved Flesh (Provides for 25 Vampires)
- Simple Iron Tools
- Old Tomes (Mystic Research)

Native Villages, Crystal Island
- 839 Native Humans
- Simple Wood Tools
- Poison Fruit (Provides for 500 people)
- Tainted Wood
==========
>1) Consult Chieftan.
>2) Consult Vampire Clan
>User defined.

Turn Actions
>CIVICS: Reinforce Tomb, Wood. (d20-4)
>CIVICS: Upgrade Villages, Wood. (d20-4)
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest Wood (d20+10)
>TECHNOLOGY: Research Agriculture (d20-5)
>MYSTICISM: Research Spells (d20)
>MYSTICISM: Research Mana (d20)
>MYSTICISM: Research Crystals (d20)
>>
>>34991962
>Lower the island toward the ocean. Fishing solves our food problem for now at least.

>MYSTICISM: Research Crystals (d20)
>>
Rolled 6 (1d20)

>>34991962
> research agriculture
>3) establish agriculture, use the recently cut forest to farm stuff
>>
Rolled 13 - 5 (1d20 - 5)

>>34991962
>How do you think we should handle Turn actions?
In the event of a tie, a second roll is done, the results of which determine which Action is picked.


Also I don't know why I picked Mysticism. Change >>34992037
to

>TECHNOLOGY: Research Agriculture (d20-5)
>>
Rolled 10 (1d20)

>>34991962
Will the low number of people I can still first come working, maybe. I like roll offs better if there is a tie.

Dam I really hoped we would have some knowledge on farming.

>>34992037
Yeah I will back it. Maybe we can fix the soil problem with better understanding of the magic.
>>
Okay. If there's a tie, I'll roll between the possibilities and take the earliest roll for that option. Otherside, I'll just take the earliest roll for the winner.

>>34992080
>>34992076
>>34992049

--===Year 2===---

>Rolled 6-5=1

You spend time looking into the nature of the tainted fruit. Unfortunately none of you know much about fruit or plants, so if these plants do have seeds, you couldn't locate or grow them. You do such a poor job looking into the fruit that you accidentally ruin a couple of fruit trees.

48 people die of starvation and insanity. 10 people come of age.

==========
Pop: 881

Crystal Island
- Tainted Forests (Resource) [Not Ready]
- Buffer Crystals (Resource)

Necropolis, Crystal Island
- 80 Vampires (6 Master Craftsmen, +1 Civics)
- Preserved Flesh (Provides for 25 Vampires)
- Simple Iron Tools
- Old Tomes (Mystic Research)

Native Villages, Crystal Island
- 801 Native Humans
- Simple Wood Tools
- Poison Fruit (Provides for 500 people)
- Tainted Wood
==========
>1) Consult Chieftan.
>2) Consult Vampire Clan
>User defined.

Turn Actions
>CIVICS: Reinforce Tomb, Wood. (d20-4)
>CIVICS: Upgrade Villages, Wood. (d20-4)
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest Wood (d20+10)
>TECHNOLOGY: Research Agriculture (d20-5)
>MYSTICISM: Research Spells (d20)
>MYSTICISM: Research Mana (d20)
>MYSTICISM: Research Crystals (d20)
>>
Rolled 17 (1d20)

>>34992186
Well that ended badly.

>MYSTICISM: Research Mana (d20)
>>
>>34992258
FINALLY A GOOD ROLL!
>>
Rolled 1 (1d20)

>>34992186
>>34992258
Yeah ... dam farming our only weakness. I hope we can learn to move to the sea then.

Backing.
>>
Is none concerned about the dwindling labor/food supply?
If they are vamps, at least they are not wasted.
If there is food for 500 people, and one human can support one vampire, the most efficient action would be converting as many as can not be fed-it will however cause dilution of bloodline and thus cost some of the rightful worship of the cattle.
(However, a caste of laboring vamps would be nice...perhapse the apprentices and assistants to the craftmen should be elevated first, as reward/recognition).
Mysticism might be nessiarily to improve the cattle feed, both by lowering the island towards fish or cropland and purifying the fruit.....
>>
Rolled 11 (1d20)

>>34992186
>>34992258
>>34992287
well poop they all died
> consult vamp chief on magic to get down on earth
>MYSTICISM: Research whatever works
>>
>>34992258
>>34992287

>Rolled 17

Putting aside your recent failures, you instead task your clan with delving into the mystery of mana. Your brethren prove far more apt at this task. You learn that mana is an energy that fuels spells, and is produced inside living things, and some non-organic materials. When a creature dies, it's mana seeps into the environment and is reintroduced to animals via plants. A particularly large buildup of mana can result in enchanted and mystical creatures being born or strange circumstances.

The tainted soil seems to be the result of mana seeping out of the crystals in large amounts. Since it is still on the island, it still appears to be fueling the spell. The natives must have larger amounts of mana inside them. With some more research, you could perhaps extract this mana at some point, or figure out if you drinking them has any effects on your own selves. For now, solving the taint issue definitely lies with the crystals. Spells could potentially be used to drain mana from the environment.

84 people die of starvation and insanity. 15 come of age.

==========
Pop: 812

Crystal Island
- Tainted Forests (Resource) [Not Ready]
- Buffer Crystals (Resource)

Necropolis, Crystal Island
- 80 Vampires (6 Master Craftsmen, +1 Civics)
- Preserved Flesh (Provides for 25 Vampires)
- Simple Iron Tools
- Old Tomes (Mystic Research)

Native Villages, Crystal Island
- 732 Native Humans
- Simple Wood Tools
- Poison Fruit (Provides for 500 people)
- Tainted Wood
==========
>1) Consult Chieftan.
>2) Consult Vampire Clan
>User defined.

Turn Actions
>CIVICS: Reinforce Tomb, Wood. (d20-4)
>CIVICS: Upgrade Villages, Wood. (d20-4)
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest Wood (d20+10)
>TECHNOLOGY: Research Agriculture (d20-5)
>MYSTICISM: Research Spells (d20)
>MYSTICISM: Research Mana Extraction (d20)
>MYSTICISM: Research Mana Effects (d20)
>MYSTICISM: Research Crystals (d20)
>>
>>34992355
I was.
The vamps want their blood line keep pure as it can be.
That is could, if the madness doesn't take them.

That's what I'm hoping for now. I just hope the salt water will help more than hurt.
>>
Rolled 16 + 5 (1d20 + 5)

>>34992419

>TECHNOLOGY: Research Agriculture (d20-5)

These natives keep starving. Let's try to limit that.
>>
Rolled 10 (1d20)

>>34992419
>TECHNOLOGY: Research Agriculture (d20-5)
>>
>>34992525

Whoops. That's clearly supposed to be a -5, making 11. My bad.
>>
Rolled 17 (1d20)

>>34992419
research mana
>>
File: 001.png (61 KB, 600x709)
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>>34992525
>>34992542
Posts are getting too long so Civ info will be in image form. Additionally, I'm slightly tweaking some resources. Rather than just having "fruit pile", it'll be an orchard. The area also now has 'slots' for buildings.

>>34992525

>Rolled 11

This time you are more careful with your research, taking into account what you know about mana. You successfully manage to extract seeds from the tainted fruit that could be used in the soil. You also manage to discern that this fruit seems to grow only in places of a high mana concentration. They may also be further manipulated, with a greater understanding of mana, to produce something horrifying.

27 people die of starvation and insanity. 2 come of age.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>User defined.

Turn Actions
>CIVICS: Reinforce Tomb, Wood. (d20-4)
>CIVICS: Upgrade Villages, Wood. (d20-4)
>CIVICS: Build Orchard. (d20-4)
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest Wood (d20+10)
>MYSTICISM: Research Spells (d20)
>MYSTICISM: Research Mana Extraction (d20)
>MYSTICISM: Research Mana Effects (d20)
>MYSTICISM: Research Crystals (d20)
>>
Rolled 20 + 4 (1d20 + 4)

>>34992705
>CIVICS: Build Orchard. (d20-4)
>>
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Economically gifted and infrastructuraly challenged (bad tech, magic and dispite craftsmen, civilics) gods, dwelling on-high, need another (or two) civ to enter into symbiosis with; that diplomacy needs to be put to work, seeing as it is the only other strength.
Rapid bleed of resources (villagers) needs to be stablized (growth would be bad on an island).
Perhapse using the wood to build fences to catch more madmen would help stanch the problem...not incuraging their canabalistic tendencies, per se, just allowing them more opportunity.
Who knows, if the trees CAN'T be cured, violent madmen might be a useful military threat when meeting potential economic partners who aren't evil enough to fully appreciate the Sky-Gods as the gift that they are...
>>
>>34992705
>CIVICS: Build Orchard. (d20-4)


>>34992751
YES! Nat 20
>>
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Expanding orchards dose sound like a free way to have more resources later.
More wood, more fruit....more potentially horrifying and useful fruit....
>>
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>>34992751
>>34992766

>Nat 20

Armed with your new knowledge of these plants, you quickly set out to construct a new orchard on the recently cleared woodland. Construction goes very smoothly, and the trees soon begin to bear fruit. With this new supply of food, your people are no longer starving. Your humans worship the ground you walk on beyond any recourse.

They are still going insane, though. (lower death rate.)

18 die of insanity. 2 come of age.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>3) Tour Orchard
>4) Explore Crystal Patch.
>User defined.

Turn Actions
>CIVICS: Reinforce Tomb, Wood. (d20-4)
>CIVICS: Upgrade Villages, Wood. (d20-4)
>CIVICS: Build Orchard. (d20-4)

>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest Wood (d20+10)

>MYSTICISM: Research Spells (d20)
>MYSTICISM: Research Mana Extraction (d20)
>MYSTICISM: Research Mana Effects (d20)
>MYSTICISM: Research Crystals (d20)
>>
Rolled 4 (1d20)

>>34992751
>>34992766
YEAHHHHH
>>34992855
>4) Explore Crystal Patch.
>MYSTICISM: Research Crystals (d20)
>>
>>34992705
Ah...forests and orchards are separate...got it.

Seems like little room to expand, but wasting space seems like the greatest sin.
That open land should be filled, it can be cleared later.
I agree on Orchards, for what it is worth.
>>
Rolled 5 (1d20)

>>34992855
>MYSTICISM: Research Crystals (d20)

Maybe we can store some of this mana and keep our guys from staring so hard into the aether that they spontaneously die.
>>
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>>34992868
You decide to take a trip to explore the Crystal patch; see these strange stores of magic.

The patch is devoid of any plantlife, being nothing more than dirt and rock terrain. Despite seeming fine for growth, nothing takes root. The crystals are far more immense than your servants had you believe. The smallest appears to be a towering crystal at least 30 ft from the ground, and no telling how far beneath. Even you feel unnerved to be here.

Nothing else catches your eye; they appear dormant.

>>34992893
>>34992868
>Rolled 4

The tomes are less helpful on the subject of the crystals. It must have been quite complex to construct or build. You are left not understanding the issue any more than you did before.

--==Year 3==--

4 people die of insanity. 17 come of age.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>3) Tour Orchard
>4) Explore Crystal Patch.
>User defined.

Turn Actions
>CIVICS: Reinforce Tomb, Wood. (d20-4)
>CIVICS: Upgrade Villages, Wood. (d20-4)
>CIVICS: Build Orchard. (d20-4)

>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest Wood (d20+10)

>MYSTICISM: Research Spells (d20)
>MYSTICISM: Research Mana Extraction (d20)
>MYSTICISM: Research Mana Effects (d20)
>MYSTICISM: Research Crystals (d20)
>>
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>>34992893
I'd bet that eating naught but POISONED fruit is more taxing on their sanity than the view.
While learning more about the island's magics are sure to pay-off, exploring the Orchard(s) that feeds the Cattle seems like the highest priority....
>>
>>34992936
Are the "buffer" crystals a renewable resource, or the only thing keeping the Land from plummeting uncontrollably and sinking to the Oceanfloor?
>>
Rolled 17 (1d20)

>>34992936
can we send scouts to the surface?
>MYSTICISM: Research Spells (d20)
>>
>>34992936
>MYSTICISM: Research Spells (d20)
>>
Would it not be best to Harvest Wood sooner, rather than later, to allow the next crop of Wood to be Harvestable all the sooner?
It doesn't hurt to have extra resources on hand.
>>
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>>34992987
You can mine them. However, you don't know if they'll plummet or explode if you do so.

>>34993005
Not unless you want to throw them off. Research opportunity maybe; consult your advisers about it.

>>34993020
>>34993005

>rolled 17

You once again pour into the tomes, this time understanding the crystals a little better. The 'patch' you toured before seems only to be the main focus of the crystalline network that embeds the entire island. From there, their great power can be harnessed. It occurs to you that mining these crystals would be a VERY BAD IDEA. However, you now understand how they are 'leaking' of sorts and you could possibly plug them up. Ironically, it is the fault of the plants. Their roots have come into direct contact with the crystal veins inside the earth and have been sapping mana out and depositing it into the soil. Removing it from the soil would take a long time or a powerful understanding of mana extraction, but removing the roots may be possible with a better understanding of the plants on the island.

10 die of insanity. 4 come of age. You have used up your Preserved Flesh.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>3) Tour Orchard
>4) Explore Crystal Neuron.
>User defined.

Turn Actions
>CIVICS: Reinforce Tomb, Wood. (d20-4)
>CIVICS: Upgrade Villages, Wood. (d20-4)
>CIVICS: Build Orchard. (d20-4)

>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest Wood (d20+10)

>TECHNOLOGY: Research Flora. (d20-5)

>MYSTICISM: Research Spells (d20+3)
>MYSTICISM: Research Mana Extraction (d20+3)
>MYSTICISM: Research Mana Effects (d20+3)
>MYSTICISM: Research Crystal Network (d20+3)
>>
Rolled 16 + 5 (1d20 + 5)

>>34993139
>4) Explore Crystal Neuron.
>TECHNOLOGY: Research Flora. (d20-5)
>>
>>34993139
>>34993193
backing
>>
>>34993139
Doesn't Building require an empty Slot?
>>
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A heads up, I will be going to work soon (bout 30 minutes away) for a few hours. I'll get updates in right up until I leave, and I'll continue this if people are still here when I get back.

>>34993231
Should do. I redefined the crystals based on current knowledge.

>>34993193
You decide to explore the crystals once more, armed with more knowledge.

Now that you understand the construction of this place more, it holds less sway over you. You avoid patches where you suspect mana may be more dense and you make it to a large cluster of the tallest crystals. In the centre you find a set of incredibly fine crystalline tubes that feed into a central stone. You understand this is the access point for all the mana on the island. If you understood spellcasting, you are certain the energy of this land would be yours to command.

>rolled 11

You delve back into finding out about the plants of this island. Building upon your agricultural knowledge, you think you gain a greater grasp of how the flora here works. It seeks out the crystal veins for the mana that flows within, granting them rampant, almost cancerous, growth. If the plants were fed gross amounts of mana, you feel their growth and density would increase; providing more resources and food. But, you are unsure what blatent use of magic may produce.


17 people die of insanity. 6 come of age.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>3) Tour Orchard
>4) Explore Crystal Neuron.
>User defined.

Turn Actions
>CIVICS: Reinforce Tomb, Wood. (d20-4)
>CIVICS: Upgrade Villages, Wood. (d20-4)
>CIVICS: Build Orchard. (d20-4)

>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest Wood (d20+10)

>MYSTICISM: Research Spells (d20+3)
>MYSTICISM: Research Mana Extraction (d20+3)
>MYSTICISM: Research Mana Effects (d20+3)
>MYSTICISM: Research Crystal Network (d20+3)
>>
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Could wood be used to "skyblock" the roots out away from the sensitive crystals and gain more Slots?
Could wood be used to build ships and elevators to lower them to the Ocean?
>>
Rolled 2 + 3 (1d20 + 3)

>>34993334
>MYSTICISM: Research Spells (d20+3)
>>
>>34993334
>Should do. I redefined the crystals based on current knowledge
I meant, doesn't the option of Building another Orchard require an empty Slot?
>>
>1) Consult Chieftan
>Civics Upgrade Villages, Wood

We need some help for our food source as well as some knowledge from what they can provide.
>>
>>34993363
Hm, possibly. The problem there would be the land you uncover has raw mana veins.

That'd require research for an elevator and ropes. Consult the chief.

>>34993401
Oh right. I'll take that option out until it becomes possible. Less words for my wordcount.
>>
Dammit, I'm new to rolling dice on 4chan, can someone tell me how to do it?
>>
>>34993407
You call the Chieftan to you for consultation.
He is very happy you provided food for his people. When you bring up the possibility of descending, he seems hesitant, but has some ideas. His people are not exceptionally bright, but they do understand simple crafts. Your vampiric craftsmen would help a lot as well. He suggests a long line of rope with a "man bucket" at the end would be reached off the side of the island. It would require great manpower to hold, descend slowly and bring back up, but it may serve the purpose without further research.

The vampire craftsmen may have a better idea.

===
Okay, I've got to go to work now. If you're all still here in around 2-3 hours, I'll continue.
>>
Rolled 3 (1d20)

>>34993418
dice+adb(+/-)c
a = how many dice rolled
b= number of faces on dice
c= modifier `
>>
>>34993418
dice+1d20

in the options field
>>34993446
I may be around. It is 1am though. Anyway I'm glad that this thread actually got off the ground.
>>
Rolled 1 (1d20)

So, test like this, sorry if I flood it, I love civ games though so even if I'm not around I'll be watching this thread and contribute when I wake up!
>>
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>>34993413
>Hm, possibly. The problem there would be the land you uncover has raw mana veins.
I was actually thinking about hanging future planting out over the side, not messing with existing plants. The bad roll on researching the trees is still scary, even if we have completely recovered since.
I just thought we might want to consider trees without cancerous growth someday....it might be advantagous to free the crystal network from the interference of the roots-once we know enough to risk tinkering at all with a stable and vital piece of infrastructure.
>>
>>34993407
>We need some help from our food source as well as some knowledge from what they can provide.
Fixed that for you....
>>
>>34993532
Thanks, I make small mistakes here and there. Anyways whomever is still up, keep this threat alive!
>>
>>34993558
>Thanks, I make small mistakes here and there. Anyways whomever is still up, keep this thread alive!

Goddammit I'm an idiot.
>>
Watching and waiting!
>>
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>>34993446
It sounds like long rang exploration could someday be a possibility. That is good as contact with another Civ would be necessary to utilize strengths.
For now, shoring up the local situation is probably the highest priority and the island is probably not at risk of sudden invasion-but being ready to send out explorers before it is an emergency is probably the best strategy and it sounds like it will take much preparation and work. I would say that researching how to explore and expand is probably the second priority, after local infrastructure.

Cattle population growth should be nudged slightly into the positive and then slowed, to delay the inevitable need for exploration so it can remain priority two, rather than becoming an emergency and burning the goodwill earned by solving famine. This allows more research to be spent on other fields, which will be invaluable when first contact with potential client culture finally occurs.
Local deficiencies in natural resources will require some tradable resource and neither Tech nor Magic is a strength. Recommend continuing to develope compensating infostructure, such as the Crystal Nueron and the Imortal Mastercraftmen.
Fortunately increasing the Clan of the Gods and the Native propensity towards canabalism of the Mad can be used to control population growth, once a steady positive value is reached.
>>
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>>34993614
Actually "threat" sounds better for a clan of blood-gods, lurking in the clouds, storing up undying experts, hording ancient mystical lore and otherwise compensating for their weaknesses while prepaing to use their strengths of military and economic domination.
So you were right the first time.

>>34993614
>>34993681
>>
I'm back. Are people still around?
>>
Looks like no. I'll archive the thread and start up again tomorrow.

If this still exists in the morning, we'll just continue in here.
>>
yes!
>>
>>34995937
Oh, hello.
>>
Alrighty,going for
Mysticism: Research Spells - Ain't much of a use for mana without them
>>
Rolled 13 + 4 (1d20 + 4)

>>34996020
Shit, that was dopey.
>>
>>34996020
>>34996020
Yeah, I don't think it's best to continue right now; thread's archived and a fair bit got done today.
http://suptg.thisisnotatrueending.com/archive/34985736

I'll pick it up again tomorrow hopefully around 9-12 GMT(2-5PM PST). Whenever I get up, really. I don't have work tomorrow so we can go indefinitely.

Aside from that, any points or suggestions on things to fix or add? I homebrewed this from an amalgamation of how other quests are done, with a bit of structure stolen from various games. Anything you guys would want to see or have the option to do.

I am struggling to think of something like a Build Menu, so I don't have to define every building available. Also tech you've researched. Think I might just have a log at the OP for future threads.
>>
>>34996123
No major complaints. Things are going somewhat slow, but I think that fine honestly. Oh, and if you are planning on doing this regularly please get a twitter. Its immensely helpful for keeping track of quests.

Anyway, I'm going to go pass out now. Its 6am. Have a good day and thanks for the thread. I'm glad I decided to necro it lol
>>
>>34996186
Fair enough. I am now Chiefmun. Bork bork.
https://twitter.com/QuestChief



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