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/tg/ - Traditional Games


>Population: 50 (5 sages, 3 villages,)
>Culture and Art: Simple. Your people wear a mixture of woven grass or seal/elephant hide skirts or tunics and simple coral, shell, or bone/ivory jewelry. They also enjoy painting themselves and their Cave temple walls with Dry (mineral) dyes.
>The People: Families and Villages. Your people casually organize themselves into family and extended family units with Sages taking a position of spiritual community leaders. Ethnicity wise your people come in a variety of light to milk chocolate brown tanned freckled skin tones with white to milky yellow hair that is often braided or kept short and messy. They practice trades when not foraging or hunting for food.
>Technology: Your people possess a wide variety of advanced stone tools and weaponry: Axes, Hammers, Chisels, Butcher knives, Spears throwers, obsidian spears, shark tooth clubs, weighted fishing nets, and stone slings. Homes possess stone foundations, wooden frames, and dried woven grass walling and roofs. Your people understand basic math and possess a quite accurate lunar calendar use to keep track of time. Stone Kilns have been invented and are used to produce numerous clay products.
>Magic: (5 "Sages".) Hydromancy has allowed Water to be used as a source of Divination as well as rudimentary control over water. Once Cave dwellings have been refurbished into Temples for magical and spiritual purposes as well as community centers.
>Food: Minimal (over-population). Your coastal peoples subsist off wading into the water to net and forage for seafood. Inner island peoples supplement their foraging and hunting with simple horticulture(Crops include: Bread fruit, Sweet potato), Herding (Animals include: Elephant). Food is usually prepped and eaten immediately with little thought to stock piling or preservation.

+Previous session: http://suptg.thisisnotatrueending.com/archive/36209704/

STATE 2 ACTIONS AND 1 IDEA/STAT ROLL:
ACTIONS ARE D20. IDEAS ARE D100.
>>
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>>36329882

Just a few disclaimers or additional notes:

Your people have advanced to such a stage that from now own most Actions and Ideas may be more "advanced" given the current level of technology and the amount of people available.

We've entered into a time and position that allows for a lot of quick successive advancements and things to get completely out of hand extremely quickly, so don't be afraid to "think big".

The idea or name of them game is to try and advance our civilization to as far as possible and expand it as wide as possible around the world: Currently we're 'almost' out of the Neolithic and we've never even left our island.
>>
Rolled 7, 6 = 13 (2d20)

>>36329999
Try to build a boat similar to the one we aaw the little, two-eyed people in.

Try to use the elephants to plow a field for crops.
>>
Rolled 20 (1d100)

>>36329999
Idea:
Domestication of seals.
>>
>>36330355
>>36330380
>>36330308
>>36330265

>these rolls.

>Use Elephants to upturn the soil to expand crop fields.
>Roll 13/20
>Minimal Success

One of your Inland communities becomes a little inspired upon witness how both Wild Elephants and domesticated elephants can use their short straight tusks to up root trees and other foliage when foraging.. they wonder if they can use it to make field work easier: Turns out not really. Their Tusks are too short, their heads are too far up from the ground, but what they can be used for is easily uprooting Trees and getting rid of stumps. Your Garden plots expand and Trees become easier to transplant, but that's about it.... The true success is your people have learned Elephants are willing to do work +Domestication.

>>36330308
>Domesticate Seals
>Rolled 20/100
>Below quarter Failure

Seals as it turns out need fish, lots of fish to eat that you don't have access to and they're ornery, loud, fat, and floppy and at every angle it seems as though Cyclops and Seal life is just too different for the two to accurately co-exist with one another even on a domestication level.. They seemingly cannot be domesticated.
>>
Rolled 4 (1d20)

>>36330651
Try to have the elephants drag nets through shallow water to catch fish
>>
>>36330606
>>36330729

>Have an Elephant pull a net through shallow Water to catch fish
>Rolled 18/20
>Complete Success

Although you've managed to convince an Elephant to wade into the water with a net trailing behind it -and it did indeed succeed in it's efforts- The Elephant does not seem to be any more efficient than having a person do it: Elephants are only about shoulder height to a Cyclops stomach or waist and they cannot stand upright limiting them to the depth they can go... they also do not have hands. The elephant "netting" experiment retrieves minimal fish and mostly just picks up shellfish and debris.
>>
>>36330740
Elephants are truly the greatest animals of all
>>
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>>36330651
>>36330740

Roll for 2 Actions and 1 Idea.

+Bonus Event+
>Request from the Sages

The Sages have come together and have made a public request to the families and villages: They wish for everyone to come together so they might craft a Megalith. A humongous structure made out of Stone that would be used to bring our island together as a community, increase the spiritual and magical awareness of the people, and act as a testament to the technological achievements of our people. They also say when pressed for further motivations that a Megalith would dramatically increase the ease and ability of not only teaching Magic but the availability and power of their magics as they understand them.

It would however require months of hard work and resources: Ropes, Wood, Man hours spent chiseling, etc.. etc.. The Sages say though they are more than willing to support the operation with their Hydromancy.

What do you think should be done?
(Vote, this doesn't require a roll- it's a yes or no communal task: it requires resources and man power and is not limited to rolls or chance. They'll finish it until it's completed.)
>>
>>36330904
Yes
>>
>>36330904
I vote yes for the Megalith, let it be a might monument indeed
>>
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>>36330904
Yes.
>>
>>36330904
Yes.
>>
Rolled 10 (1d20)

>>36330904
Get elephants to haul building material, in order to trample down the pathways and forests towards the Megalith
>>
Rolled 29 (1d100)

>>36330904
Idea: Study the possibility to use control stone and earth with magic (geomancy)

Dice.
>>
>>36330904
Could we split the work in stages?

Get all the stone gathered, then haul all the stone, then set it up. Might speed the process.
>>
>>36331155
Well foock.

Sorry guys.
>>
>>36331155
If I want to support this, do I roll too?
>>
>>36331020
>>36330976
>>36330965
>>36330954
>>36330931

>+Overwhelming approval+

The people unanimously decide that this Monolith will whats best for their entire culture and all Cyclopes; whether inland or on the coast agree to contribute towards the commitment and construction of the Megalith project. The Sages are overwhelmed by the approval and they promise to give their 100%. One of them is moved by such faith and cries.

The first immediate action designated is that of the quarrying of the stone: Soft, black, volcanic rock is scouted out and divinated using rudimentary magics before it is measured, lined, and marked using flint scratches upon the wall of a volcanic hill. The entire process is simple, but it takes TIME: The stone is slowly chiseled away and Sages take turns using their most powerful Hydromancy techniques to smooth and eat away at the stone and with their combined forces a "soft" square shaped vague oblong of massive stone is eventually carved from the Volcanic rock wall... The following steps are proceedingly more dangerous and complicated.

Where the Megalith will eventually be placed: your people dig large holes in the ground that will allow the Stone to be fitted in like a peg in a puzzle piece, but the hard part is MOVING the stone without breaking it. The sages advice many trees to be felled, many ropes to be gathered, many strong arms and strong elephants to be called. Two teams: one on the hill, and one on the ground both with ropes; gently pull so as to lower the stone piller onto a "treadmill" of logs. All sages come together and using Hydromancy they wet the logs, the stone, and a path to the Construction sight so that the entire process is slicked and goes without a hitch: the stone being pushed, the logs being pulled out and put back under, and eventually the Stone making it to the construction "sight".

>part 2 incoming.
>>
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>>36331310

The Construction sight chosen is that of a grassy field where the Jungle receeds- just at the foot of the islands Volcanic Mountain. This was chosen not just for convenience of distance, but also due to the lack of clearing foliage.

With everyone pushing their weight the Stone eventually makes it to the sight of it's construction and the Final details are implemented: The Corners of the Megalith are smoothed down using Hydromancy and very patient chiseling so as to give it a more finished look and the entire face of the Monolith is painted and carved in the finest Hymns and Songs your people have produced as well as numerous Charts and Stylized characters of the Sun, Moon, Stars and our Ancestors.

Finnally: The bottom of the Megalith shallow "grooves" are shaped into it so and ropes are once again tied around it as the humongous stone is turned around on logs and it's "bottom" pointed into the large hole dug for it: Flat, Square, fitting stones are layed into the bottom and using Ropes pulled by Elephant and Cyclops man power the Monument is lifted and "gently" lowered into the hole and the pegs in the bottom of it snugly fit into the Square "seeting" stones.

The Hole is then simply filled with numerous other accompanying smooth fitting stones to add further structure and stability before filling in layers of dirt before completely burrying the bottom portion.

The Megalith now stands. Complete. This Towering pillar of Stone acting as a physical monument and symbol to the might and prowess of your united peoples.

>+15 Sages Inspired.
>+GEOMANCY DISCOVERED: "The Earth has never sung to us so clearly and so loudly." divination and limited magical control over "Earth" now possible.
>+Stone Masonry DISCOVERED: The monument is fresh in your peoples minds and has inspired them, what other wonders could be conceived?
>>
>>36331310
>>36331636

((Alright, Project Done.))

STATE 2 ACTIONS AND 1 IDEA/STAT ROLL:
ACTIONS ARE D20. IDEAS ARE D100.
>>
Rolled 11 (1d20)

>>36331665
Stone watchtowers that could serve as lighthouses or guard posts.

We must be ever vigilant of the two eyed devils.
>>
Rolled 19 (1d20)

>>36331665
Action
Construct a temple by the Megalith, bigger and better than the first temple
>>
>>36331727
DEUS VULT!
>>
Rolled 7 (1d20)

>>36331636
Action: Divination to find the softest stones, that can easily be sculpeted, and the hardest stones, that can be used as tool
>>
What are some ideas we should focus on in the next few turns?

I'm kinda drawing a blank. Should our society change politically? What cultural ideas should we introduce?
>>
>>36331790
We could do with developing a religion, as opposed to what we have now
>>
Rolled 7 (1d20)

I feel we should try and find more cyclops to convert to our cause. If we are to be great, then a great people must arise, united under the banner of the Sun and Stars.

Failing that, we could try our hands on agriculture. After all, no great civilization would flourish without land to grow and feed our people.
>>
Rolled 80 (1d100)

>>36331636
Discover copper/metalsmithing
>>
>>36331790
Well, it seems to work well politicaly. Maybe we should start making art?
>>
>>36331840
I'm thinking we could improve our clothing situation.
>>
>>36331859
We do kind of need boats, to explore the world, and to assist in the annihilation of the two eyed devils!
>>
>>36331884
Unfortunately, boats require wood and lot's of it.

We might want to get a tree farm set up so we don't end up in an unsustainable situation.
>>
>>36331790
I'd like to make this a more magic centric society but, I'm not really sure how to pull that off.

Politically, I'd like to maintain our communal ideals as we grow. Everyone working towards the betterment of everyone else.
>>
>>36331901
That's a good idea
>>
>>36331727
>>36331704
>>36331741
>>36331756

>More Stone Constructions: Watchtowers, Lighthouses
>Roll 11/20
>Minimal Success +Racial bonus, +Geomancy, +Stone working

Your people motivated by myths and rumors of outside forces and the notion of "other" island visitors: you begin simple constructions of stone that will act as Lights to your islands greatness. Stones are moved using Geomancy and Brute force to be placed and piled up around key points near communities on the Coast. The stones are then piled up high and an indented platform is placed on the top where Slow Burning Wood and Seal Fat is placed to act as a large burning torch to provide light.

>Construct further stone upgrades towards the monolith
>Roll 19/20
>Complete success +Racial bonus, +Geomancy, +Stone working

The monolith is truly amazing and inspiring and numerous communities are eager to expand upon it's construction to make it more intuitive to worship and community meetings or feasts: Further Stones are Quarried and Gathered and laid out in a large ring around the Monolith and in the Center a Great stone Table and Platform is placed so that people may practice public Feasts, Rituals, and Songs may be sung and played with instruments before crowds. It is extremely popular.

++Community, Culture, Moral, and Tribalism is extremely fucking high right now++
>>
>>36331905
The communal ideas is an aspect of the stars, mageocracy is definately moon aspect, and a monarchy is a sun aspect.

I personally like all three aspects. We could end up with a Rome-like system where there is an emperor, plebiscites (like we just had with the monument), and a Senate/Judicial system.

But that's advanced, obviously. We should start by making plebiscites a traditional thing. Something no monarch would never abolish, as it would be an insult to the gods.
>>
Rolled 13 (1d20)

>>36331948
Action
Construct houses around the monolith, all made of stone
>>
>>36331825
>>36331704

>+Event+
>The "LightHouse Effect"

Your Burning pillars -even though they are quite humble and primitive- have begun attracting "attention" and once again your community is reminded that they are not the only ones in the world, fortunately though:

It is more Cyclopes. Cyclopes explorers, drifters, lost fishermen, and folk who have simply waded or swam to far out into the ocean have begun coming to YOUR island and your Tribe has seen an influx of "immigration" that has never been seen before in history: It is slow and steady though and most migrants are just happy to find another home and being fellow island dwelling Cyclopes cultural integration is smooth.. but.. Who knows what else could eventually turn up on the Waves?

Some of your more Long distance thinking Sages even begin to worry about Food problems, Space, and how many people this island can truly support.

>+35 Population.
>Current Population: 85

STATE 2 ACTIONS AND 1 IDEA/STAT ROLL:
ACTIONS ARE D20. IDEAS ARE D100.
>>
Rolled 14 (1d20)

>>36332075

Begin rsearch and development of agriculture. Surely, since we have elephants tamed, and we know of seeds, perhaps we could simply grow food in insular fields nearby instead of hunting and foraging?
>>
Rolled 8 (1d20)

>>36332075
Let us build a granary and marketplace to store and distribute food!

We might not have a surplus now, but we do have many mouths to feed and need to ensure not a single loaf of bread is put to waste.

Barter system might need to be developed, though. I guess that's an idea.
>>
Rolled 69 (1d100)

>>36332075
Invent the plow.
>>
Rolled 33 (1d100)

>>36332052
Wouldn't it better to construct them away from the Megalith?

>>36331948
Idea: improve agriculture. Use geomancy to find the best site to grow potatoes
>>
Rolled 43 (1d100)

>>36332144
>>36332075
Roll for barter system.
>>
>>36332149
I thought we were going for a centralized community, so it seemed natural to build a central settlement around the monolith
>>
>>36332118

Scratch that, I'm dumb, we technically already have that. Use my roll to try and find ways to preserve and store bundles of food.
>>
>>36331916
>>36331905
>>36331901
>>36331884
>>36331859
>>36331840
>>36331790
>>36331825
>>36331814

Things you could consider for future actions:

>You're still stuck on this island. You have no Reliable way to escape it beyond simple rafts or just swimming to a closer atoll or small island....Your people are actually very strong swimmers and if they can "see" an island they can with certainty swim too it... but that aint gonna cut it in the long run.

>Your food situation is still very limited: you do not possess a "staple" crop and most nutrition is obtained through hunting and foraging- gardens being something complimentary.
>>
>>36332174
So we should build a boat and send people out to colonize another island?
>>
Rolled 20 (1d20)

>>36332075
Roll for building a sea worthy boat, I guess.
>>
>>36329882
Oh hey you're back. Worried we lost you there.
>>
We need to identify a high calorie food and cultivate it in large communal farms. The crop will, preferably, taste sweet and grow reasonably fast to allow multiple harvests a year.
>>
Rolled 21 (1d100)

>>36332075
Okay then an idea, since we've yet to properly get a staple crop and whatnot I say we start working on food storage of some kind or a way to stretch it out. Maybe we can smoke the meat or pickle fruits and vegetables we gather. Like primative elephant jerky. Or is that kind of thinking to ahead of our time?
>>
Rolled 19, 3 = 22 (2d20)

>>36332075
Construct food storage of some kind.

Expand fields with faster growing crops?

just spitballing.
>>
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>Focus entirely on the Development of Agriculture.
>rolled 14/20
>rolled 69/100
>High Quarter Success +Unanimous Roll ((Yes you get a bonus for rolling unanimously))

Your people are Hungry: Immigration is causing a strain on your island, wild game and foraging spots have begun to become scarcer and farther away from where people dwell and live.. Your people become motivated and through a little experimentation they've come up with a few new developments:

>+NEW CROPS: Cashew, Mango.

Currently your people have subsisted on growing a few Breadfruit trees and a couple of Sweet potatoe gardens, but with the knowledge and ability to trans-plant trees and the expanding need of feeding more mouths you've discovered and developed new crops to Grow. Cashews are a Nut, but also a fruit. Large, yellow, fruits the size of ones Nose with a crunch poisonous nut beneath it: the fruits spoil quickly and are eaten immediately, but the nuts can be roasted and are absolutely delicious. Mangoes are absolutely delicious, no further motivation is needed to grow them beyond how simply delicious they are.

>+STAPLE AQCUIRED: Plantains
Your people have also discovered the plaintain: A sizable, long, green, fruit that grows upon the Palm in large easily collected bunches. It is an incredible diverse, starchy, and workable fruit that can be used in a variety of ways: Fried, Baked, Boiled, or dried and turned into flour- it is also goes very well with fish, can be grown upon sand, and the leaves make excellent housing material as well as flavoring roasts.

>+Development: Forest Gardening.

Due to the availability of fruiting crops your people have inadvertently begun to rely on a majority of "tree" crops: They grow slowly, but eventually begin to produce ample amounts of nutritious and delicious foods as well as an abundant supply of Wood and Tinder that can be used for both industrial and personal use.

((You've discovered some new Farm animals as well, hold out for part 2))
>>
>>36332174
talk to the immigrants about their islands, how they got out so far by sea.
>>
>>36332594
Agreed. Maybe try to make some sort of map of the area.

We need to start spreading our influence to nearby islands and conquer them politically. Or through force. Either way.
>>
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>>36332536

>+NEW DOMESTICATED ANIMAL: Jungle Fowl, Banana Rat.

Your people have always had mixed results when it came to taming and domestication, but over the course of generations two animals have come to YOU and tamed themselves to some degree just on the principle of how simple life is when around you: The Jungle fowl is a small bird that fits within the palm of your hand, but grows much larger and pudgier in "daily life" due to the safety and access of disposed food. Easily captured and contained within Woven baskets the Jungle Fowl is absolutely delicious and goes well with almost anything, it's long tail feathers and plumage are beautiful and excellent bedding or accessory material and the eggs is regularly lays are abundant and interesting too cook with.

The Banana Rat.. is.. It is a Rat. It is a large rat roughly the size of ones Foot and it infests villages; coming in at night to feast upon discarded rinds, bedding, and any other plant matter or garbage. When cooked though the Banana rat has a delicious, savory, nutty meat that is very popular. Your people have begun keeping them in personal pens: feeding them garbage and breeding them for personal consumption.

STATE 2 ACTIONS AND 1 IDEA/STAT ROLL:
ACTIONS ARE D20. IDEAS ARE D100.
>>
Rolled 48 (1d100)

>>36332665
Selectively breed larger Jungle Fowl
>>
Rolled 14, 5 = 19 (2d20)

>>36332665
Talk to immigrants about nearby islands. Try to get a rough map created.

Also, build a bigger boat.
>>
Rolled 45 (1d100)

>>36332665
Idea:
Exploration/pilgrimage. We might need to develop ways to "bleed off" our population and find new lands to settle, so if we figure out how to build a bigger boat we may need to set up some expedition, perhaps to the nearest island, the one we can see. Maybe send a party there.
>>
If we're feeling cynical, we could lose some population with a holy war against the elves.
>>
>>36332829
ELVES? WHERE?!?!
>>
Rolled 12, 11 = 23 (2d20)

>>36332665
Map our current island. Might be an idea in order to figure out what is where.

Might even find some freshwater source if we do. Actually yeah that could be a second action.
>>
>>36332665
>>36332536

OH, RIGHT, SORRY:

>Population increase: +30
>Current population: 115, 5 Villages (3 inland, 2 on the coast)

>>36332713
>>36332594
>>36332664

Talking to your own people or receiving "self evident" information doesn't require a Roll, so don't worry:

The immigrants are all too eager to elaborate on their various adventures and journeys that eventually got them to where they are now and personal accounts of the outside world spill over during feasts and get togethers:

>Most of them say they come from numerous nomadic bands of Cyclops who cruise from Small islands to islands: crafting rafts to float upon the waves and paddling them by hand to jump from island to island. This is the first time they've had a taste of "sedentary" lifestyle.

>A few of them say they're from larger Volcanic nearby volcanic islands where life is pretty similar with the exception of a few arbitrary culture differences: "The world seems so small these days with such ease of Travel and how close our islands are. It's surprising though how isolated we remain in some ways."

>A single weathered Cyclops says he's from the Mainland. He doesn't seem eager to talk about it; even though the amount of attention and Fermented fruit Alcohol he's given to motivate him.
>>
Rolled 25 (1d100)

>>36332829
We dont even know how to fight yet... we've never really needed to know. Might be an idea to set up some sort of martial training thing. Hell we could use an actual fighting style. A Colosseum or ritual combat place just to get us in fighting shape should we ever come into contact with vicious outsiders.

Hell I'll roll for it.
>>
>>36332883
>the Mainland
What is this... Mainland?
>>
Rolled 20 (1d20)

>>36332902
Construct a shipyard-esque area by the coast, in as defensible a position as we can
>>
Rolled 40 (1d100)

>>36332883
Suggestion for food preservation:

1) Smoking: a byproduct of cooking food is that by smoking and drying it, it can be stored for longer

2) Boil sea water off will leave sea salt, which can be rubbed into meats to preserve them.

3) Running water such as streams and rivers are cool, digging small alcoves in the banks next to the running water, and waterproofing them should provide natural cooling and be excellent store house space.

I know its three ideas, so just pick what ever is most natural.
>>
>>36332953
>>36332242
>nat 20's don't get used
>>
>>36332883
We should start researching the construction of boats!
>>
>>36332964
I'd definitely say you could've saved one or two of those ideas for more attempts later down the line. I'm definitely in favor of them though.
>>
Rolled 4 (1d20)

>>36332953
Start constructing rafts as well so we can fish further out at sea too. You know as a second action.
>>
>Map Current island
>Roll 12/20
>Minimal Success.

A Few of your people gather some supplies: Nuts, Plantain Flour, Spears, and Slings and go out into the Jungle to Map out the island- Not coming back until they've finally solved the mystery of how large this island exactly is. They are gone for just two weeks before they return: They say the expidtion was cut short due to the presence of a truly savage boiling-water breathing reptile that began hunting them down when they ventured "too inland", but they do report that they managed to reach what they consider the "other end" of the island before they had to return home. They also encountered an new and unusual, solitary, short, and fat elephant-like animal with small ears, a floppy face, and half of it's body black- the other half white. They said they were absolutely delicious.

>>36332994
>>36332999
>>36332953
>>36332242

>Begin Construction of Boats
>NOTHING BUT 20'S. THREE 20'S.
>Undeniable success.

Due to the influx of immigration, new ideas, the access and ease of processing wood and a host of personal motivation making progress expedient: All of your coastal villages have begun the production of Long Boats -yes actual boats-. These Boats are large enough to fit six men each, they are tied together and bound by strong fibrous ropes with bent hollowed sections of worked Lumber harvested from your Tree Gardens as well as the jungles. The Long boats are not mere "rafts" but are fully capable of holding supplies and open ocean sea-farring as well being incredibly difficult to sink.. simply flipping over and floating upside down if filled with water.

STATE 2 ACTIONS AND 1 IDEA/STAT ROLL:
ACTIONS ARE D20. IDEAS ARE D100.
>>
Rolled 7 (1d20)

>>36333159
Action - Go whale hunting with our new boats, a good supply of blubber for oil is always nice.
>>
>>36333159
Action
Send out an expedition of ships to find another island to settle
>>
>>36333138
well before you go sailing, you need to be able to store food supplys, since gathering on the move at sea is not an option unless your a net trawler, and even then, raw fish? really?
>>
Rolled 16 (1d20)

>>36333225
Forgot to roll
>>
>>36333193
WHITE WHALE HOLY GRAIL
>>
Rolled 70 (1d100)

>>36333159
Idea:
>Boil sea water off will leave sea salt, which can be rubbed into meats to preserve them.
>>
Rolled 15, 9 = 24 (2d20)

>>36333159
Perhaps we can circumnavigate the island instead of cutting through it like we did in the previous expedition. These delicious black and white elephants (which i assume are either pigs or boars) sound interesting to catch.

Otherwise we may need to start training our seamanship. There is the single other island nearest by that we can take a quick voyage to. Perhaps bring something interesting back.
>>
>>36333399
They could be tapirs
>>
>>36333240
Incredibly true. I guess I wasn't thinking straight.

>>36333412
are tapir's delicious? I wouldn't know.
>>
Rolled 23 (1d100)

>>36333159
>IDEA
Musical Instruments.
>>
>>36333458
We already have those.
>>
>>36333466
Oh, okay then, my bad.
>>
Rolled 17 (1d20)

>>36333159
Improved clothes. More enticing dresses for our womenfolk.
>>
Rolled 4 (1d100)

>>36333399
Seems like this lizard has some dangerous mojo, and who knows what else dangerous mojo there might be out there. I say we start training up some offensive magic as an idea. Maybe the stories of the water lizard might inspire our sages to do their own boiling water throwing.
>>
Rolled 17 (1d20)

>>36333159
With the increase of exposure to outsiders, I believe it's time to implement marital law as a part of the religion if that's not a thing yet.
>>
>>36333576
Oh... Fuck.
>>
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>>36333486
Such is the way of /tg/, rolling well when the bodies of cute Cyclops girls are concerned.

>>36333576
And now the sages are going to boil themselves.
>>
>>36333591
we dont have a military to enforce martial law yet though. and why would we need martial law at this stage of development anyways.
>>
>>36333621
I'd do anything for my cyfu
>>
>>36333591
>>36333653
I think he means MARRIAGE law.
Marital means marriage.
>>
>>36333653
Marital, not martial law.
>>
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>>36333621
we've got like 20 sages... still gonna suck. Soon as something goes wrong our cyclopses tend to get all miffed and decide "nah we dont wanna". I mean look at what happened when our first sage died from falling on his drunk ass.
>>
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>>36333320
>>36333246
>>36333193

With your shiny new boats the Sea beckons!

>Hunt the Various fishes and animals that dwell out in the open ocean
>Roll 7/20
>Complete failure. +Lucky 7+ +Interesting failure+

Your people have always been all to eager to hunt and have had a long tradition of hunting and gathering that remains today; the first thing they try with their new boats is to go out and hunt with them. It doesn't go over too well: The fish in the open waters are humongous and abundant, but they are also very fast- they swim past any attempts at spearing, you try to net one and it swims so hard and so fasts your Men fall out of the boat and lose the net in the process.... It is however not a complete failure: the men eventually haul themselves back into their boat and manage to save one of the nets... but are immediately decked by fish that violently ejects itself from the sea to become stranded within the boat.

It is a large, "stone-headed" like fish with beautiful yellow and green scales and a striking fin. Your men are quick to give it a good hard "thunk" on the head and they're amazed as it's colours fade as it dies. They bring it back home, but wonder if they should eat it or not.

>>36333320
>Drying and Salting Food
>70/100
>Above Average Success

Your Coastal people notice the sea salt that accumulates upon their boats and equipment when left out into the sun and they wonder if it could be applied to other things: They apply it as a seasoning and find it to be absolutely delicious, but not only that but it seems to also "preserve" foods creating a dried out version deprived of moisture. Your coastal people are quick to pick it up, but eventually even your inland communities begin drying pieces of meat and fruit.

>+FOOD PRESERVATION DISCOVERED: Your people will now "casually" stockpile food on their own accord.

STATE 2 ACTIONS AND 1 IDEA/STAT ROLL:
ACTIONS ARE D20. IDEAS ARE D100.
>>
>>36333591
That only becomes really important when people start to own land and items individually. If its all communal then its not really important, since its inherited communally.
>>
>>36333679
Yes, that's exactly what I mean.
The reason why I think this is needed is so people who come to the island will actually be tied by their families to the community.
>>
Rolled 17 (1d20)

>>36333712
Improved clothing. Specifically dresses and the like.

Let's get some trade goods going so we can sell shit and make dosh.
>>
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>>36333679
>>36333688
Enough. From this point foreward I'm enforcing Martian Law.
>>
>>36333747
sell shit to whom though? to ourselves? That might need the idea of wealth and value, and maybe even an economy.
>>
Rolled 18 (1d100)

>>36333712
>IDEA
Oaths
>>
>>36333788
There are other islands with cyclops around, though.

I'm just thinking that if we have nice things, we can trade them for nice things other people have.
>>
Rolled 15 (1d20)

>>36333712
Attempt to fish by dragging weighted nets behind the boat
>>
Rolled 3 (1d20)

>>36333712
We should craft armour to protect ourselves from the dangerous wildlife. Use skins and wood for it.
>>
Rolled 54 (1d100)

>>36333805
Apparently cyclops are born liars.

>>36333712
I'd rather have the idea of trade and bartering.
>>
Rolled 52 (1d100)

>>36333788
Neighboring tribes. We have boats now, trade is a good idea.

>>36333712
Idea:
Bee Keeping.

Honey would let us make preserves, which can let us stockpile fruits. Also wax + fat = simple candles.
>>
>>36333712
Now that we can perserve food I say we use it to start doing expeditions proper.

Action 1: sail around the island, circumnavigate this place we call home. Hopefully avoiding the Water lizard since it seems to get bothered when we explore inland.

Action 2: There is still the one nearby island, maybe a quick voyage there to find out whats on it. perhaps see if there are other peoples there.
>>
>>36333805
Guess the people are not faithful enough to follow the oaths.
>>
Rolled 8, 18 = 26 (2d20)

>>36333878
Shit forgot to roll dice.

>>36333861
Are there bees on this island? What else could we make preserves from? couldn't we make brine from salt and water to preserve stuff?
>>
>>36333900
There'd have to be some kind of pollinator.

Bats, insects, hummingbirds. Gotta be something.
>>
>>36333900
Brine could work, sugar processed from sugar cane if it grows here, and there will be bees or some kind of pollinating insect. There could even be honey ants, who have living storage workers who keep honey in swollen abdomens.
>>
>>36333885
>>36333805
>>36333836

"See, it's good to do what you said you would do, but what if the situation changed between the moment you said it and the moment you could do it? "
>>
>>36333878
And as for my idea, and if this is getting old I'm sorry, but maybe it would be an idea to set up some martial art or unified way of fighting, we've already got one big threat on this island we're familiar with (the Water Lizard) so maybe if we develop some school of fighting we might stand a better chance against it or others. Or does this not fit developmentally as we have yet to get into... proper scuffles yet?
>>
Rolled 95 (1d100)

>>36333957
God what is it with me forgetting the dice today?
>>
>>36333957
We have fighting: The Hunters.
But until we need to defend against others of our tribe or potentially hostile sapient, the idea of warrior is rather foreign to us.
>>
>>36333976
Jesus ass punching Christ.
>>
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>>36333576

>Weaponize Hydromancy
>Roll 4/100
>Complete and total failure.

A handful of your Sages get together to pontificate upon magic and it's doings and with the reports coming inland from the threat of Lizards that breath boiling water they become interested in how they themselves could replicate such a technique.

They know from their own clay pot cooking that water may be boiled by applying heat and with this line of thinking a few of them begining meditating, focusing, and thinking of new and innovative ways to try and "infuse heat within the water". Now, normal hydromancy takes water from either a "source" or from the very Air itself as we all know Water can come from the Sky.

This goes horribly wrong.
3 Sages while trying to develop a new technique: accidentally heat up the condensing water around and upon them and end up boiling themselves from the inside out and magically produce their own red skinned, torturous, screaming deaths.

1 sage manages to survive, but demands to be killed: when his fellow sages hesitat he screams allowed a horrible, desperate, aching cry to the sky before the benevolent spirits siphon the life from his body- his soul visibly wafting out from his eye, nose, mouth, and the palms of his hands and feet leaving him a completely stiff corpse.

>3 sages die. 5 sages become turned off from Magic perminantly.
>12 sages remain.
>>
>>36333979
yeah... Maybe at least the idea could be translated to maybe improving our hunting techniques? Since again we have one crazy big predator on our island... and maybe even another. but still. shame for that roll to go to waste. >>36333976
>>
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>>36333979
Well, we kinda have the idea of a warrior. SOMEBODY has to kill those elves.

Though I wonder what a cyclops-elf hybrid would be like. We should capture some elves for... experiments.
>>
>>36334023
Improving our hunting would do fine.
Bows are an idea: Animal sinnew could be used for them.
Or hell, designing a simple shield to use alongside the spear.
>>
Note: I wonder if when our cyclops become more magically tuned that their skin or hair may change colour. I.e. fire: red, water: blue, earth: green, sky: white
>>
Rolled 27 (1d100)

>>36334008
Another Idea. Improve upon Geomancy, perhaps this will be more succesful
>>
>>36334008

Well that was traumatizing...
Should we have war sages at all then? Should the magic arts be left exclusively for peaceful means? Even considering to use it for fighting has brought pain. (Perhaps this means sages will be pacifistic)

But damn how that guy died. Its making me wonder about the nature of spirits in this world? Did our elder sage (the one that got drunk and died) have that same experience happen to him? His soul leaving through his eye mouth and hands?
>>
>>36334055
Why do we want to kill these elves? All we've seen of them is a boat in the distance. Nothing to promote such hostility. And don't say it's just because they're elves, that's racist.
>>
>>36334121
Only mild failure, at least it's an improvement
>>
>>36334148
They have two eyes, man. How can we allow something so disgusting to live?
>>
>>36334166
Most animals we come across have two eyes, some are dear pets.
So hush with the silly, mr murderhoboanon
>>
>>36334148
well only animals have two eyes. Sentient creatures, like us, have one. Its sort of creepy that these creatures, elves, have two, and yet do stuff like us. Perhaps that means they're demons? Perhaps they're animals? who knows but one can never be too sure.
>>
>>36334190
SURELY WE MUST PURGE THE EXCESS EYES!
>>
>>36334190
So, we should take some elven females as "dear pets" then.
What an excellent idea you've gone and had anon-san!
Seriously though, hostility is a bad idea off the bat.
>>
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How can something this ugly not be a demon?
>>
Rolled 12 (1d20)

>>36334008
Improve geomancy

Use magic to find better crafting materilals. Possibly discovering metals in the process.
>>
>>36334258
Oh sweet merciful gods, that's horrifying! It burns the eyes!
>>
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>>36333747
>>36333836

>Improved Clothing
>roll 17/20
>Complete Success

Your people have been clothing themselves for some time now and slowly but surely they've begun to 'casually' improve on that in mundane but steady ways, but with the invention of salting and drying process your people have access to LEATHER and they get a little out of hand with it: Leather armor has been crafted for use of your hunters to spare them the brunt of small point deer antlers and the tusks of non-domesticated Elephants. Your people continue to casually dress themselves in short tunics, skirts, made from more finished hides and plant fibers. but the real success?

Shoes. Your people now have Shoes. Shoes are great: Made from hide and leather with soft plant fibres lining the insides Shoes are absolutely fantastic and super comfy. Your inland people love them.

>+Shoes and Leather Armor Invented

>>36333836
>Trade and Bartering
>54/100
>Minimal Success

Due to the strong socialty value towards community: Trade and the distribution of goods is mostly based on a need vs greed aspect of sharing and providing goods based on need, nessecity, and then on individual wants. With the increase in population, division of labor and trades, and more access to a wider range of goods: Trading has begun to develop on very simple terms: exchanging physical goods for other physical goods. Your people though persist in their altruistic community standards and occasionally hold community based exchanges where new and old goods are exchanged between neighboring villages.

>+The concept of Trade Discovered.
>>
Rolled 7 (1d20)

>>36334328
Construct a place where the sages can practice and learn
>>
>>36334388
isn't that what the cave temples already are?
We might need to figure out ways to inspire more sages consistently. Can't let that horror story of the boiling sages turn everyone off.
>>
>>36334328
>Shoes
Truly we have reached the pinnacle of fashion.
>>
>>36334328
Let's have an expedition to another island.
>>
>>36334328
when do we roll for the next Event kindly OP?
>>
>>36334419
I suppose so, But more a sanctuary and school rather than a temple
>>
Rolled 18 (1d20)

>>36334328
Explore a nearby Island.
>>
Rolled 26 (1d100)

>>36334328
Idea
Work on better weapons for our hunters so that they may more efficiently take down prey.
>>
Rolled 2 (1d100)

>>36334328
Idea:
>Bee Keeping.

>Honey would let us make preserves, which can let us stockpile fruits. Also wax + fat = simple candles.

Sorry if reposting ideas get annoying.
>>
I think what we need are...

1. Improved Geomancy in order to allow the island to grow and in order to prevent the volcano from going full pompeii on us.

2. Library so hydromancy doesn't become a lost art if all the sages kick the bucket.
>>
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>>36334471
https://www.youtube.com/watch?v=-1GadTfGFvU
>>
>>36334471
Well. I am glad that idea just came second to
>>36334469
>>
>>36334471
Might just mean we dont find bees on our island... and that they might not be what polinates things here. Perhaps. Hopefully at least. Otherwise hope we enjoy getting stunged halfway to hell.
>>
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>>36333957
>>36333976

>WARRIORS.
>rolled 95/100
>Complete success

Great Hunters both on the land and the sea have been produced by your civilization and with such a strong focus on family, community, story telling- The idea of a "Warrior" the idea of an "Adventurer" or a "Hero" has been produced and inspired from the personal feats of exceptional (or lucky) individuals.

Each of your villages has produced an individual who answers the call: 3 Hunters from the Inland communities, 2 Fishermen from the coast communities.

>+Access to "Heroes"

Heroes are individuals like "Sages" who have devoted their lives to some aspect of life- in this case it is the constant thrill of adventure, to over come impossible odds, challenges, and do amazing feats that will bring honor and prestige to themselves, their communities and loved ones. Heroes may be commanded to go out and solve "specific" or more "adventerous" problems. You only have so many, but they usually produce more interesting results than just getting your normal population to do something.

((OKAY, now it's done. Do you guys want me to take your rolls now? Or with this new information have things changed?))
>>
>>36334544
It would be a great shame if we had no bees. While not personally fond of them, they are quite useful for wax, which could found the basis for wax tablets for a written language.
>>
>>36334594
Don't worry. We might find some other useful insect. Like silkworms.
>>
Rolled 13 (1d20)

>>36334560
Send a hunter to capture or kill one of the great steam lizards!
>>
>>36334750
Regular hunter? or one of the HEROIC hunters?
>>
>>36334778
A heroic hunter, a normal hunter wouldn't be capable of such a feat
>>
>>36334560
I mean with access to Heroes we might have some cool stuff to do. (do these guys have names? should we start naming things yet or is that too early?)

As for rolls i'm not sure. We rolled pretty good on things like >>36334460 this already. Just sorta not sure.
>>
>>36334778
Heroic of course.

Though frankly, something this dangerous? should send them all as a team. Getting them to bond and work together will make them stronger.
>>
>>36334750
Seconding sending a hero to capture one of the great steam lizards. Our foes shall become our new adorable pets!
>>
>>36334828
May even inspire new heroes.
>>
>>36334828
>>36334836
We should keep hero usage on the down low since again we only have the five. But I'm for a heroic Hunter and a team to confront a Boiling Lizard.
>>
>>36334892
Another Idea, begin recording history on the Megalith
>>
>>36334937
Limited room, your better off using the old caves to record major events, we can use the dyes.
>>
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>>36334471
>>36334485
>>36334494
>>36334544
>>36334594

>Investigate pollination
>Idea 2/100
>Irrelevant -No Bees -

Your island does not have Bees, but your people do not know this. They do not know this because they do not what a Bee actually is: therefor, they are not disapointed by the absense of Bees. Your Gardeners know vaguely from first hand experience and observation that the Fruit you grow is pollinated by a handful of different sorts of small lizards, birds, flies, and fruit/pollen eating beetles and bats. Your Gardeners know ALL about Bats: hiding in Palm trees, squeaking loudly, ugly leathery wings, but deceptively adorable little faces.

Your Cyclopes Gardeners actually possess a mild phobia of Bats due to them occasionally flying out in great bunches when they try to harvest plantains: They reach out to pick bushels of plantains, but the Tree is short and brushes the tops of their heads; disturbing hanging bats and causing your people to panic as they fear the bats will fly into their eyes and braided hair.
>>
>>36334560
So maybe we can send a party to explore a nearby island then? Or no?
>>
>>36334750
>>36334778
>>36334824
>>36334828
>>36334825

>HEROIC ACTION! (1/5)
>Capture or Kill a Steaming Lizard
>Roll 13/20
>Minimal Success +Heroic, +Unanimous roll

One of your Heroes (1/5) organizes a band of Hunters and arm themselves with various supplies: Torches, Dried meat, nuts, fruit, as well as a host of spears, slings, clubs, weighted nets and ropes before finally arming themselves in the highest quality leather armor their villages could afford before heading out deep into the jungle to face one of the dreading "boiling" or "steaming" lizards so many hunters and explorers have told them about.

Their journey lasts a little less than a Month but they are finally able to encounter one of the creatures: as Long from snout to tail as the height of five men atop one another the creatures long clawed, bow-legged legs strode across the grassy fields it was prowling no-doubt for Elephants and Deer.. The creature was Black, speckled with blue and just a hint of yellow and seemed to have the tiniest of wings upon it's back that looked more like flippers, a long whip-like tail that waved back and forth and a pronounced throat that was currently deflated.

Your Hero and his party advanced quickly and as discreetly as possible- trying to get in one of the lizards blind spots behind it's body, but with it's keen sense of smell it immedietly noted them and spun around with unexpected speed of a creature so large. The Hero beckoned the Hunters to throw their weighted nets upon the creature to try and immediately catch it, but it proved fruitless as the Lizard shredded them with it's long curved claws. It was at this point the Creatures throat began to inflate, steam visibly fuming from it's nostrils and our Hero yelled everyone to scatter and find cover; before the immense reptile spat out an uninterrupted torrent of hot, steaming, boiling water.
(continued in part 2)
>>
Must overcome fear of bats and train them to prey on harmful insects.
>>
>>36335197
And make them into cute pets, possibly used in sending messages between islands.
>>
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>>36335172

One of the Hunters though was quick and managed to circle around the great lizard- noticing how it could not whip it's head around as quickly when expelling water. Now behind it, the Hunter notched and readied a throwing spear and flung it deep into the back of the creature- the lizard's spray becoming interrupted by the sudden piercing of it's hide.

Your Hero and the rest of the Hunting team managed to take this open opportunity to lunge forward with their own close range obsidian spears and connect a killing blow to the neck of the Boiling Lizard... Not without harm though as upon the creatures neck being pierced: boiling water came pouring out, mildly burning red the legs of a few of the hunters.

The hurried home though and reported the location Dead lizards body: Villagers and Hunters were quick to go forth and prep the body before bringing it's long hide, ample meat, and bones back home.

The Skull was hung up onto the local village of the Hero and the Hunters for ornamental purposes.

>15+ population.
>Food: Abundant.
>Current population: 130
>>
>>36335235
Distrans Bats?
http://dune.wikia.com/wiki/Distrans
>>
>>36335337
>>36335172

Alright, sorry, that was long winded, back to normal though:

Roll for 2 Actions and 1 Idea:
d20 Action, d100 for Idea
>>
Rolled 16 (1d20)

>>36335371
Expedition to another island, if you'd be so kind.

And if you could make a map in paint, that'd be useful.
>>
Rolled 39 (1d100)

>>36335371
Idea
Work on creating superior ranged weapons, perhaps using some of the sinew from the great lizard.
>>
Rolled 20 (1d20)

>>36335337
Explore a nearby island.
>>
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>>36335418
>dat 20
>>
Rolled 91 (1d100)

>>36335337
Idea:
Shields
>>
>>36335418
>>36335375
>>36334460

Looks like we're taking to the Sea.
Hold on, I'm gonna draw a quick map here.. might take a minute or two, but I can't say no to all these rolls literally commanding me to.
>>
>>36335498
Don't worry about the quality of the map.

All we really need to know is where things are.
>>
Rolled 14, 4 = 18 (2d20)

>>36335371
See if sages can dedicate a day to communing with the stars or sun. What knowledge they might glean from a magic gathering at the Megalith.

As for another action; Maybe celebrate the death of the boiling lizard (assuming there aren't more.) Commemorate this feat to history some how.
>>
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>>36335519
>>36335498

This is sort of what the world "looks like".

Our civilization currently exists on the largest island belonging to a string of other smaller volcanic islands dotted with Reefs and Atolls connecting them.

Our "world" as we know it though neighbors the "deep" deep ocean just south of us and to the North east/east a "mainland" that only has been mentioned a few times in rumors.

For the record: Nomadic and small communities of Cyclopes call a lot of these islands homes and are not very culturally different from our own people, the mainland however remains a complete mystery to all but a few people.

Hope it's okay.
>>
>>36335960
Establishing a base on the island just to the north of us might be a good start.

We can use that as a supply point for expeditions to the mainland, as well as a defensive position against any two eyed demons attacking us from the mainland.
>>
Rolled 29 (1d100)

>>36335937
as for an idea, maybe we could develop medicine of some sort? Our warriors did get their legs pretty nastilly burnt in their fight.
>>
>>36335960
so this is our in character knowledge of the world? As gathered from the other cyclopses in our tribe and where they came from?
>>
>>36336098

Yes/Yes.
>>
Rolled 9 (1d20)

>>36335960
Action
Perhaps with our newfound heroic fishermen we can finally conquer the whales!
>>
>>36336116

just wanted to make sure. Like I wouldnt want to make decisions based on a map that exists out of character or whatever.
>>
Rolled 8 (1d20)

>>36335960
I think we should improve our boats, allow them to hold more people and on longer voyages
>>
Rolled 11 (1d20)

>>36335960
Rolling for establishing a settlement on the northern island.
>>
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((Just dumping current stats to keep up))
>Population: 130 (12 sages, 5 villages,)
>Culture and Art: Simple. Your people wear a mixture of woven grass or seal/elephant hide/leather skirts or tunics, shoes and simple coral, shell, or bone/ivory jewelry. They also enjoy painting themselves and their Cave temple walls with Dry (mineral) dyes.
>The People: Families and Villages. Your people casually organize themselves into family and extended family units with Sages taking a position of spiritual community leaders. By themselves they practice trade skills and casually trade goods and services with one another. Ethnicity wise your people come in a variety of light to milk chocolate brown tanned freckled skin tones with white to milky yellow hair that is often braided or kept short and messy.
>Technology: Your people possess a wide variety of advanced stone tools and weaponry: Axes, Hammers, Chisels, Butcher knives, Spears throwers, obsidian spears, shark tooth clubs, weighted fishing nets, and stone slings. Homes possess stone foundations, wooden frames, and dried woven grass walling and roofs. Your people understand basic math and possess a quite accurate lunar calendar use to keep track of time. Stone working is surprisingly adapt: Monoliths and Coastal Beacons have been constructed and your people take great pride in their work.
>Magic: (12 "Sages".) Hydromancy and Geomancy are practiced for both practical and divination purposes. Your people possess a Megalith and Caves that are used for public and religious and magical practices
>Food: Abundant. Your people subsist more on large Ochard-like Tree Gardens: Plantains, Mangoes, Breadfruit and Cashews grown as well as sweet potatoes- the Staple being the plantains. Your people are also competent Fisherman, Hunters, Foragers, and Herd and tend livestock including: Elephants, Chickens, and Banana Rats. Dried goods are kept stocked on a personal basis.
>>
Rolled 19 (1d20)

>>36336340
We forgot about our greatest resource:
ELEPHANTS
Action: Begin training/selectively breeding elephants to create more powerful elephants.
>>
>>36336401
Best animal? Best animal.

We need some more myths about elephants. Like why do their skulls look so much like cyclops skulls?
>>
>>36336427
It is my dream to have giant riding war elephants, like mumakil, but as mounts for one Cyclops.
>>
>>36336427
what if they are reincarnated ancestors? or predecessors we reincarnate from. They lost an eye when they acended to higher living? One eye does mean enlightened in our culture right?
>>
>>36336514
It does. One eye is what we have and we're smart, and animals have 2...
Wait... what if there are creatures with No Eyes? does that make them... even more enlightened than us then?
>>
>>36336514
So in order to get incarnated as a cyclops, you must first be an elephant and prove yourself to be a useful member of the community?

Well that makes sense.

That makes the elves lower than elephants.
>>
>>36336546
We need to make a religion based around the reverence of our ancestors (ELEPHANTS)
>>
>>36336546
It's like the concept of a third eye.

The two eyes that animals have are inferior eyes.
>>
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>>36336546
To be without eyes is to see all.
>>
>>36336589
If they need more eyes to see than those eyes are clearly inferior. One Strong Eye is better than two weak eyes.
>>
>>36336620
Amen!
>>
>>36335418
>>36336268
>>36336194

>Colonize and Explore the Northern most Island.
>rolled 20/20
>Complete success.

A Few dozen of your people take off with dried goods, tools, ropes, pots of fermented fruit alcohol, and a couple of cage Baskets containing Chickens and Rats and venture off sworn to colonize the Northern Most Island: paddling through the open waters in between the reefs it is a short voyage of only a few days, but the waves are large and persistent.

You see the small island come up onto the Horizon before you eventually make it onto land: Jungle, Sand, Beaches, the same black Volcanic rock in the distance- everything seems pretty much the same old you've come to expect from home, there's even a small budding coastal village:

>+New Architecture idea+
These people don't actually live in the same style of houses as you: These Cyclops prop their homes upon stilts before the frames of their homes are constructed and woven together using plant fibers and finally finished off normally with Dried Grass and Palm leaf roofing. Whats unusual though is the frames are not entirely made out of wood, but out of a new material you hadn't considered: Bamboo. Bamboo actually grows quite abundant on your islands, but you had never thought of using it. The locals SWEAR by it.

Luckily however they recognize a few of your intrepid explorers as relatives and there are few if any language barriers: If anything the locals are glad you've come so they can exchange goods, stories, and spouses/expanded dating options.

>Your civilization now Encompasses 2 islands: +50 people, plus 2 villages.
>Total population: 2 Islands, 180 people, 7 villages.
>>
>>36336643
Well, we have our religion. This presents and Idea, the two eyes have to prove useful before they can become cyclops, meaning that if we subjugate them and make them productive, we are providing their salvation
>>
Rolled 19 (1d20)

>>36336659
Action
Send some sages to the new island, maybe begin building a temple, or even starting off a megalith...
>>
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>>36336683
Slavery, ho!

In a few generations we'll get those elves calling us master.
>>
Rolled 19 (1d20)

>>36336659
Let's try to start a ferry service, to transport people and goods between islands.

I dunno how good an idea it would be to start growing bamboo on our island. It might turn into a weed. Let's just let this northern island maintain a monopoly on it.
>>
>>36336340
>Population: 130 (12 sages, 5 villages,)
and 5 Heroes still right?
Should we count heroes amongst our Population?
>>
>>36336734
SALVATION BY RIGHTEOUS SUBJUGATION
DEUS VULT
>>
Does anyone else not want our civ to be aggressive assholes when it comes to there races?
>>
>>36336683
So are two eyes good or bad? Or are they neither?
>>
>>36336851
Other*
>>
>>36336859
They are pitiable, it is our duty to make them productive, so they may join us, the ascendant
>>
>>36336859
Having two eyes is like being in purgatory.

>>36336851
We're going to be expansionistic, at the very least. I'd like to get some intermarriage going between cyclops and elves so that we can spread our glorious one eye to lesser races.
>>
>>36336851
Nobody likes warmongers.
>>
>>36336851
Sorta? I kind of want us to start getting into fights, but really we seem to be mostly chill species, especially with eachother. I mean we've met several "outsider" clans that have come to us and we've pretty much got along fine. We've yet to encounter anyone who wants to kill us yet, nor anyone who we utterly dissagree with.

Rumors of two eyed elves aside, we dont even know. Maybe they share a root language? Maybe they worhsip sun and stars too?

What happens if we encounter people who Worship the Moon? Will we mark them automatically deceptive jerks?
>>
>>36336659
Idea?
>>
>>36336659
What do these Bamboo Islanders worship? are there sages among them?

Sun? Moon? or Stars?
>>
>>36336791
Do we need more actions and ideas? cause I can maybe provide some.

Action:
Maybe construct a temple for the sages to practice their magic and commune with the water and earth? The Sun and The Stars?
>>
Rolled 8, 11 = 19 (2d20)

>>36337102
woops forgot to do the dice.
Might as well add another action.

Like... I dunno, Maybe survey the animal life and plant life on the second island?

Do these places have names?
>>
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>Further Domestication of the elephant.
>Roll 19/20
>Complete Success

Cyclops have herded Elephants for as long as anyone can remember and it isn't surprising: they're sociable, easily trained, provide lots of meat, ivory, and hides and it doesn't hurt that they're so large either. You've spent so much time together and Bred them for so long that they've become an officially "domesticated" animal and have discreet differences than wild ones: All around a bit stouter, a slight wider variation in length and thickness, and a higher chance of producing two calves as well as significantly more milk.. which you've begun to wonder about.

>Establish a Ferry service between the Northern Island and Home island.
>Roll 19/20
>Complete success +Mutually beneficial

The Two islands are honestly quite eager to begin trading goods, stories, feasting together, exchanging livestock and even crops and everyone finds it quite refreshing that both tribes have such a strong beneficial and inclusive sense of community. Both Small and Large Vessels now regularly row between the two islands as anything and everything is exchanged- the two islands quickly assimilating with one another as intermarriage becomes inevitable.

>+15 Additional population. Current population: 145

>Send Sages over to new Island for public and religious projects
>Roll 19/20
>Complete Success

With Trading and boats regularly rowing between the two islands some of your sages eventually make the trip themselves to meet these new people: They're Star Worshippers by habit, quite adapt Hydromancers, their sages exchange information and pleasantries over fermented fruit alcohol and a fish roast with plantains. When the topic of "Megaliths" is discussed the local Sages walk our own sages over to the Small Erected Stones they have lining where the Shores meet the jungles. They're slightly taller than a Man, but there are many of them and the compliment the shore quite nicely.
>+5 Sages. 17 total sages.
>>
Rolled 20 (1d20)

>>36337253
Action
Begin exploring the island we live on, with a hero as an expedition leader
>>
>>36336791
>I dunno how good an idea it would be to start growing bamboo on our island.

You already have Bamboo growing on your island. Bamboo grows on "all the islands", but it just happens to grow a little bit better on this island.

Our island never really considered using Bamboo for various reasons.
>>
>>36336851

Not really. Remember how in fantasy, all the warmongering races with empires enslaving others and espousing superiority all eventually fall to rebellion and revert back a couple of ages in progress?

Let's not go that route, if we want to be great. Obviously, we need to respond to hostility, but if those two-eyes can build boats, then they could be reasoned with, because surely only the intelligent can make those.
>>
>>36337253
So instead of one big monument they do many smaller monuments. Its interesting but I'm wondering the rationale behind it.
>>
>>36337253

Anywho:

Roll for 2 Actions and 1 Idea.
D20 for Actions, D100 for Idea.

I think I might Roll for an Event soon since things have been going pretty smoothly.
>>
>>36337314
We're good at exploring, apparently
>>
>>36337344
Also worth remembering is that we only got the idea for boats because we saw them doing it first.
>>
Rolled 9, 1 = 10 (2d20)

>>36337385
we've got one action provided by this post >>36337314

I might as well throw my two ideas in.

Try and build a temple for the sages. They could maybe use the space to experiment peacefully, and maybe discuss the cosmology of the world.

Maybe have a celebration in honor of this new peaceful union between our two peoples?
>>
Also of note. Do we have a name for the Sun? An actual, personable name?

Because once we advance a bit more, we could start to try a little Light-type magic, or just divine magic in general.

...I'm just eventually carving the way for cyclops paladins.
>>
Rolled 9 (1d100)

>>36337545
... oh dear this party aint gonna go well.

um... otherwise Idea:
Maybe we should have our heroes train and impart their knowledge to other villagers. Tell tales of their exploits... or exploit since killing a giant lizard is the one heroic thing so far.
>>
>>36337566
Aren't we all? Cyclops inquisition would be amazing
>>
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>>36337545
>>36337599
>These awful rolls after all those good ones regarding the North Island
A FELL OMEN HAS BEFALLEN US!
>>
>>36337566
We could always do the bionicle thing and borrow from like real world maori languages.

There are some cool translations just from that.
Moon = marama, bulan, osupa
Sun = ra, matahari, oorun
Stars= whetu, bintang, irawọ

again spitballing here.
>>
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>>36337599
>>36337545
ME GO TOO FAR
>>
>>36337760
It will definitely make the Event he rolls more interesting.
>>
>>36337862
Failure breeds Drama, and drama breeds action. We're due for a shake up anyways.

I wonder how long our society has existed at this point?
>>
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>>36337545
>>36337314
>>36337760


>Rolled for an Event
>Rolled a 98/100
>High roll. RARE EVENT.

Something.. something unusual has happened: A new animal has been discovered, but none of your people are quite sure or not what to exactly make of it? It is a small strange 'animal'- from it's large round beak to it's lizard-like tail it stretches from the longest finger on the palm of ones hand almost to about the Wrist.. making it just a bit larger than a Banana Rat. They appear as though a cross between a Rat and a Jungle bird: possessing a large nut-cracking powerful beak, with grubby, grabbing, greedy little scaled rat-like hats that end in bird-like nails.. with their bodies covered in a patchy mess of vividly colourful blue and red feathers that end where their fat reptilian tail begins.

No one knows what to immediately make of them: they seem to enjoy stealing things, hiding things, some people swear they've heard them imitation speech, but everyone can agree that there seems to be a sudden explosion of them on both islands -seemingly out of nowhere- and that they've become a nuisance with all the various annoying tricks they pull.
>>
>>36338007
>rat-like hats

They clearly have hands, not hats. Bare with me it's been a long session.
>>
>>36338007
Round the new creatures up, keep them penned
>>
Rolled 2 (1d20)

>>36338007
Progress cannot be had while these foul creatures befuddle us. We must exterminatus!
>>
Rolled 13 (1d20)

>>36338092
Forgot rolling
>>
>>36338098
>>36338148
>>36338148

We've yet to see the results from our last round of actions and ideas rolling.. Calm down guys.
>>
>>36338185
Apparently we just totally and utterly despise the rat-parrots for some reason
>>
>>36338007
Try to capture some.
>>
>>36338098
Christ, cool it with wanting to kill everything that isn't a cyclops/elephant.
>>
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>>36338248
KILL THE INTERLOPER
KILL THE TWO EYED DEVILS
>>
>>36338230
Random invasive species must be dealt with in order to maintain ecological stability.
>>
>>36338248
yeah. The two eyes cant help it if they don't know better. its the duty of one eyes to make two eyes more like us one eyes. Enlighten them, or at the very least make them useful.
>>
>>36337976
Maybe we should invent a calendar.
>>
>>36338275
Especially invasive species that steal things and hide other things, if they are all over the island they may destroy our food supply.
>>
>>36338303
thats what happened last thread with our trancendence to this new age. We have a lunar calandar (Despite us being sun/star worshippers).
>>
We have created a genocidal monster. And it is going surprisingly well
>>
>>36338381
how do you mean?
>>
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>>36337314
>>36337545
>>36337599

>Explore our Home Island
>Roll 20/20
>Complete and utter success.

With a Hero at the head of the expedition you're finally successful in mapping out the entirety of the "main island" and find that to go from one point to the other as fast as possible takes little less than a week on foot and that roughly speaking the island could potentially house maybe twice as many Cyclops as it currently does (which is around 135'ish- the northern island containing about 40'ish I think.) You do however finally discover two new things:

The unusual creature (!Tapirs!): They are about halfway to the knee height at their tallest, fat, solitary and readily consume a wide variety of Vegetation and Ground Fruit- they are indeed very delicious. More so than even Banana Rat or Elephant.

>>36337599
>>36337545
>Roll for "impress them".
>roll 9/20
>roll 9/100

Your Stories come off so utterly tripe, eye-rolling worthy (which is quite impressive when a Cyclops) that everything suggested after in terms of "heroic" or "amazing feats" fall on deaf ears and even your own people who aren't directly involved suffer from second hand embarrassment.

The Feast goes so absolutely poorly that one of the more bitter attendants plays a revenge prank: sending back to the Main island a Basket cage of Parrot-Rats passed off as Banana Rats.

>+Main Island Now infected with Parrot-Rats/Kobolds.
>>
>>36338368
Damn. I missed it. Did we name the months?
>>
>>36338497
And now we exterminate the vermin
>>
>>36338539
Perhaps experiment with training them to not be so vermin-like first, then exterminate if there is no success with that.
>>
>>36338148
>>36338092

>Pen up and Capture the Parrot-Rats
>Roll 13/20
>Parrats rolled 12/20
>Minimal Success. -Rats rolling with Advantage

You try to contain the Rats, pen them up, capture them somehow, but they're not only incredibly difficult to capture- but master escape artists: Chewing through weave Baskets and Cages with their huge beaks, digging underneath or crawling out of any -no matter how deep- stone pens you place them in.

Alright, I think we're caught up, right?
>>
>>36338603

NOW we should roll for 3 Actions and 1 Idea.
((Lets try to get back into turn taking- beyond establishing our expansion onto another island we haven't advanced in a while.))

Actions d20, Ideas d100.
>>
>>36338597
They're kobolds. If they don't die soon, then they'll overtake us entirely
>>
Rolled 22 (1d100)

>>36338636
Have our Sages (Geomancers) speak with the island for any ways to eliminate or contain the parrats.
>>
Rolled 26 (1d100)

>>36338636
Idea
Try to figure out what makes the Parrot-Rats the way they are, maybe even find a weakness or a way to domesticate them into adorable shoulderriding pets.
>>
>>36338636
we really need to get metal working for better cages.
>>
Rolled 12 (1d20)

>>36338603
Investigate the volcano.
>>
Rolled 6 (1d20)

>>36338636
Let's try herding the Tapirs, if they're even more delicious than the rats and elephants.
>>
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>>36338685
>>36338681
>>36338738

>These fucking rolls.
>>
>>36338757
ITS THE RATS! THE RATS I TELL YOU!
>>
Rolled 16 (1d20)

>>36338757
I want better dice. Mine are clearly loaded.
>>
>>36338807
...of course.
>>
Rolled 36 (1d100)

Let's try putting the fear into these Kobolds, make them not want to keep near our civilizations.
>>
Rolled 5, 8, 14 = 27 (3d20)

>>36338636
Three actions? Um... wow.
Okay then,
Try killing these Parrot Rats, they clearly aren't interested in being civil or cooperative, and don't seem as useful as elephants or whatever. (maybe this will make them think twice before they mess with us)

Second action; Have sages consult the villages for advice about these Parrot rats? Maybe their spiritual knowledge might let them 'communicate' with these baser creatures. (or is this more of an idea?)

Um third action... Hm.. Build a stone prison for these parrot rats and maybe staff it with gaurds? Again assuming prisons aren't an Idea instead of an action.
>>
>>36338681
>>36338685
>>36338726
>>36338738

>Use Geomancy to commune with the Earth to ask for assistance
>Roll 22/100, Parrats rolled 31/100
>Below Quarter failure.

Your sages enter into their caves to try and commune with the Earth in an effort to try and contain the Menace of these Parrats on both islands, but the song of the Earth is muddle- muddled by an unheard and outspoken foreign voice.. It doesn't sing like that of a Cyclops and your Sages know the Parrats known no songs to sing.... The only possible answer left is that of a third party chorus? But who?

>Investigate, interrogate, and learn about the Parrats.
>Roll 26/100, Parrats rolled 57/100
>Below Quarter Failure.

Your people are eager to be rid of the Menace of Parrats(kobolds) and immedietly begin trying to research and learn more about these unusual creatures, but it seems they're constantly one step ahead of all of your best efforts. You try to look for them, their dwellings, but all you find are their abandoned nests: Round, Grass woven "basket nests" they hang from trees- nothing but feathers and feces left behind.

>Investigate the Volcano
>Roll 16/20
>Above Average Success

A few of your Sages from both islands find the time in between their studies to finally get around to investigating the Volcano you've had on your island ever since the dawn of time. It's never actually erupted or even smoked and many people have assumed it to be dormant. It "is" and it also "isn't", as upon further inspection at the top of the peek there exists a noticeable heat radiating from the rock and at the peek of the hill, peering into the volcano; there lies brief glimpses of lazy hot black lava bubbling with occasional flashes of Red and Flames. Your Sages pontificate upon it for a while and come to the general conclusion the Volcano must just "pour out" somewhere underground- perhaps into the ocean, otherwise it would have overflowed upon us long ago.
>>
>>36339109

Roll for 2 new Actions and 1 new Idea.
Actions roll d20, Idea rolls d100.
>>
Rolled 19 (1d20)

>>36339134
Try talking to the banana rats!
>>
>>36339146
Not banana rats, the parrats. Excuse me.
>>
>>36339109
so when it comes to ideas do other "societies" roll to counter act the idea? Meaning other societies cant roll to counteract actions?

Just wondering.
>>
Rolled 3 (1d20)

>>36339134
Remove kobold
>>
>>36339207
CAW CAW CAW

https://www.youtube.com/watch?v=rSAUxQTDf9Q
>>
Rolled 4 (1d100)

>>36339109
Idea
Commune with the volcano, perhaps it is the third party chorus.
>>
Rolled 18 (1d20)

>>36339109
Get the geomancers to begin working with magma and fire
>>
>>36339187
>so when it comes to ideas do other "societies" roll to counter act the idea? Meaning other societies cant roll to counteract actions?

The parrats are technically an opposing "faction" so, yes: you not only have to roll a successful roll, but you also have to beat their own roll since turns are taken "all at once".
>>
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>>36339207
Murderhoboanon, you are literally the most useless ever.
>>
Rolled 17, 18 = 35 (2d20)

>>36339146
>>36339176
First good luck in a while.

Otherwise my two actions are

Start building traps for these Kobolds/parrot rats (unless trap making is an idea) see if we can capture them (or worse)?

Have sages consult heroes to brainstorm about these parrats? Maybe this sharing of knowledge and concerns may allow for greater synergy.
>>
>>36339267
I don't like murder hoboing either but lets face it these guys may become some real pests. Plus we did roll with Path of the Sun early on (Star too but ssshh), and the path of the sun is the path of aggression and superiority. Now I want to be reasonable about things too but still. We may have to get ready for war.
>>
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What if the elves are responsible for this parrat plague?
>>
Rolled 75 (1d100)

>>36339269
Idea:
Have the sages conult the stars and sun, if the earth voice is muddled by a third maybe the sea and sky may hold an answer untainted.
>>
>>36339382

Truly, me must consult our true worship, for the earth holds only muddled and quiet advice. The sun and stars, their lights bright, shall illuminate our answers and bring truth to the world.
>>
>>36339382
based anon
>>
>>36339359
Stop.
>>
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>>36339146

>Attempt communication with the Parrats/Kobolds
>Action Roll 19/20 Neutral action, no roll against.
>Complete Success

You try to communicate with them, but quickly find they are not capable of Cyclops speech and instead spend the entire interaction mimicking various words and bobbing their heads up and down while swerving them all around. They eventually grow tired with talk and climb off into the jungle to eat nuts and fruit while filling the jungle canopy with the sound of, "TALK, TALK, TALK, TALK, WORDS, WORDS, WORDS, WORDS. over and over again.

>>36339207
>Attack and Remove Kobolds
>Roll 3/20, Parrats roll 2/20
>Complete and total Failure on both sides.

Tempers rise to an unbearable level and your party begins attacking the Parrats in anyway possible: spears, slings, uprooting and pulling down entire trees, throwing and pitching large stones- Further more when your Men go into chase after the Parrats they slip upon their shit and fall in the mud.
The Parrats flee into the jungle; swinging from tree to tree and gracefully leaping from the branches as they shout out, "SHIT, SHIT, SHIT, SHIT, SHIT" mimicking the one Cyclopes who fell over. They are so busy fleeing that they run out of the open jungle and into the grassy fields: There is a Boiling Lizard there. It makes sport of running them down and gobbling them up like Cashews.
>>
>>36339565
Well, we need to domesticate the boiling lizards soon
>>
Rolled 17 (1d20)

>>36339565
Purge the filth
>>
Rolled 46 (1d100)

>>36339565
Try to domesticate. There must be some way to bribe them.
>>
>>36339735
Finally.
Get the murderhoboing out of your system and get rid of this stupid invasive species all at once!
>>
>>36339735
Can we have a new rule?

You cannot spam actions. A failure in a previous round means you must wait at least one round before trying it again.
>>
>>36339747
That's an action, not an idea. Wrong dice.
>>
Rolled 11 (1d20)

>>36339747
>>36339807
Alright. Try with d20
>>
>>36339782
Cutebolds need to die
They will eventually steal an artifact or pull the danger lever
>>
>>36339782
Couldn't you have waited to suggest that until AFTER we got rid of the kobold menace?
>>
>>36339382

>Consult the Stars and the Sun.
>Roll 75/100
>High 'exact' quarter, +Religion bonus,

Your Sages not suffering muddy minds from communing with the earth take the next most obvious step and seek advice from the Sun and the Stars. They first begin by communing with the sun when it at it's brightest and hanging it highest. It voice is loud, boisterous- it sings a song so loud that it's almost difficult to decipher, but your sages make out a few notes and phrases:

"SPRY LIKE DEER, MY HOW QUEER THEY'LL SEEM TO YOU. THEY HIDE BECAUSE THE WEIGHT OF YOUR SHADOW COULD CRUSH THEM." The sun seems to remain neutral in these affairs, but he seems to be foreshadowing an unknown party- nothing your sages hadn't already assumed.

Your next session begins at a later night when the stars and the skies are at their clearest and all sages can gather at the Megalith's Stage to sing a song to the stars so they might return a beautiful chorus; clear and composed by the generations of ancestors and spirits before you. Their song hums, it beckons, and is pleasing to the ears and sounds out a rich harmony that even non-sages come forthto listen to.

Their song reveals the following:
"You've already known them once before- do you think they had so conveniently forgotten you? In time you'll meet them soon enough, but perhaps -if fate will allow it- we'll provide some direction? A thick wall of jungle awaits you; we've seen it before, unlike anything you've ever encountered. Meet them in their homes on the endless island- they've never had to host "guests".
>>
>>36339971
>>36339565

Alright, with your newly obtained information: feel free to roll.

Roll for 2 Actions, 1 Idea.
Actions are d20, Ideas are d100s.
>>
Rolled 7 (1d20)

>>36340009
Purge the filthy kobolds
>>
>>36340056
With hero units
>>
Rolled 15 (1d20)

>>36340009
I guess it's time for an expedition to the mainland.

We should difitely send a hero too.
>>
>>36340128
this please.
>>
>>36340056
Again with the terrible roll to remove the Kobolds.
I hope he counts >>36339735
>>
>>36340056
Eh... They're pests yes but we dont have the resources or time to devote to the total annihilation of minor annoyances quite yet.

Otherwise as for actions

Explore the northern island (have we done that yet?)

Maybe send an expedition to one of the Eastern islands. No hero we need to save those. Perhaps one of these places might have the answers we're searching for.
>>
>>36339971

...OH. They're talking about the two-eyed boat people. The elves.

...We should befriend them.
>>
Rolled 10, 16 = 26 (2d20)

>>36340304
Crap dammit. why does this keep happening?

Rolling.
>>
>>36340304
I agree. The stars say they live on the islands, so go to the islands.
>>
>>36340374
The stars say they live on the mainland, and also the stars are talking about elves.
>>
>>36340483
>endless island
Yeah that might be the mainland... but still, i think the other islands might be an idea too. To establish a larger presence.
>>
>Compose an Expedition to Venture onto the Mainland with a Hero (1/5)
>Roll 15/20
>Above Average Success, +Hero, +Northern Island, +Boats, +Divination.

Your people take the advice of the spirits and the skies and prepping and staging for their expedition of the "Mainland": Abundant Supplies are gathered and a team of the 30 most daring and bravest Cyclops volunteers unite together to go on this adventure. They all meet together on the Eastern shores of the Northern island where they pick up fresh supplies before waving their potentially final good byes.

The only thing they know is that they must travel "North east", so says the one Cyclopes who had actually been onto the Mainland, he said rather cryptically that your adventurers would see it long before you arrived there... and so you do.

Still a few miles off the shore of the "Main land" the "Endless Island" you spot it: A great, immense wall of green/teal vegetation that seems to be shrouded in a light coating of what looks to be Clouds? You continue onward as you paddle forward to the island with your team becoming more eager to set foot upon this new land, but as the island comes closer and closer anticipation is replaced with a feeling of dread and hesitation.

Upon the shallow reefs of this island, within swimming distance of the sandy shores.. This is not a normal Jungle. The Trees that seem to go on and up forever.. they are not like your trees. They do not have Leaves. They are not Green. Everything seems to be an off blueish tealish colour almost like the blood of a crab; it's uncanny, it's unusual and they possess no bark, but instead smooth or holed covered porous and rubbery stalks reminiscent of Coral.

Even the clouds are deceiving as in reality they are a heavy coating of mist that shrouds and snows down a coating of "pollen" that blankets the jungle floor underneath the Canopy of the alien and disturbing jungle.
This is the Mainland.
>>
>>36340645
Wow. That's pretty fucking alien.
>>
>>36340645
This land is wicked. We should tread carefully.
>>
>>36340645
>>36340701
>>36340745

On that note I think now is a good opportunity to call it a night: I hope everyone had a really great time and that you found the story telling interesting. We'll need our strength for the "Mainland".
Has this thread been archived, by the way?
>>
>>36340911
No it hasn't, and you should probably start doing it yourself unless you want trolls to do it for you.

It's simple.
>>
>>36340911
Thanks for running. This is really fun.
>>
>>36340911
I had just read through the first two threads, I can't wait to see where this'll go in the future!

But yeah, you should start archiving this yourself.
>>
>>36340911
aaaaaaaa I hope we got a favorable result in getting rid of the Kobolds.
>>
>>36340911
>>36340949

Archived. Go vote.
http://suptg.thisisnotatrueending.com/archive.html
>>
>>36340911
this revalation... about the nature of the mainland is sort of... making me wonder about the nature of our world? Cause it seems the two islands we've been on so far are particularly... well terrestrial and normal. And yet the mainland is so alien. Overtaken by this creepy Not-Trees. But I'm loving it though.



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