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Welcome back to Civilization: Lizardfolk!

Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Lizardfolk%2C+Civ
Twitter: https://twitter.com/CrowQM

The rain pours heavily as the jungle is filled with the roar of sixty tribesfolk. The crowd, near the edge of the encampment, is cheering and jostling as their chieftain, a large black scaled lizardfolk by the name of Quillock, raises his trident high above himself and roars! Behind him is his fallen foe, Brugok Stonebore, FORMER leader of the Stonebore clan.

Quillock turns to the nine giants behind him, pointing his trident at the group, as if in challenge. Solemnly, each falls to a knee. The shaman says, "We accept our new leader, Quillock Mosstooth."

Tribe Inventory: 7 Crude Axes, 2 Iron Daggers, 2 Bowdrills, 3 lumber
Leader inventory: 1 Iron Trident, Crude Hide armor

Boons: Swimmers (Move freely through water terrain), Minor Versatillity(Mythic Leader), Reptilian Decent(+Diplomancy with reptile races), Cold Blooded(Can't survive in cold regions, weak to cold attacks), Evil Reputation(Minor diplomacy bonus with evil races; major penalties to others), Nature Attunement(Druid)

Buildings: Crude Palisade, Vine Net, Lizard Lodges, Crude Huts, Tiki Torches, Druidic Hut

Tech: Primitive Weaponry, Primitive Tools, Primitive Building, Hunting/Gathering, Structure(Tribal), Atlatl, Bowdrill, Preservation(Smoke), Bloodleaf, Choking Teeth, Bow

What shall be done now, Mosstooth?
>>
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Immediate Gains:
>Gain: Attunement(Fire)
>Gain: Giant Iron Battleaxe
>Gain: 8 Giants, 1 Giant Fire Shaman
>>
>>36435860
We should get the giants to pack up what they can from there previous camp and move here also get the druids to learn from each other.
>>
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>>36435982
We should send a delegation with giants to first deeply inspect their camp. Then we decide what to do with them. I vote for splitting the giants up in the future so they get used to us, work for us, and can't rebel as easily.

We need to absorb everything first and then go into our next big push for development. I got some ideas I'll be posting on that.

Also we are missing some items
>>
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What I see us doing

Long term goals
Build a lizardfolk Tenochticlan
Absorb original tribe

Short term goals
Integrate Giants
Develop academy
Breed harpies
Develop roads
Develop boats

We make a city like tenochticlan where there are several islands with removable bridges all close together divided by canals. The city should be filled with markets, temples, and castles.

Most areas should be accessible by boats and Chinampas

Make a unified army of lizardfolk, harpies and giants
>>
>>36436056
...huh. We are. Am sorry about that. Going to recompile a list really quick.
>>
Tribe Inventory: 7 Crude Axes, 2 Iron Daggers, 2 Bowdrills, Four Good Primitive Hoes, Five Good Primitive Shovels, Two Primitive Pickaxes, Five Bone Daggers, Six Good Clubs, Ten Vine Nets, Fourty four Bows, 3 lumber

Leader inventory: 1 Iron Trident, Shoddy Hide armor

If there's anything else, let me know. Will be putting this on pastebin after this session. Thought I could get away without it, but apparently not.
>>
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A pic I drew for the harpy trees.

We plant these on the islands and near them to prevent erosions and act as guard towers. Some could even be special markets, or even residential housing. And it will make everything look nice.
We can use V's Druid abilities to make them grow super fast.
>>
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We can research masonry and carpentry to make effective lizard only buildings. Easily defendable and kept dry from rain. Maybe add in some windows so they air out and let smoke out.
>>
I'm liking these ideas thus far. I'm just writing down a few things while we get into the swing of things. Probably wait for a few more tribesfolk before we make an official actions.
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Another look at the dams
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>>36436277
Another reminder on items. Additional we have 2 leather armor
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>>36436310
I did the upgrade. And thank you.
>>
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And last is an idea of a uniform city template. Long walkway has several harpy trees.

With that, I'm out of my pregame start ideas.
>>
>>36436262

Daw, that swimming lizard is KAWAII AS FUCK! ~desu.

With that said, we should get information on the giants camp and housing requirements.

I was thinking something along the lines of keeping the giants where they are for now, and establishing trade on the river (which would force boat construction, and heavy crossbows for defense of boat, but it would keep our territory patrolled, foster trade, and keep us from having to house the giants right now).

On the other hand, that is definitely a breeding grounds for dissidents and rather cold relationships, since the giant town is so far away.
>>
>>36436358
Quite a few interesting ideas there. Going to take a while to implement them, however. Given that the tribe is now going to be roughly 85 strong, I'm wondering if I should adjust the timescale from days to something larger. How do you guys feel about that? It would change how decisions were made, as it would go from specific actions to policies and projects, more likely.
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>>36436390
If we split up their group, post some of our guys there(not the harpies, too valuable, maybe like 1) we get the trade and boating, prevent dissension as we treat them right, and start growing our influence.

Also steps leading up to islands
>>
>>36436099

I still can't get over how cute that lizard is.

>Develop boats

Yes!

>Develop roads

I don't think we have the manpower or the tech atm. Maybe to giant tree at most. To giants would take forever.

>Develop academy
>Integrate Giants

Definitely.
----

Is our river completely dammed off or did we do a partial dam? If dammed off, this: >>36436190
is an awesome idea. We can control traffic up and down the river that way.

Also need a small outpost on the other side of the river (oh lol, I am looking at you giants!)
>>
>>36436417

That will eventually need to happen imo. Not sure if now is the time, that's your call. But we will definitely need to go to more generic at some point. That was always my problem - I ran a quest a LONG time back, and I had trouble adjusting the scale.

>>36436460

Horrible things happen in that river irl =/

But yea - I guess that a decision we need to make - keep or not keep most of the giants at their original settlement. I am for keeping most of them there. Just too much stuff to rebuild for our currently miserable numbers.
>>
Well. I think I've postponed long enough. The pertinent question is the giants. What are you, as the tribe, going to do or ask the giants standing before your victorious leader? We already decided the actions for today, so just probe them for information and tell them what you want them to do.
>>
>>36436561
I still believe that we should go back to there camp and get them packed up and ready to move to our village.
>>
>>36436561

First things first - ask them about their mourning / burial rites?
>>
>>36436561
Why they so craycray? Who do they know of in the area? What up elves?
>>
>>36436653

Adding/combining:

The questions we need to ask as we host them are:

1. The nature of their magic.
2. How their culture formed (“why they so cray cray” -jin'dal)
3. Where the elves are, what is the nature of their relationship, and what other tribes are in the area?
4. Locations of significance.
5. Where they get their weapons.
6. The nature of their relationship with the snakes.
>>
>>36436642
They respond that they believe in returning their bodies to the Earth that birthed them.

>>36436653
When asked directly, they respond that they respect strength, physical and martial. They thought you'd be an easy conquest and could be useful as servants, scouts, and civil workers. When asked about the elves, they kind of chuckle and respond that the elves have been attempting to destroy them over the past month as soon as they made contact. They seem to be extremely xenophobic and aggressive, with a savage tribal nature.
>>
>>36436708

We should take the body into a covered area, and let the giants mourn. In the meantime, prepare a burial ground just inside or outside the walls while part of the tribe prepares a dinner/supper of sorts, where we ask all the questions.

If this is too much micromanagement, feel free to skip - I just want to be respectful to them.

>>36436625

We will need to have a vote at some point.
>>
>>36436708
We need to go to their village and learn their technology. They have mining, smithing, and iron, we still don't. Actually, someone has to tell the rest of the giants that we rule them now
>>
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>>36436701
1. Their magic is of the elemental fire. It is rather unrefined, and the shaman seems to believe he is calling upon flame spirits to do his bidding in forging and other matters, such as the 'flame shield' you saw earlier.
2. They respect strength. Clan structure, strongest dominates. Quillock left quite the impression with his domination of their former chief.
3/4. Pic related. E is elves, G is some sort of dog-hyena-like humanoids who have a pack structure and are in conflict with the elves. From the giant's camp: NW: Mine, N: Flame Temple (Fire Attunement received here), NE: Cave, unexplored, SE,across river: Ruins of a settlement, still in the process of exploration, many technologies sifted through from here.
5. Forge them.
6. Symbiotic, the jungle giants have a natural affinity toward the snakes, and each giant is bonded to one upon birth, each growing together, waxing into their size and martial prowess.
>>
>>36436807
Respectful burial and keep the axe as a trophy for quillock
>>
>>36436852
Preferably see if we can work an engraving into the haft of the axe depicting the battle
>>
>>36436898
Definitely possible. The haft of the axe is wooden, and as long as you're careful, you could do so.
>>
>>36436807

Based on that, I have to disagree with Z'rak - too much stuff to abandon. Definitely have a few giants stay with us, definitely have lizards go with them and learn, but we can't let that place go. ESPECIALLY, since it controls a fork in the river.
>>
>>36436941
Once we breed and get new blood expanding will be easier. For now we simply do not have enough people to cover all this.

We should send half of giants back with Quillock, 10 lizards, 2 harpies. Send them off with a big feast. Immediately start work on boats at base camp. Or build a storeroom where we keep supplies and writing, academy to be built later. I vote boats though.
>>
Also we should have an upfront convo with the harpies about becoming second wives. Bind their future to ours. Find out when they need to do the deed, and what they need for the legs to hatch healthily. If not interested we need to learn their plans.
>>
>>36436852
To our northwest there are several fruit trees. We should the farmers, aka you, off to explore it soonish.
>>
>>36436988

x2 on boats. The giants staying with us can help. Maybe V and fire shaman should take a walk to the spirit tree at some point too.
>>
The tribe quiets down after the adrenaline runs its course, and they begin to dig. This takes some time, but eventually the giant is interred after a few short words by the shaman and Quillock. His axe is brought into the village proper, to be prepared with the story of the epic battle.

That done, the tribe finishes out their day with a small ceremony to welcome their now giant brothers and sisters. The tribe finishes its day's work and many of the giants stand vigil for their fallen leader, alongside the lizardfolk sentries. The night is quiet, aside from the usual downpour, and a new day is soon upon us.

What shall the Mosstooth do today?
>>
>>36437103
Just finished out the day so we could decide actions.
>>
>>36436988
Repeating this idea and that we have that birds and the bees and the humping conversation with the harpies.
>>
>>36437103
Make a farm but more realistically collect all information we can from giants camp and maybe talk to the harpys about the second wife thing.
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>>36437130
Yes, but that conversation won't take all day, so we can also send the farmers out to investigate the fruit trees and send people to learn from the giants, as well as tell the giants that we run their society now, which we still havn't gotten around to.
>>
Major 1: Craft Boats
Minor 1: Recon NW
Minor 2: Send Party to the Giants
>>
Rolled 33, 7 = 40 (2d100)

>>36437183
>>
>>36437165
I was tacking the harpy thing onto this idea

>We should send half of giants back with Quillock, 10 lizards, 2 harpies. Send them off with a big feast. Immediately start work on boats at base camp. Or build a storeroom where we keep supplies and writing, academy to be built later. I vote boats though.

After boats I think the base camp should really check out those trees.
>>
Rolled 19 (1d100)

>>36437202
>>
>>36437183
>>36437213
Those are some shitty rolls right there
>>
While I'm typing up the day's events, please roll 3 d100's Mosstooth.
>>
>>36437230
It is the rainy season. Just means it will take longer.

Also, our females.....when are they going to lay?
>>
Rolled 62 (1d100)

>>36437236
>>
Rolled 4 (1d100)

>>36437236
On it, we'll see what happens.
>>
Rolled 16 (1d100)

>>36437236
As you command
>>
Rolled 26, 11, 10 = 47 (3d100)

>>36437236
>>
I guess we used up all our good rolls yesterday...
>>
>>36437103
bring some of the giants to our settlement and send some of our lizardfolk to live at their camp, we need to learn their culture and they need to learn ours.
we also need to explore the settlement across the river.
>>
>>36437262
>>36437265
>>36437266

Holy. Fucking. Shit. Fail.
>>
>>36437297
Also keep on mind that the giants showed up on a high roll, maybe something else will happen or it will be slow going. I actually lived in Costa Rica for a few years, it is hard to get stuff done in the rainy season.
>>
The majority of the tribe begins work on a number of watercraft able to carry an individual along with a number of items with them along the river. The craft use a pole to push along the riverbed for propulsion, as the many trees of the jungle don't allow for much wind. Two riverworthy craft are made. The craft is able to be propelled by one man, while another can fit with a bow or other weapon, but if it is only manned by the propeller, it can carry more materials.

>Gain: Two Rivercraft (Small)

The small civil force sent out to recon the northwest return after a short period with rather hopeful news. It appears that the northwest is a verdant haven for both good lumber, food, and water. There are a number of isolated water sources despite the lack of moving water, game and fruit aplenty, and usable building materials as well. It would be a good place for a primitive farm or inland outpost.

It is nearing evening when an alert is heard across camp. A form was spotted moving in the west! Unfortunately, the sentry could only barely make out a humanoid shape, scaleless, red skin, and a long prehensile tail before it escaped into the jungle. When pressed, the sentry says it didn't fit the description of the elves or the hyena-people. Double the watchmen are put up for the rest of the evening, but seemingly for naught, as it appears whatever it is is long gone. The evening is placid, and a new day dawns upon the Mosstooth. What shall be done today?
>>
>>36437399
What about Quillock's group heading to giant land?
>>
>>36437399
Begin working on farms. Also we should begin recording our history and adress the harpies about the second wife thing
>>
You forgot to add 'written language' to our techs since we got it yesterday.
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>>36437445
And did we speak to the harpies?
>>
>>36437445
Crap. Forgot.
>>36437450
Thanks for the reminder!
>>36437457
I forgot about the harpy talk. Writing that out now. Sorry, sorry. Need to get my head on straight tonight. Writing an addendum to the previous day.
>>
If we haven't already, send Quillock, 6(5) giants, 8 lizards, and two harpies to the giant camp. Shaman and 5 giants stay.

Major 1: Farms.
Major 2: Written language.
>>
>>36437511

And by "2" I mean on the axe.
>>
>>36437507
What would even happen if a lizardman and a harpy breed? Do we get flying lizards?
>>
I'm back!

>Start making chinampas
>Work with at new people on writing
>>
>>36437399
The tribe prepares and sends out a small group to relay the change of leadership to the Stonebore clan. Three giants, two harpies, eight tribesman, and Quillock are sent out to bring the message. They will take the northeastern route, along the river to get to the encampment.

(I will treat this as a group automatically moving to the giant camp at a rate of 1 hex per day.)

Jin'dal, along with a few others, approach the remaining harpies in camp after the excursion group leaves. He proposes an idea to the harpies, of partnership in the most intimate form. He expresses this as a method of rebuilding the harpy population and as a way to strengthen bonds between the two tribes. His proposal is met with resounding approval from the harpies! Unexpectedly so. From what he can surmise, the harpies seem excited to rebuild their numbers and continue their lineage. He may also note that their eagerness may come from some form of 'cabin fever', as they have been grounded from the rain now for some time.
>>
>>36437584
I asked in one of the other threads, harpies breed true
>>
>>36437652
I guess that makes sense, if they're all female they gotta have someway to continue.
>>
I say we work on farm, records, and harpy breeding
>>
>>36437641
>Chinampas
>Writing
>Fucking harpies
>>
Major 1: Construct Farm
Major 2: Write: Quillock v Brugok

While I'm writing. You want the farms to be in the NW hex, right? Also, think of a few titles for Quillock thus far or maybe what exactly should be inscribed on the axe.
>>
Rolled 52, 33, 17 = 102 (3d100)

>>36437738
>>
>>36437738
Yah.

Quillock, the merciful.
The honorable
Wardance
He Who Reigns In Wisdom


Let's stay away from giant killer as a title
>>
>>36437738
Sure, sounds good.

>Giant-slayer
>Unburned
>the Great
>>
>>36437738
Quillock Quickblade, the Honourable, the Just, Wardancer.
>>
>>36437819
Quickblade and Wardancer are nice
>>
>>36437819
The unwounded, tough hide, Unscarred.
>>
The tribe sends thirty tribespeople out to begin the preparations for a rudimentary farm. One of the giants, familiar with such things, is sent out with the group to aid in the efforts. The day goes by quickly, and the group is careful to return before nightfall. The work was slowed by the rain, but they cleared enough to begin construction of rudimentary dwellings and stockpiled the lumber and food from the endeavor.

>Lumber +4 in NW Hex, Food+3
>Farm(35%)
The ones remaining begin to inscribe the battle upon the haft of the giant axe. Using both image and rune, the battle is depicted, showing Quillock's quick, trained fighting style and his domination of Brugok. It is from this duel that the tale gives Quillock the title, Wardancer.

>Quillock: Gain: Wardancer: On repeated successes in single combat, Quillock gains a stacking +2 on combat rolls, beginning on the first success. This bonus resets to +0 on a defeat in combat.
>Gain: Duel of the Wardancer Trophy (Brugok's Axe)
The day is otherwise placid, and no runners return from the excursion group. The next day begins!
>>
>>36437920
Continue workon the farms and give the harpies some "stress relief" if you catch my drift.
>>
>>36437920
Continue work on farm, breed harpies, and instead of writing send V, harpy/lizardfolk/giant volunteers to tree. Enough messing around. We want a real druids. Let the meditating begin.
>>
>>36437920
Farm, get some druid magic going, and work on the writing.
>>
ohshit this must have gone up like 30 minutes after I last checked the twitter. Well, I'm a bit late, but. . .

>We need, now that we have access to fire magic, a fire caster harpy. I have no idea how we go about accomplishing this, but FIREBIRDS. Pic related.

but yeah, otherwise, farm and magic things up.
>>
>>36437920
>Farming
>Writing
>Raquar goes to learn metal working with the giants
>>
Rolled 70, 79, 38 = 187 (3d100)

Major 1: Farm
Major 2: Breed (Harpies)
>>36438156
We'll say Raquar was one of the lizardfolk who went with the excursion group.
>>
Another day, and the farming group is sent out once more. After a day of building, digging, and cutting, the group returns! There are two dwellings set up, enough for ten lizardfolk to live in relatively comfortably. The farm has been seeded, and is ready for habitation. Unfortunately, to be at maximum efficiency, the farm will need to be manned to prevent forest creatures from digging up the seeds and plants during the off hours. This means that the tribesfolk who are there are in danger of predation by jungle predators and other hostile tribes.

Farm: 100%! (Manned: +1 Food/Day from Gathering, and +3 Food at the end of the sevenday. Unmanned: +1/2Days from Gathering, and +2 Food at the end of each sevenday)

The remaining lizardmen take it upon themselves to repopulate the harpy tribe, as well as relieve them of some of their stress from being grounded for so long. This is a resounding success, with a rather odd result. Each harpy, after fornication, tells her partner that she is now the home of new life. Perhaps the harpy's have some sort of sixth sense with relation to their childbirth?

The day is otherwise uneventful, and a new day begins!
>>
>>36438340
Man the farms
>Writing
>Boats
>>
>>36438340
How many people are needed to man the farm? We may want to post that many people there, plus farm giant and some guards.

If farming is now automatic like the fish then let's work on building more and better boats, and Druid magic.
>>
>>36438340
We should man the farms. So create more houses for the upcoming population growth and create an object that creates pleasant noise.
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>>36438147

This, so much this. Firebombing harpies ftw.
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>>36438418
Ten.
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>>36438340

1. Fortify the farm area at least somewhat, spikes and trench around the housing, as well as parapet on roof to fire arrows from. Harpy should hang with them. Is it a day's walk away?

2. Someone else can decide lol.

>edit: Meh, forgot to take off my name again.
>>
>>36438340
Also, when do the harpies and the lizard females lay eggs? How many eggs do harpies lay? Things of that nature.

Should be like 5 more days for Quillock I think.
>>
>>36438340
How long does it take to boat from our village to the Giant village? Because it could greatly decrease travel time if we used them, even if they can only carry 2 people.
>>
>>36438470
Lizardfolk 5-8. 1.5 months~ until egg-laying
Harpies: 2-3. .5 months~ until egg-laying
>>
>>36438467
Maybe we should construct another harpy tree?

So I say that we leave 15 lizards plus giant to farm and guard. Remainder of lizards work on history while maybe the giants clear lumber. And record their history.

Do we want to finish history before we continue Druid magic?
>>
Putting another vote into the hat of "teach a harpy fire magic because firebombing from the sky"

Also record the giants' history
>>
Continue discussions for now guys. Pausing for a bit while I'm looking into a few things to provide some visual aids to the quest. Getting some art done mayhaps.

Some discussion questions:
Any arty people here? I'm going to look into getting prominent characters drawn and perhaps a permanent image to be our civ's thread image.

Scope: I plan on making this a long-term thread, but after the current 'biome' is under Mosstooth control (hopefully), I plan on expanding the map further and upping the ante. Thoughts?

Now that the giants are part of the tribe, rather than the harpies, who are allied with it, I will allow newcomers to create giant characters for themselves if they wish to work that way. I also will allow someone to be our new fire-shaman, if they wish to.
>>
>>36438467

>1. Fortify the farm area at least somewhat, spikes and trench around the housing, as well as parapet on roof to fire arrows from. Harpy should hang with them. Is it a day's walk away?

This. If we have flooded spaces in the area, we should dig a tunnel to it leading to the house and flood it so lizards can escape under siege. We will likely end up in more conflicts soon. We don't want these to get besieged.

>>36438513

>Do we want to finish history before we continue Druid magic?

I think so.

As far as another harpy tree - we could, but maybe smaller and attached to the main structure?

>>36438486

I think we need better boats and ballistas(e?) before we even bother tbh.
>>
>>36438599
harpy fire shaman
By "Upping the ante" do you mean downscaling this region into a single hex and then doing the reverse whenever we need city development and combat things?
>>
>>36438599
Can I be it? Fire mage was the blacksmith for the giants, seems like one of the builders should be it
>>
>>36438635
Precisely. I would have multiple hex maps. A "world map", and multiple "area maps"
>>36438649
Well, I meant the current Giant fire-shaman. And Raquar will definately be the first lizardfolk fire-shaman if/when you guys choose to pursue that avenue.
>>
>>36438599

I can't draw anything but machines and buildings =/

Maybe some technical sketches at some point though.
>>
>>36438649
I'm fine with this
>>
>>36438599
You saw what I can do. Been meaning to get back into drawing and I think I will, but I'm not that good right now.
>>
>>36438599
I can draw 2D buildings and vehicles. Sadly, I suck at people
>>
>>36438701
>>36438783
>>36438814
Thanks for the thought guys. I'm only good at drawing circuits and writing code myself.
>>
>>36438599
I'd love to be the giant fire-shaman. Engar didn't really do much beside make suggestions.
>>
Alright. Continuing now.
Major 1: Fortify Farm
Major 2: Write: History

>>36438991
Go for it, come up with a giant name.
>>
>>36438991
We're you Engar before?
>>
Rolled 70, 78, 58 = 206 (3d100)

>>36439029
>>
>>36439045
I was, I got tired of switching between Engar and Ponderous Murderhobo on this and the Disney Villains Victorious thread, and Engar didn't really do anything, so I'm just cutting him loose. Also I didn't really like the name.
>>
>>36439029
Brin'gor Flametender
>>
The fortification efforts go rather nicely as the farmers do their work. Simple spike traps are lain around the perimeter of the housing, and a small platform is created above the structures, with a woven vine rope to allow an archer or two to get above in the event of an attack.

Farm: Fortified (Simple)

Also, the history efforts go quite well. With the relatively tiny amount of time the tribe has existed, it is very easy to take down the history of the tribe in an easy to read format. The basic history of the entire tribe is outlined, along with some primitive legends based on the magic available to them.

The day is otherwise peaceful, and a new one begins!
>>
I also feel that masonry and architecture should be added to the list of things we need to do. Hopefully we can get a ton of tech from the ruins near the giants.
>>
>>36439210

Someone suggested clay a while back, and it's a good idea!
>>
>>36439192
I say we work on making much better boats and Druid magic. Take V and lizard/harpy/giant volunteers to tree to talk to spirits.
>>
>>36439192
Flame druid should teach its ways to a harpy. Quillock should take a lizardfolk wife, a harpy wife, and maybe a giant wife eventually. I say we create music.
>>
>>36439192
How about building some kind of road to them, or atleast clearing a better path through the trees, in order to speed travel between the communitites. If we are to become one tribe it will be a lot easier if it doesnt take 4 days or so to get their.
>>
>>36439238
The quickest way might be by boat. If we leave the jungle up we have a natural defense. The Druid can cause the nature to grow wild, making it hard for people to sneak on us.

But yah boats.

Additionally we can put a ton of bones on some ropes strung between trees, when touched or jostled they make noise. Early warning system.


But again I say boats and Druid magic.
>>
>>36439238
Thats very work intensive, what if we station two harpies in each settlement. Any messages can be flown to another spot within a day.

Anyway, my votes are for boats and beginning to dam the river so we can have a large place to make chinampas.
>>
Is cloaca sex considered anal
>>
>>36439237
We can't just hand out wives like candy. Harpies it kind of works, because they have no males and are genetically compatible with everything somehow, but Giants are a people with our own culture for relationships, and WE DON'T FUCK LIZARDS. I'm sorry, but we have to draw the line somewhere, and we won't literally suck your leader's dick. We respect his power, but we have limits.
>>
Rolled 38, 99, 72 = 209 (3d100)

Major 1: Empower(Fire): Harpy
Major 2: Build: Boats
Sorry for the delay
>>
>>36439398
Also, we should teach the Giants our written language. How much of the magic can be written down and how much must be taught in person?
>>
>>36439344
Marriage is just a sign of unity friend no need to be upset. Why have conflict when we are stronger as a whole which the marriage whould represent.
>>
>>36439398
No prob! I'm trying to stay awake for this and I'm having a blast.

So after empower harpy should we continue Druid magic?

And after better boats should we go dam? So that after that we can go chinampas?

I'm hoping we can get a record on how we make everything, so that maybe we can get a bonus to making things we've already made. Like uniform architecture for example.
>>
>>36439398
Heh, we built the shit out of those boats
>>
>>36439433
My people breed only with our own. Also, not to put to fine a point on it, but your women would have... *ahem* problems with our men. I'm sorry for my outburst, but in that way, we must stay with our own.
>>
>>36439426
Agreed.
>>
Brin'Gor begins the process of selection to determine a worthy shaman amongst their kind. The process is lengthy, and he only is able to test two of the harpies over the day, while the rest of the tribe is sent to scavenge for incenses and herbs to be used in the rituals. By the end of the day, he determines that the two he has screened are not suitable for his purposes.

The boatbuilding goes fantastically today! By the end of the day, the tribe has completed a rather large craft capable of carrying ten lizardfolk and a generous amount of materials! Five poles are also made to aid in propulsion.

A new day begins!
>>
>>36439479

>all this giantinism

----

I am for boats and ballistae. Ballistae are a key for providing long-range fire and ensuring kills on armored opponents, as well as keeping enemies off of our boats.
>>
>>36439511

At the very least, let's mega a mega-giant with a fuck-hueg bow ride the boats.
>>
>>36439506
We must create powerful long range weapons also o believe we need a realigion of some sort.
>>
>>36439506
Continue with harpy shaman

Build a fuckton of tools. If we're making a dam let's have tools first. Lots and lots of shovels. And tools for the giants with us.

Still no word from Quillock?
>>
>>36439289
Druidic religion based round water and jungle
what more could we need.
>>
>>36439542
I'm cool with this.
>>
>>36439506
I want stuff that can kill large beasts with one shot.
>Crossbows
>Better boats
Then down the road
>Balista
Finally
>firing decks on our ships
>>
>>36439511
Can I try to establish a forge here in Mosstooth? Also, I support the Mega-Giant Bowman idea.
>>36439551
You could import the Giant's religion of the Faith of the Fire Spirits. It'd build relations between the two cultures. I recommend you do so, for the night is dark, and full of terrors.
>>
>>36439560

That's actually a good idea, at least in medium term - update our tools to metal. Actually, should be one of priorities once our people get settled in giant lands. Also, Quillock needs to asses defensive situation in the giant's camp and report that to us.

>>36439551

I am not a fan of religion at all. I am all for the practical aspects (more turns spent on magic).
>>
>>36439594
That's why I suggest Shamanistic Firey Religion, because it's pre-made by the giants and enhances magic. Although we need to separate the Priests from the Chieftains, so shamans and druids won't be allowed to be rulers.

I'll build a forge right after I empower the harpy
>>
>>36439593

>Can I try to establish a forge here in Mosstooth?

I think you should.

----

Everyone please vote for two actions, we had a lot of good ideas, please narrow it down.

I vote:

1. Forge in our town - really, there is no reason not to imo. This leads to self-sufficiency with tools (we don't really have much to trade anyway, so we would be ripping giants off).
2. Huge bow.
>>
As someone who is fairly religious irl I say we hold off on religion until we actually encounter something religious. Like gods.
>>
>>36439635
Yes to these, and harpy shaman
>>
Guys, when are we going to sex-up the giants so that we can have giant-lizardmen?
>>
The three real choices here are between the huge bow, harpy shaman, and forge. The bow would require some research first, just to warn you.
>>
>>36439635
I'm all for a forge if we have the tech and I also support large powerful ranged weapon research. I also think we need more culture tech in general.
>>
1. Build forge.
2. Teach Lizardmen Giant tech
>>
>>36439682

Can you elaborate on culture, other than religion?
>>
>>36439695
The giant tech is unavailable currently. It will be made available soon for free.
>>
>>36439670
I don't think it works like that, and let's wait until they've grown to a bigger number and were better friends. It may never happen though.

Next time we build a boat I say we make it with oars for faster travel.

Any chance we could grow flowers all over the harpy trees? I just like the idea of these rainforest trees with walkways with vines and flowers hanging down.
>>
>>36439680
Shaman and forge. More important for self-sufficiency.
>>
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>>36439680
Harpy shaman
Forge

So we can get to pic related level
>>
Build Forger
Fire Shaman Harpies
>>
File: biology.gif (602 KB, 245x170)
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602 KB GIF
>>36439670
Lizards and Giants don't work biologically.
>>
>>36439731
stupid other thread name go away
>>
>>36439703
We could learn music and dance, use them and parties for short term bonuses to certain actions.
>>
Rolled 69, 21, 91 = 181 (3d100)

Build:Forge
Empower(Fire):Harpy

Last action for the thread, people.
>>
>>36439703
Pottery, basket weaving, any sort of painting or colouring, art of anykind, music, clothing for reasons beyond survival, basically anything that shows we are more then brutes with pointy sticks. All we really have for culture that I've seen is a written language.
>>
>>36439748
>>36439712
But how do we /know/?
Also the snakes, we might be compatible with the snakes.
>>
>>36439748
Until Trip confirms it I won't believe you.
>>
>>36439769
We could oh back and forth, let's skip it and leave it up to the OP
>>
>>36439754

Those are all good ideas. Pottery and leather "water skins" are both a must for a practical perspective as well.
>>
The forge has begun, under Brin'Gor's guidance, a basic structure has been erected near the river. The tribe also has gathered specific minerals to be used in the forge's creation as well. This process is split with the shaman's other attentions, which slows it down slightly.

Forge: 40%

The shaman repeats the process of the previous day, finding two more harpies incapable of learning the shamanistic arts. This process drones on for quite some time, and more incenses and herbs are used in the process. Only six harpies remain to be tested.

And that is the thread everyone. Sorry for my apparent inattentiveness for the latter portion. I've been trying to plan some things for the future, as three more civs have entered the picture and I need to think of their actions as well.

Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Lizardfolk%2C+Civ
Twitter: https://twitter.com/CrowQM

As per usual, I will be around for questions, clarifications, and other such matters.
>>
>>36439769
The snakes, that could work. By the way, you guys have discussed fucking every semi-sentient species you've discovered except the fucking forest spirits
>>
>>36439788
>>36439794
Not compatible barring divine/magical fiddling beyond the current and forseeable tech/magic levels you possess.
>>
>>36439845
I've just been ignoring it, bud. I've dealt with it in nearly every quest and civ I've done.
>>
>>36439867

Are the snakes aquatic?
>>
>>36439845
We aren't allied with the spirts so I see no reason for intimate realations with them.
>>
>>36439879
Yep.
>>
>>36439841
Thanks for the fun time! Really looking forward to seeing what happens with Quillock. Long live the mosstooth!

To the other guy, I just said harpies because it seemed obvious.


Night all
>>
>>36439848
What kinds of gods are in this setting? Are they actually up there, ready to smite unbelievers and give blessings. Or is it just a unifying act to knit together a community?
>>
>>36439841
Oh, when is next game?
>>
>>36439899

Night.

>>36439889

lol, river is ours, muwhahaha, etc.

Thanks for the thread, night!
>>
>>36439911
Saturday or Sunday, 8 EST if possible. Will post on the twitter when I know.
>>
>>36439905
That doesn't seem like the kind of question that you just get an answer to. When do you ever get a straight answer saying "Oh, yeah, this is the one true religion, so pick it"
>>
>>36439905
Fuck if I know. Go ask em.
Translation: You don't know for sure yet. No one's been smited or been acting on any god's will yet. Maybe the world is too young for it yet, or the spirits are all you have thus far.
>>
>>36439929
I was thinking it was a large group of warring gods, each with a chosen civilization. As a civilization thrives, the god becomes more powerful. Kinda like the pre-Islamic Arabian peninsula.
>>
if we get the chance can we look into developing slings and bolas?

Slings will give use another ranged attack option (cheaply) and also set us up for siege engines.

Bolas will let us hunt more as well as let us capture enemies for interrogation/sacrifice/gene-pool-expansion without having to maim them.
>>
>>36439959
This is a possibility. Your civ would be way too small to warrant this currently, though.
>>36440002
Yes, it has been mentioned before. I think we've just been busy with other things thus far.
>>
>>36440027
Religion suggestion: Gods start out as something of a lower level, such as a spirit or even a mortal, but through worship, they eventually gain divine power.Their power directly correlates to the power, devoutness, and number of their worshipers.
>>
>>36440070
I've considered that. Thank you for the suggestion!
>>
>>36440002
Slings have potential to be the strongest ranged weapon... Depending on your ammo

>live venomous insects
>alchemical concoctions
>Not!Molotov cocktail
>really spiky, gnarly rocks
>predator bait
And
>REALLY foul smelling stuff

Most of this stuff is little to no cost for the slinger and can all be acquired in a days work.
Depending on the slingers budget he can even get magic stones, or potions to sling.
Why bother hiring a healer? Just get a slinger with good aim and a bag full of healing potions.



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