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File: Octavia.png (25 KB, 507x506)
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Rolled 38 (1d100)

The day is gloomy indeed. Usually, such grim weather and dark skies would cheer you up, but recent news has dampened the mood.
Your scouts bring new reports - about two hundred and twenty warriors from Sirren, well armed and with a single goal - the tower you currently reside in.
You didn't expect your new life as a dark lord and necromancer to be without its speed bumps, but you're not quite sure you're ready to die in battle yet.

>Convert the town into a new base of operations

It's probably better you lay low for a while, thanks to your predecessor's brashness this place has gotten too much attention, from Goblins and Humans alike. You gather together your forces, including the new Leonin thralls you control.
Taking the 58 zombies you personally constructed, as well as your leonin, you decide to book it.

The 40 ghouls Victarian made are instructed to guard, as well as help port your many items to the leonin's town. There, you should be able to stay out of the public eye and grow a bit stronger. You won't be able to travel too often without a risk of detection, but it's better than a spear to the head.

The sun rises into the sky as your minions toil, carrying your many tomes and potions in large crates to your new locus of villainy. Your 'toys', furniture and decorative skeletons take a while longer to haul, but by the afternoon most of your supplies have been haphazardly relocated in the leonin village.

The important items moved, you take the bulk of your force, and your new thralls, with you back to the town. Before the Sirren arrive, you leave a paltry contingent of ghouls to distract them, and hopefully lead them away from your path.

>Cont.
>Rolling for how well you ruse them
>>
>>36781030
Dang, I think that's the first time Octavia has rolled lower than 90 the whole quest
>>
>>36781086
>>
Good to see you back, master.
>>
>>36781030
Am I the only one that misses Victarian?
>>
>>36781154
His demise, return and Octavia's rise was foretold before he even perished
>>
>>36781238
I know, but I still miss him.
>>
Fleeing from the arriving force, your view of events is that which you can get from your minions. Which is to say, not a terribly good one. At approximately 16:00 the attacking army arrives, clad in armor and with little on their minds other than smiting some evil. They ride down into the hamlet, but find it abandoned. Your ghouls slink back to the wastes as they scour the town. It's bought you some time, but they are soon back on the warpath.

>38/100

Further spurred by the sight of such desecration, they charge into the wastes, headed for your tower. The standing guard of zombies bursts from the ground from your subterranean tunnels, taking them by surprise. Despite the obviously smaller force of your ghouls, the sneak attack is enough to rile the Sirren force up.

They make short work of your distraction force, and spread out through the wastes, searching for Victarian. The tower, they find, is abandoned, along with the old dungeon. Angered at their now-apparent deception, the knights raze the Brooding Tower to the ground. Damn, you still had some stuff you wanted in there!

Well, now the Sirren know that the necromancer has fled. But at least they don't know where, and they don't know that you've taken over in Victarian's stead. Still, you've got to make up for a lot of lost progress.

--------------

The next morning, you awake in the home of the old prideking. The thralls go about their daily business despite your presence. It's an odd sight, leonin weaving and talking among shambling zombies set about storing your tomes and items. You know, however, that at a moment's notice they would follow any command you gave them.

>TOTAL FORCES: 75 regular ghouls, 52 leonin thralls, 1 necrowurm.

Having gained serviles that are actually sapient, you can now Research and Explore without being present. Your increased workforce also means you can take an extra action each turn.

>Explore (direction)
>Scavenge
>Research
>Experiment
>Assign duties
>Other
>>
>>36781279
Don't worry, we'll get him (or at least, his body) back soon enough
>>
>>36781301
Have the sentient minions construct fortifications for our new abode.
>>
>>36781301
Research. Can we work on something in the way of rune curse traps? Sigils and curses that activate in proximity. Could give us an edge against superior numbers.
>>
>>36781301
>Other
Let's fortify the down, if possible. Ramparts are essential, as are trenches and pits.

>Research
We need to discover ways to improve the quality of our troops, since our necromantic ways doesn't allow for quantity
>>
Alright, 2 for fortify (which I assume will be done by the zombies) and 2 for Research, though the type of research is different. So Fortify is happening as 1 of the two actions.

Shall I flip a coin, or are there other votes?
>>
>>36781301
>Explore
Send our thralls out to hunt for food, and scout the area, we need to know as much as possible about what's around us

>Other
Reinforce the village, maybe have our wurm dig us an underground lair for us to work in without making it obvious that a necromancer lives here
>>
Rolled 1 (1d2)

Flipping it is!

1 - Research defensive sigils/curses
2 - Research ways to make our ghouls stronger.
>>
Rolled 28 (1d100)

Rolling, and writing.
>>
>>36781425
>have our wurm dig us an underground lair for us to work in without making it obvious that a necromancer lives here

This

No more towers.
>>
>>36781518
Octavia is having a bad day.
>>
>>36781518
What about two rolls, one per action?
>>
>>36781529
Research doesn't take a roll, it's just more effective if you have more tomes or more researchers.
>>36781518
Lovely. Let's write up those fortifications, then!
>>
Are our Thralls possessed? Or could we potentially take the most brilliant one in the village and have it learn a thing or two to help us out?

A sentient creature that learns some skills in defensive tactics and fortifying might come in really handy to keep at home while Octavia is occupied elsewhere.
>>
>>36781524
b-b-but it's a status symbol
>>
What kind of sigils are there? From momentary dizziness and vomiting, to full freezes and zombifications?
>>
>>36781518
>28

>Your minions understand not the way of fortification nor subtlety and instead construct large neon arrows throughout the forest leading to your hideout. The crusading Sirren forces are also greeted by muffin baskets and thank you cards before battle is met
>>
>>36781632
>Muffin baskets are contaminated
>>
Your first concern is defense. Victarian went too much on the offensive, never bothered to fortify his own territory. His short-sightedness cost you a very nice tower.

You tell your ghouls that aren't organizing and gathering your old supplies to begin construction of a barricade around the village. They gather stone, moving some of the monoliths to use in its production.
Content with their efforts, you head to the temple where your tomes and -nomicons are being stored. You order four of the more intellectually inclined leonin to begin researching with you.

In a scroll regarding runic barriers and the applications of latent curses, one of your thralls discovers a passage detailing several runes used to inflict damage on approaching hostile forces. Requiring a considerable amount of magic to 'fortify' a town, once they are inscribed they can spread a sudden bout of insanity among any force of your choice near the area when it attacks. However, the text warns that the runes may cause a bit of insanity among residents in the town. Nothing severe, but worth considering.

>28/100

Your studies are interrupted by a sudden crash, and you rush out of the temple to see its source. One of the monoliths has toppled over along the unfinished wall, sending it to the dirt and crushing two ghouls under the impact. Drat, this wall will take some time to fix up (Lost: 2 zombies. Completion of the barricades will take an extra turn to fix.)

The next morning, you awake with new knowledge and plenty left to do.
Walls will be complete in 3 turns. Available forces: 50 ghouls, 52 leonin, 1 necrowurm.
You have 2 actions to use this turn.

>Explore (direction)
>Scavenge
>Research
>Experiment
>Assign duties
>Other

>>36781561
They're mostly unchanged, just more given to malevolent acts and unfailingly devoted. Using the more intelligent ones is what "Assign duties" is for.
>>
>>36781801
let's get that wall back up
>>
>>36781801
>Other
Finishing them damn fortifications would be nice

>Explore
The immediate surroundings of the Leonin hamlet: we need an up to date map, complete with details like places good for ambushes, bogs, etc... If possible, the duty should be assigned to a Leonin, hopefully the Master of the Hunt (if such a role exists)
>>
>>36781801
>Explore
Send about 10 thralls to explore the area

>Other
Have the wurm dig us out a nice underground lair under the village
>>
>>36781801
Experiment. Haul the zombie corpses. You remember seeing the abominations that attacked your village. Can you recreate them using available flesh and bones?
>>
Rolled 46 + 30 (1d100 + 30)

Alright, 2 for exploring. Since the leonin have a natural knowledge of the area, you'll get +30. Exploring elsewhere will be as normal.

>>36781874
>>36781835
Fortifications are currently being built, and will be done in 3 turns. Would you like to assign more Zombies to the job? That's a free action.
>>
>>36781933
Might as well, it's better than having them just stare at the sun all day
>>
>>36781960
Aight, you've got one action remaining then.

>>36781904
We currently have no corpses to work with, unless you'd like to sacrifice some zombies/leonin.
>>
>>36781960
Seconded
>>
>>36782004
What if we get back to the Tower and gather some corpses from the battlefield, given that the nights have fucked off?
>>
>>36782004
Well If we've got another action I vote we go check out what's left of our old tower, see if there's anything we can salvage
>>
>>36782087
>given that the nights have fucked off?
QM says they're still looking for the Necrosavant, though they don't know it's Octavia. Going back would be incredibly risky at best.
>>
>>36782111
Fair enough. Could we kill a few animals and bring them back as zombies instead?
>>
>>36782104
I think it's too hot to go there right now.

>>36782004
I'm in favor of using up a few Leonin though we can also use the broken zombies that died last turn to compensate.
>>
Rolled 1 (1d3)

Alright, I'll take the usual judicious action and flip for it. We'll be using a three-sided coin for this one.

1 - Head into the wastes for bodies (roll 1d100 not to get caught)
2 - Use the dead ghouls and a leonin or two.
3 - Disregard corpses, acquire secret lair.
>>
Rolled 54 (1d100)

>>36782181
Rolling and writing.
>>
>>36782181
Let's hope our troops manage to not fuck up this time.
>>
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>>36782181
Worth it. An abomination is worth more than the sum of its parts.
>>
In the downtime, let's talk about the Grand Plan, Undead Council: what are we looking at in the medium/long term? What's the next big thing? We should try to give our effeorts a direction, instead of just surviving.
I'd say we need to extend our dominion away from Sirren, exploring the wildlands. We thrive on interstitial space, trying to conquer or occupy bigger areas or cities is something we should avoid as much as possible.
>>
>>36782304
I think long term goal is lichdom. Immortality and great power. Secondary goal is world domination.

In the medium term I guess we're just trying to raise a large army and defend ourselves. Fortify our town and research. We're too busy stuck on survival. When we're strong enough but keep the heat down survival won't be a problem. Then we can actively seek knowledge beyond our meager borders.
>>
>>36782304
Well I feel like exploring the area around us is a big part of that, with a few exceptions we have absolutely no idea where we are or what's around us.
What we really need is a way to expand our numbers, if we could find a graveyard or something with fresh bodies to animate we'd be in good shape
>>
>>36782359
I think our survival would be better achieved if we managed to create some kind of multinodal dominion, with many small, identical insediaments loosely connected, if at all (no need, since we mind control most of our servants): in doing that, we'd manage to make every one of our "cities" redundant, and if we were to lose one we'd still be in the game.

>>36782365
I was thinking, could we maybe manage to corrupt/entrance a number of gravekeepers that we could use as a way to get corpses unconspicously? It'd be a great way for our numbers to grow while still being hidden.
>>
If you're going to have a base of operations anywhere, you need to know the area. Luckily, your new minions have lived here for generations. They take you through the region, giving you the lay of the land.

To your north and northeast lies the nation of Sirren. You've got a good idea of what they're like already.
To the west is a large mountain range that curves down into the south, where the goblins live. Directly west of your position, the rain caught in the mountains has formed a large swamp. In the southwest, the climate is much more like a jungle.
To the southeast are the Wastes, where you used to reside. Directly east of you are the forests that you once called home in your little hamlet.
The village itself is surrounded by a large savanna, interspersed with trees, monoliths, and the occasional nomadic group.

Having gotten a good grasp of the area's geography, you decide to move onto more local matters. Regular zombies are nice and all, but you've seen Victarian's creations. For all his obvious flaws, the codger could certainly make an abomination. But you don't use sorcery to animate such things, so the process of making a cohesive abomination takes a little longer.

>54/100

You make your way with only a few leonin warriors, trying to avoid potential detection from Sirren. Their sentries don't see you, but you try to stay away from the northern side of the waste regardless. You manage to haul six corpses from the battlefield back with you to camp. Combined with the newly re-killed ghouls, you should be able to make a couple abominations from all this flesh!

Another day, more things to do. Having assigned 20 more zombies to construction work, you have 30 available and the wall will be done in 1 more turn.

>Explore (direction)
>Scavenge
>Research
>Experiment
>Assign duties
>Other
>>
>>36782504
>>Other
Hunt small wild life for scouting and partolling your surrounded area
>>
>>36782504
>Experiment
Let's get them abominations up and running, well, at least crawling.

>Assign Duties
Nomadic groups you say? I fancy that, with the right bait (a leonin crying for help, maybe), we'd be able to ambush the occasional caravan and get us a few corpses and resources. Let's set up a patrol/ambushing squad of Leonins and the more agile zombies
>>
>>36782448
I like that idea, but in order to entrance any gravekeepers we would need to be close to a more civilized area, the only one we know of being Sirren which obviously isn't on the best terms with us right now

>>36782504
Dig out underground lair, and make ourselves some new abominations
On a side note, did the leonin have any alliances or relations with other nomads we could use to our advantage?
>>
>>36782504
Make those abominations/flesh golems
>>
Rolled 33 (1d100)

Alright, I'll roll for Abomination Creation now, since that's happening.

Now that we're assigning duties and looking to other nations, namefagging is appropriate.
Traditional leonin names include:
Jazal
Khena
Mnene
Rakseed

Any consensus on the second action? Explore vs Patrol/Hunting?
>>
>>36782504
Here's an idea, teach the leonin your ability of persuasion. Send them to towns/villages to spread your new found "religion"
>>
Rolled 1 (1d2)

>>36782697
Flipping a coin it is!

1 - Patrol and Hunt
2 - Patrol and Seek alliances
>>
>>36782504

>>Assign duties
make wurm dig collapsable tunnels under all major roads leading to town

>>Other
also that >>36782571
>>
>>36782697
My vote is on Patrol/Hunting. Let's become the Savannah Triangle.

(Plz guys tell me if I'm doing this namefagging thing wrong, I'm so new it hurts)
>>
>>36782829
>>36782824
The dice seem to agree with you. Writing...

Namefagging involves a name and a title, usually. Like Jazal, Huntcaller or something. Making your own name is usually preferred.
>>
>>36782855
The hunters will walk.

I'll revert to anon and lurk more to see how others do it, just to not screw up
>>
>>36782979
Could just play the zombie and call yourself Rotworm Boneshard.
>>
Abominations! That's what you wanted to make! You head into the former home of some leonin or another, converted into a temporary lab until you get a better one. There, six corpses are laid out. Having taken some weaving/sewing materials from the leonin, you cut their limbs into more re-attachable sizes.

The needle binds limb to limb, flesh to skin, and your dark craft starts to come together. After a couple of hours, you've finished. Two twisted congregations of flesh lie before you. All that remains is to animate them. Bringing out a few regular ghouls to clap and a couple leonin to join in your chant, you begin the unhallowed ritual...

https://www.youtube.com/watch?v=n_qbGJuxCYY
>33/100

The dirge rises in pitch and intensity, and after several verses your creations begin to shudder and twitch. The first rises from its platform, twin faces locked in a permanent expression of terror upon its thick chest. The five arms and six hands grasp and twine, and it stands on skinless legs. The abomination lurches in front of you, a marvel of infernal science.

The other body, however, is not so responsive. Its flesh shudders and boils, and as you terminate the song it melts away from the bone, leaving an assorted pile of marrow lying in a strange puddle of ichor. You suppose some people have no taste in music.

Your walls are nearly finished, but hiding yourself away will only hamper your rise to power. You gather the huntcallers and scouts, delegating six leonin to the task of patrolling and guarding your territory.
Ten more are headed out to hunt, as they usually do each week. You bid them continue doing what they're doing, leaving you 36 leonin idle, as well as 30 ghouls.

>cont
>>
You awaken the next morning, ready to investigate your new fortifications.
The walls span your village, constructed of stone and held together with simple plaster. There are two entrances/exits in and out of the place, but no gates as of yet. You'll need metal for that. With time and lumber, you could make ramparts to station soldiers on, but for now they are grounded.

Another day, more things to do. You have 75 zombies idling, and 36 inactive leonin.
>Explore (direction)
>Scavenge
>Research
>Experiment
>Assign duties
>Other

Note: Using Assign Duties, you can permanently assign any given number of thralls or zombies to a task other than Explore or Experiment. The amount of people assigned to a task determines either its speed of completion or the quality of the work (usually meaning a bonus to rolling its results).
>>
>>36783244
A new toy, finally! By the way, does anyone know where our necrowurm went or what it is doing? Setting it to work on our underground lair wouldn't be that bad of an idea.
>>
>>36783321
Research new sigils, or come up with a better version of a sigil we already know.
>>
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>>36783244
>https://www.youtube.com/watch?v=n_qbGJuxCYY
>>
>>36783321
>Research
Let's see if in his tomes ol'Victarian had something like basic geomancy, and then teach it to a few leonins

>Assign Duties
Said leonins, with a few zombies, should be sent to the mountains (either north or south of the Goblins' hamlet) to find and mind some metal ore, provided there isn't any in our general vicinity
>>
>>36783357
Still voting on this.>>36782745
>>
>>36783409
What i
what if-
wha-
h-hey gu-
hey guyz-
w-
hey guys listen,
guys pls
w-what if
what if it's a magical disease the leonins can spread on contact, and they infect other villages, merchants and roadsmen, infecting them with the same condition leonins are under.
>>
Alright, 2 for research, though the type varies.
1.5 for trying to enthrall others, but we have yet to discover any other civs besides the goblins so that may be difficult.
And 1 for mining.

Any consensus?

>>36783433
What is a disease if not infectious? It's rather weak, though, having already been used on the leonin.
>>
>>36783409
>>36783433
>Research/Experiment
Better yet: let's research a way to make it a "memetic" disease, triggering a successful infection with a phrase/chant (either just heard or heard and repeated) and send our Leonins out like plaguebearers
>>
>>36783469
The Cult of the Damned, the Plaguebearers, the Singers of Decay
>>
Again, when you're choosing options you have to assign a certain amount of leonin/ghouls to that task.

How many would you like to do Research?
And how many would you like to try Experimenting with your magical infection?
>>
>>36783539
The children of She who Croons to Death
>>
>>36783563
Only leonins can do research? If so 50:50 of all inactives. One is an offensive research and the other is arguably more defensive though sigils can be used offensively too.
>>
>>36783563
I'd say we get the nine most intellectually/magically able Leonins to help us in our research, and we do experiments on thirteen of the others.
>>
>>36783649
>>36783605
Alright, sounds like I'll do 12 researching sigils, and 12 for experimentation. Writing.
>>
>>36783321
Send 20 zombies to hunt/gather the living and the dead
>>
Rolled 37 (1d100)

Without a standing army, you'll need a different way to guard your territory.
You call together the twelve wisest and most studious leonin among their tribe, commanding them to scour your old master's tomes for further knowledge, requesting specifically that they discern how to produce and power more types of sigils to defend your territory and defeat your foes.

>12 leonin assigned to Research indefinitely.

With a third of the thralls occupied, and six others patrolling, you ponder what to do with the rest.
If you want to rule this world, you'll need its inhabitants nice and servile. And considering your past success, you've got a good idea how to do so.
You bring out twelve more leonin, interested in testing how you can control and manipulate the infection you've seeded within them.

(Rolling)
>>
>>36784137
Octavia simply hasn't been doing very well this week. Writing..
>>
>>36784137
Aaand now we rule a tribe of gibbering madmen.
>>
>>36784137
Man, this is really not Octavia's day
>>
>>36784166
When at first you don't succeed... it's clearly out of your depth, so find a magical artifact or tome of power to buff it up.
>>
>>36784262
Or just go with it and embrace the fuckedup-ness
>>
>>36784315
Yeah well, look how that turned out for mortas
>>
>>36784315
Defeatist!
>>
>>36784371
>>36784379
Mortas was an inept, bent on power and dominance. He was unknowledgeable in the ways of the undead, in the ramshackle glory of rot and maladie; Octavia is different, our mistress knows how to thrive in the holes and interstitions of the world.
It is not of the dead to be perfect and unfallable, we are the very stuff of plagues and anarchy. Let us embody our very Being in the truest of ways.
>>
The thralls sit before you in your impromptu dungeon, awaiting commands. But you have less concrete interests. The corruption flowing inside of them reaches out to you, desiring use, control. And you are happy to oblige.
You raise a hand, trying to drive the leonin beyond simple servitude. If you can make them act as you want, and think as you want, could you not drive them beyond their self-imposed limitations? These beasts are tools for you to hone, and you intend to make them better tools.

>37/100

The leonin howl and scream, eyes wide as you try to push their minds into overdrive. They collapse in apparent agony, shaking and clawing at the ground as your vile magic courses through their frames.
You feel a shift of sorts, as the black mana taint within these thralls supersedes their remaining shreds of humanity, er, leoninity. Slitted eyes run black as their pupils permanently dilate. Their previously retractable claws emerge and grow sharper, more powerful, but also permanently extended. Likewise, the infernal infection starts to twist their bodies, growing taller, thinner, and more haggard. The stains of blood on their face and arms darkens and paints the surrounding fur black, a permanent reminder of their loss of purity.

When their pained howling stops, they rise and look to you, still servile. You try to speak to one, ask what has happened, but it gives only a low growl in response. It seems your attempts to manipulate the infection have turned these 12 leonin feral.

>GAINED: 12 Feral Leonin

>Cont
>>
Umm... That doesn't sound good
>>
>>36784521
Aww yiss, we have fake fleshgaits. Now we can really screw with people's minds.
>>
>>36784521
Almost ghouls really. We have a beta of a plague of undeath.
>>
we need to work on getting this plague to spread though bites.

Zombie Apocalypse anyone? first infect the Goblins then set them loose on civlization.
>>
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These thralls will be unable to perform even the simplest of research, scouting, or administration. They will make good fighters, possibly hunters, but not much else.

Your other thralls are startled at first at the feral beasts, but you silence them with a thought. Something will have to be done to make sure future thralls don't go feral... unless you wish them to.

Another day, more things to do. You have 75 zombies idling, and 12 inactive leonin, as well as 12 more feral leonin. 12 leonin thralls are currently Researching sigils (1 turn until completion.)
>Explore (direction)
>Scavenge
>Research
>Experiment
>Assign duties
>Other
>>
>>36784930
Should we attempt to retrieve things from the ruins of the tower?
>>
>>36784930
Research Abberations and other forms of undeath.
>>
>>36784930
>12 inactive leonin breeding program now
>Explore the forest a little with say 15(?) zombies, we need wood
>>
>>36785004
Research how to not make the leonin feral.
>>
>>36785036
yeah, let octavia do that I guess, maybe more tham 15 to the forest I dunno.
>>
>>36784930
>Research
Let's find out what we can about Goblin/Human folklore (both would be best, at least one of them) and see if there's a way to use our newfound Feral Leonins to inspire fear or lure people out of their hamlets.

>Assign Duties/Scavenge
We still need both lumber and metal to reinforce our defences: send twenty-some zombies into the woods, under the supervision of a couple of Leonins, to fell some trees and get them back. The other Leonins are to be interrogated about the presence of iron/ore in the immediate vicinity of our base.
>>
Rolled 2 (1d2)

Alright, sounds like we'll be having the 12 leonin research Abberations, and have Octavia personally research anti-ferality or local folklore. I'll flip for it.

And then, for our second action, seems like we'll be sending some Zombies to explore and gather lumber. Seems like about 20-25, with a few leonin.
>>
Rolled 8 + 20 (1d100 + 20)

>>36785125
Rolling for exploration and lumbering, +20 because we've sent some leonin and they know the region.

Writing for lumber, research, and local folklore.
>>
>>36785168
Octavia can we i dunno may be roll for this stuff like best of two or three?
>>
>>36785168
>everyone is raped and killed by tree people
>>
>>36785168
Hell yeah, more zombies squished by stuff. Hopefully it'll get us a couple more abominations, worst case scenario, zombie stew for everybody.
>>
Rolled 35 (1d100)

>>36785168
The archdemons of luck have abandoned us. It's all over.
>>36785194
If it's any consolation, I still have to roll for Octavia's research on folklore. M-maybe we'll get something good there?
>>
>>36785212
mad/10
>>
>>36785212
Yeah there is a reason best of 3 is a thing in quests. TG dice gods are assholes.
>>
>>36785212
37 gave us feral ones when we were trying to just make them undeadish. Maybe well get a spell to suppress ferality?
>>
>>36785212
This is what happens when you don't submit to a death deity.
>>
>>36785212
Inb4 we find out that feral Leonins are Goblins' favoured delicatesse.
>>
The morning passes as usual, and you are approached by one of the leonin in charge of research, Ekal Brighteyes. He informs you that your tomes have been scoured and their own lore reviewed. With so many working on research, they've managed to come up with a compendium of sigils that you can craft. Simply ask them me when you wish to construct some, and it can be provided.

You thank Ekal, and tell him to get back to work. You'll need knowledge on Abberations, how to create them and how to command them. He bows, and returns to the temple

You realize that, even with defensive magic, you'll need military strength to survive. Some ramparts would be nice...
You instruct 20 zombies to head into the eastern forests, and five leonin to oversee their exploration and lumber-collection. Wood is essential to any thriving empire of evil.

Meanwhile, you've got studying to do of your own. The surrounding areas are rife with goblins and pesky humans, so the more you know about your enemies the better. You cloister yourself as usual in your personal study, setting about old texts of lore and second-hand accounts of culture.

>cont.
>>
>>36785479
Plague sigils to bless the enemies with sacred undeath. We could even inscribe them on the flesh of our zombies, to infect people even during battle, or write them on trees if their effect is visual. I like plagues.
>>
>>36785479
Spread those sigils around the town
>>
>>36785589
You're looking for this I think
https://www.youtube.com/watch?v=rmDOLVlkntQ
>>
>>36785479
>35/100

Your work is not terribly successful. Victarian, predictably, didn't put much thought into the culture of those he wished to conquer. His collections are slim at best on the subject. You're told about the old Mountain Gods that the goblins believe created them, about chivalrous heroes like Braed Comargh of the Sirren that founded their nation, and about the mating habits of the common bugbear. Nothing terribly useful, but if you ever attempt diplomacy you might at least be able to bullshit something.

As the day ends, the five leonin you sent out to oversee exploration return, with 18 zombies. The leader of the mission, Nnade Sharptooth, informs you that, while exploring the eastern forests, they ran into a small group of Sirren scouts. A brief skirmish followed, in which they slaughtered the four humans at the cost of two ghouls, but the sounds of further soldiers coming forced them to flee and avoid detection.

It seems the Sirren are still patrolling the area, and while a couple of dead zombies should hardly be surprising to them, four dead scouts is certainly going to put them on edge.

Another day, more things to do. You have 73 zombies idling, and 12 inactive leonin, as well as 12 more feral leonin. 12 leonin thralls are currently Researching Abberations (2 turns until completion.)
>Explore (direction)
>Scavenge
>Research
>Experiment
>Assign duties
>Other

>>36785589
Oh, I should clarify. The list already exists, and I can post it. Not that new ones are to be made.
>>
>>36785723
Do post please.

Also experiment to see if you can improve the feral plague, or the status of the ferals.
>>
>>36785723
>Breed idle Leonin
>Experiment on de-feralization
>post sigil list
>>
>>36785723
My bad then. Post the list for future reference.

>>36785807
>>36785812
Seconding.
>>
>>36785812
this
>>
>>36785723
>>36785812
Might as well.
>>
>>36785812
>A nine year old girl ordering a group of adults to breed with each other
>>
>>36785976
>adult furries
>>
>>36786013
>mindraped adult furries
>>
Alright, Experiment will be Octavia's own action, leaving one more for the others.

And the requested sigil list:
>Sigil of Insanity - when inscribed and activated, will cause 1d100-20 of attacking force to suddenly go insane. May cause latent insanity in townsfolk. One time use.
>Sigil of Flame - When inscribed and activated, creates a wall of fire around the sigiled structure for 1d3 rounds of combat. One time use.
>Sigil of Ash - When inscribed, allows the creator to cloak the structure and its inhabitants in a thick cloud of ash, harmless to the user but making attacks difficult if not impossible. Can occasionally release gouts of ash in the area when underused.
>Sigil of Strength - When inscribed and activated, causes all nearby servants of the creator's choice to go Feral. Warning: effects may not be temporary and persist after combat.
Sigil of Purification - When inscribed, blessed, and activated, will consecrate the sigiled structure, protecting it from elemental or infernal attacks or manipulation. Warning: You're pretty evil, so using this will be a little difficult.

>>36785812
Breeding, like in real life, takes a decent amount of time unless you learn some spells theretowards. I can write for it, but it takes roughly 20 turns currently to birth a new generation if they're born corrupted/feral, 25 if they're born normal. And that's about a month, so it's already pretty darn fast.
>>
>>36786013
Adult furries she mindraped.
>>
>>36786031
It just gets better and better!

>"How do you beasts go about making more of yourselves? Do that!"
>>
>>36786013
Well I hope it's at least done in doors and only hinted at what she hoped for, that "oh I just wish there were more smart servants here", rather than outright talking about breeding. We don't want to scar her innocent pure soul.
>>
>>36786062
Have the Leonin research breeding spells then
We need more cat people
>>
>>36786097
>Implying with her constant dancing and singing she won't have the hearts of men metaphorically in her hands when she comes of age. Which then leads to literally in her hands unless they are useful to her.
>>
>>36786073
And being Octavia fairly efficiency-nazi, i can't wait to see what comes next.
Something something breeding tanks (crypts?)

>>36786062
If possible, let's get the Leonins to inscribe the walls (and maybe the a few of the monoliths in the savannah) with Sigils of Insanity. It's not like we have much to lose.
>>
>>36786132
Well you can only try to raise them as best you can and hope they turn out alright.
>>
>>36786112
Seconded.
>>
>>36786180
Honestly i think if she manages to not die she'll have the sexy necromancer look down pat. Unlike Mortas she has to stay in shape o do what she does and her singing voice will be very good the supernatural charm doesn't hurt either.
>>
>>36786132
>>36786112
God damn this realm is getting pretty magical. I can write for Breeding spell research, but we've got 12 researching Abberations already.
>>
>>36786272
Not magical just practical, you can't always kill the lunkhead paladin with a holy sword and the blessings of the gods of light. But, if your magic fails, charm can succeed. Besides it may be better to be feared than loved but why settle for one when you can have both? But yes breeding spells would be lovely once we are well set up.
>>
>>36786272
Instant gratification m8. Since infecting other villages seems like a longshot that's the next best thing. People want their unspoiled apples.
>>
>>36786272
I feel like multiplying our servants is a top priority; once that is achieved, nothing would stop us from killing a few of them and get some Abominations going. Just a question: when the next generation is bred, how long would it take for them to grow? Would we need to research Growing Spells too, or it's already in the "Breeding" package?
>>
>>36786602
The time it takes to mature is included, since we aren't using children.
Then again, we're evil, so...

>>36786407
>>36786323
Alright, I'll assign 12 more leonin to Research Breeding.

Writing...
>>
>>36786602
Breeding, growing it's all the same thing, hormones.
>>
>>36786728
What did happen to the few kids that were with Octavia? One of her demands was that we stopped experimenting on them and keep them fed.

>They're still there eating each other
>>
>>36786728
>>36786768
Fair enough. Let's bring them Leon-lings into the world then.
>>
>>36786799
Victarian sent them out, as per her request. He just sent them into the goblin's territory. Since we didn't see any when we visited the Iron Hills, it's likely they were killed/eaten.
>>
>>36786821
No good deed shall go unpunished.
>>
>>36786821
Be sad/hilarious one of the kids goes full ranger/druid/barbarian and runs straight into us.
>>
>>36786821
>>36786850
>one becomes ruler of goblins after Victarian killed the leader
>>
>>36786890
Doubtful, at least immediately. Magic is easier to be badass in young then strength of arms. We have a few years for them to rise up if that is the case.
>>
>>36786850
A whole tribe of feral, nature-attuned children filled with muderous intent we could coerce into helping us. That'd be fun.
>>
>>36786948
Or a nightmare if we fail the diplo roll, remember the likely hate necros due to prior experience. It being Octavia will only help slightly.
>>
Rolled 31 (1d100)

You head into town once more, seeing your leonin idling. A few look a bit bored. Unhappy, you like. Bored? You wouldn't inflict boredom on your worst enemy.
You ask them what a leonin usually does to pass the time, being a hunting society and all. They cough a bit, look to each other uneasily. A female says they usually make more leonin.

"Wait, you can make more of them?! How?"

The male's face is red. Is it hot out here? He stammers something about two people loving each other very much, and the idea disgusts you.

"I don't have time to wait on love to make new servants! Go and find a faster way!"

They are understandably flustered, though you don't know why, but you send the remaining idle leonin into the temple to learn about how to make babies more frequently. They seem a lot less bored already!

>12 more leonin assigned to Research indefinitely

As the last idle regular leonin head off, you decide to get some studying done yourself. Having servants able to do such research for you is great, and when you make more you want to ensure they don't turn up like these big dumb feral leonin.

(Rolling for research)
>>
Rolled 97, 64 = 161 (2d100)

>>36786999
>999
>Archdemons consistently fail us
I think the universe wants us to convert. Or maybe start rolling best of three. Yeah, I'm going to do that.
>>
>>36786967
Octavia managed to "free" them, has entrance and is a fellow children too. I think the odds are in our favour, at least this time.
>>
>>36787024
Could we breed feral and normal leonins? If possible test for science !
>>
>>36786999
The archfiend of luck revel in our miser-
>>36787024
Thank You oh wise Octavia! Bout time a necromancer used their brain and triple checked their work before using it.
>>
>>36786999
>That face when your finally confront the BBEG after two years of undead rampaging.
>BBEG is a 11 year old girl.
>>
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Damn, was hard as hell to make it through the work day without checking in on our progress.

Going to become a namefag if that's alright. Never done it before and painfully new to civ.

also, very disappointed in you OP. I liked you much better when you were rolling 70s or higher all day.
>>
>>36787094
Well i imagine once we are solidly situated and an actual faction we'll have longer than a day turns. Likely monthly or yearly.
>>
>>36787024
>97/100
Writing

>>36787109
Blame the archdemons of luck! We seem to have gotten back on their good side, though, by taking it in threes.

>>36787125
This is definitely going to happen, can't continue at a snail's pace after all.
>>
This thread has changed so much since when it started. Behold the power of luck and input driven story lines!
>>
>>36787125
I've yet to be in a single civ thread where it transitioned from several units to thousands like in the civ vs civ threads

>Army: 14,500 undead
>750 new undead raised per turn
>>
>>36787154
Thres are a magical number Octavia, the holy trinity the 3 witches the triple goddess, asura's 3 heads, etc. etc.
>>
>>36787174
Well, our focus here is story, not number crunching.
>>
>>36786999
Still into the idea of breeding feral and non feral, hopefully we might be able to retain some of the feral strength but with some more intelligence
>>
>>36787213
Wouldn't say story is the domain of just a band of minions. It's a civilization thread after all. The story can deal with your faction proper. Large battlefields, carnage, and diplomacy as an equal to rulers of other factions. Sacking capital cities and forging alliances.
>>
>>36787279
Seconding this idea, wouldn't be bad to turn the Leonin society into a caste-based system, even a basic savant/warrior binary one, although a more flexible approach would surely be better.
>>
>>36787279
I'm into this.

We need to stronger leonin who can act as more effective scouts/warriors/builders.
>>
>>36787333
We should also experiment with what else we can do with our thralls, invoice something else than rage maybe, get better researchers?
>>
You cloister yourself in the usual room, going over Victarian's pilfered notes on entrancement and thralldom. Many pages and several hours later, you think you've got a good understanding.

>97/100

A very good understanding indeed. You discover that feral creatures are created when a being's mind, its sapience, is 'consumed' by a sudden twisting or influx of mana. With your thralls, it happened when you tried to alter them too quickly, warping their bodies and turning them into highly feral beasts. If you take a slower, more deliberate approach to alterations, you should be able to avoid ferality. However, now that you know what causes ferality, you can trigger its development in new thralls, or even administer mana flow such that the subject is only partially corrupted.

>Gained personal action: Alter Thralls

Content with your new knowledge, you head to bed.

----------

Another day, more actions to take. From now on, we'll divide things into personal actions and minion actions. This does not affect the current 2 actions per turn limit. (Note: Octavia can still participate in minion actions, but she won't be able to take a personal action if she does.)

You have 12 feral leonin and 73 ghouls idle. 24 leonin are researching (2 days for Breeding completion, 1 for Abberation completion) 6 leonin are on patrol.
Minion Actions:
>Explore (direction)
>Scavenge
>Research
>Other

Personal Actions:
>Alter Thralls
>Experiment
>Assign duties
>>
>>36787416
Exactly. Other options could include a non-feral strong variety suited to heavy labour, a more charismatic variant to spread the plague (once it's improved)...
>>
>>36787446
Could we attempt to infect others now with this plague? Perhaps find the camp of the company sent after us, and infect their food supplies? (unless they already departed)
>>
>>36787446
Minion actions
>Scavenge
For supplies and all make sure to leave the remains for Octavia to resurrect.

Octavia research how to make skeletons and skeleton amalgams.
>>
>>36787446
>Alter Thralls
If possible, bring the ferals back from their insanity. When don't have a need for them as of now. If possible, let's try again and make them into plague vessels, they would surely be more useful that way.

>Scavenge
We still need wood and metal, we should send out another scavenging expeditions led by a couple Leonins pulled out from researching duty. Hopefully it'll fare better than the last one did.
>>
>>36787528
That's a possibility, it's known they're still keeping watch of the wastes and forest.
>>36787446
We've got a ton of ghouls idle. Swap out the 6 regular leonin for 30 patrolling ghouls, and send them out as hunters. We need food.
For the other action, maybe research the infection a bit more?
>>
>>36787528
The Goblins would be a better target to try our malicious tactics on.

We know that they are close by, and we know that they aren't as much of a threat if we screw up compared to the uber-reactionary Sirren folk.
>>
>>36787584
That sounds good. And perhaps we can recover the body(bones more like it) of our former master.
>>
>>36787574
Well, reassigning existing roles is a free action, so researching the infection and how to spread it (as several want to do) is just one action.

Someone wants to scavenge, any other suggestions for a Minion action?
>>
I say-

Enthrall the goblins using our tried and proven disease, twist them into small stealthy creatures using our alter thralls ability and use them to spread the disease to Sirren.

The disease we send to Sirren should not be the refined one we used on the Leonin, it should be a brute force disease that just sends the sufferer insane, we need anarchy there.
>>
>>36787624
We can't currently spread the disease without researching it further, and it takes at least 1 turn for the infection to take hold, usually 2. 3, possibly, for a group as large as the Iron Hill goblins, there's hundreds of them.
>>
>>36787673
RESEARCH with octavia, send zombies to hunt. Keep cat people researching, I don't want those turn timers to reset
>>
>>36787624
I think we don't need the goblins as hosts, not yet: if we want to spread the disease infecting animals would be better. Critters and birds to send into the city, fishes to infect water sources, not forgetting vermin to rot and plague cornfields and the like... Our options are limitless
>>
>>36787673
We need to find a proper method then.
A plague carrier (stealth by contact or aggressive bile explosion), infecting food supplies, or perhaps mixing it up with sigils
>>
>>36787624
Damn Captain, I like it.

Hate to be this optimistic since we are a long way off, but our Wurm could penetrate the sewer systems of a Sirren city and let loose a horde of plagued goblins to spread the disease like rats.

Anyway

>Research

Use Octavia and the thralls to research. We need to flesh out this disease as fast as possible.
>>
>>36787673
>>36787624
>>36787712
>>36787703

Plus a group hat large would have clerica and shamans to fight it off right?
>>
>>36787712
Magical diseases aren't like most mundane ones, they require more direct transition. You'd need to infect the water/cornfields directly.
>>36787731
The former could work, but since it's a spell of enthrallment then stealth is far preferable to violent attacks.
>>
>>36787737
We're probably going to piss off the Priesthood and give them power. When you push you get pushed.
>>
Rolled 61, 28, 60 = 149 (3d100)

>>36787737
Clerics, with goblins? Not likely. But shamans, yes. Successful application of the disease is based on 3d100. If it goes well, they never even notice.

Alright, writing for change of duties and sending leonin to hunt, as well as rolling for Research Infection.
>>
>>36787752
What if the infected goblins committed suicide in the water, laying there and infecting it with their blood and bloating bodies
>>
>>36787790
oh boy
>>
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>Magical plague
>>
>>36787836
>tfw we poison the grain of the central distribution center
>tfw demons fuck us over
>tfw Octavia was Ner Zhul
>>
>>36787951
Well, technically allied. And undead are evil alignment so they have no diplomatic penalties for other races with evil alignment.
>>
You decide that, with all these zombies sitting around doing nothing but groaning and decomposing, it's time to put them to use. The six leonin on patrol are recalled, and you send out thirty ghouls, in three contingents of ten, to more properly patrol your territory.
To the now idle 6 leonin, you command them to go out hunting, this place still needs to eat after all. They nod, and head off to the plains.

Ekal approaches you once again, and informs you that he and his 11 researchers have completed their study of Aberrant beings. Most of the texts were unenlightening, referring to beasts of the underdark or denizens of alternate realms that neither interest you nor offer you possibilities. One, however, he claims will be of use.

The grazing bison and gladebucks in the surrounding area, when not being hunted or allowed to populate so they can be hunted again, may be transformed into catoblepas. Such beasts would be difficult to kill, and inspire fear and even petrification among your enemies. It will take a good bit of magic to do, but if you find some grazing beasts you can have a few aberrations of your own.

You don't have anything else for the leonin to research right now, so you send them on their way.

>12 leonin idle
>When exploring certain regions, Octavia will be prompted to capture bison or not.

As the leonin depart, you head to your own study. The Sirren are still a threat, and you know that the forces you have now, aberrant or not, aren't going to be enough.

>Cont
>>
Does anybody here want me to update the map from last thread now that we know more about our surroundings?

OP's description from earlier is pretty close to what I've already drawn up, so all I'd have to do is add in some town/settlement icons.
>>
>>36788483
Sure that'd be awesome based map Tabic.
>>
>>36788370
You'll need to figure out just how well this infection of yours can work on non-leonin. The previous tomes are read and re-read, your prepubescent mind trying to discern any new techniques or a way to spread the infection better.

>61/100

You've just about given up on finding anything useful in these dusty old books when a passage catches your eye. It mentions that a mental disease, such as the one you've crafted, when magical in nature, can be made memetic.
By altering the mixture to not only affect the minds of those it contacts but also to include a subtle global effect on the surrounding populace, you can more effectively infect a place.

You have 12 regular leonin, 12 feral leonin and 43 ghouls idle. 12 leonin are researching (1 day for Breeding completion) 30 ghouls are on patrol. 6 leonin are hunting.
Minion Actions:
>Explore (direction)
>Scavenge
>Research
>Other

Personal Actions:
>Alter Thralls
>Experiment
>Assign duties
>>
>>36788483
I'd certainly like it.
>>
File: Necromancer Civ Map mk.1.png (2.47 MB, 1056x816)
2.47 MB
2.47 MB PNG
>>36788507
Just read the scout reports from earlier and there's quite a bit in there.

I will definitely have time to do up a proper map tomorrow evening after work now that we actually know what is around us and I'm not just improvising a map off of my hunches and suspicions.
>>
>>36788561
>Explore (direction)
Have 12 of our thralss explore in a area we know little about.

Personal actions Alter the thralls back to normal or start the process at least.
>>
Make the worm create a base underneath the village.

Experiment with the memetic disease with some local wildlife
>>
>>36788655
Seconding both of these

Need to get this disease figured out so we can get us some goblins.
>>
>>36788592
Hmm, we may need to turn the map so it's from the perspective of the leonin settlement. I'll reiterate earlier descriptions:

North - Sirren, mostly rivers and grasses.
Northeast - Also part of Sirren, more forested.
East - Razed village, woods.
Southeast - Wastes, old Tower/dungeon
South - Mountains (Iron Hills), goblin clan
Southwest - Mountains, Jungles
West - Mountains, Swamp
Northwest - ???
Surrounding area - Savanna, leonin village
>>
>>36788561

>Scavenge
Possible areas, forest and swamp.
>Other
Try to craft weapons and armor?
>>
Two people saying explore, and to them I direct >>36788700 so they can choose a direction.

Two more votes for crafting a base, and for more Research Disease.

It's currently a three-way tie.
>>
>>36788700
Ya, sorry about that. That's the old guesswork map I haven't touched yet.

I'll start it from fresh tomorrow when I've got more time to spend and have it reflect the known landscape better.
>>
>>36788754
No worries, and since we'll likely be exploring shortly you may have more details to work with.
>>
>>36788700
Northwest so TAbic can give fullish map.
>>
>>36788700

West- Mountains, swamp

Sorry boss.
>>
>>36788733
My votes are for Disease Research (maybe injecting a little, raw consciousness into it? Like a gestalt plague-mind who can try and figure out the best way to infect his surroundings on its own?) And Base Building
>>
Rolled 39, 29, 86, 84, 92, 44 = 374 (6d100)

Looks like it's time to roll, the first three d100s for Exploring the west/northwest, and the second three d100s for Research Disease.
>>
>>36788865
>Exploration: 86/100
>Research: 92/100
Best of 3 was indeed a good choice. Writing...
>>
Some research ideas:
1 - Domesticated animals for the leonin to eat
2 - Skeletons. Not as durable as zombies, but without decaying flesh they are cleaner which unlocks some new types of jobs
3 - mummification. By sun drying the zombies (and perhaps removing some of the internal organs), it turns from rotting soft meat to tough protective layers. Reduces stench, reduces disease, increases durability and longevity.
4 - taskmasters. dressed to control the zombies, they make sure that the zombies perform myriad menial tasks, from plowing fields to tanning leather
5 - improve weapons/armor, leonin need equipment too
6 - ink, paper, etc. necromancer society needs education
7 - irrigation and fields. leonin only eat meat. but what domesticated grazers such as cows need food. By keeping fields well irrigated and fertilized the amount of grass for the cow's grazing is increased. also useful as a trade good for omnivores.
8 - minor wight enchantment. by carving the right sigils unto a zombie, it gets a very faint draining aura. Just enough to kill insects and bacteria. Not only does this make it last longer, but the lifedrain energy can be used to slowly heal and repair the zombie back to pristine condition over time.
9 - fenced pastures. keeps predators away from your herds of grazers with fences
>>
>>36789147
10 - vamparism. ideally the blood of animals will suffice (as it makes better use of food animals). but if not, then sterile and safe harvesting needs to be researched. This is a very powerful augment for your military and a retirement method for your elders
11 - lichdom.
12 - train more necromancers
13 - Zombie animals. Zombie wolves, zombie bears, zombie eagles, zombie horses, zombie cows, zombie rabbits... the possibilities are endless.
14 - Domesticate wolves / tigers / large predators. Can be used as shock troops, and when they die, can be raised as zombies and be used as shock troops again. Also, their life cycle is quick enough that zombies can be produced on a yearly basis.
15 - Medical research. Our living populace needs to be kept healthy
>>
The wilds are good breeding grounds, you think to yourself, for disease. And you've got infections on the brain. Didn't the leonin mention a jungle to the west? In fact, you're not sure what's in the west and northwest at all!
You gather five of the idle leonin, sending with them ten ghouls just to be safe, and direct them to scout out the west and northwest.

While your minions are off exploring, you decide to test how this disease works on, say, non-sentient beings.
Heading out with a couple leonin vassals, you find a modest flock of geese sitting around a lake. Perfect, you've always hated geese. You send the leonin, already fully infected by your disease, down towards them.

>92/100

A few fly away, naturally, but those that don't stay oddly still, as though lulled into a trance. They make no movements when you approach, even when you pluck one's feather it just gives a light honk. Seems like the memetic effects can cause others to act complacent and apathetic. Then again, they don't follow orders and goblins are at least a little smarter than geese.
But if this works the same on them, getting them properly enthralled will be a piece of cake!

>Cont

>>36789257
>>36789147
Definitely things for people to consider choosing in future turns. We do have 12 leonin researching indefinitely.
>>
>>36789147
>but without decaying flesh they are cleaner which unlocks some new types of jobs
by that i really mean cooks, dishwashers, domestic servants, etc
>>
>>36789257
>Zombie animals
we can have mounts and eyes in the sky, this should be our priority to find new settlements we can turn to for more troops
>>
>>36789285
>Perfect, you've always hated geese.
She was evil from the very beginning..
>>
>>36789346
No Geese are just assholes, always shitting in you water and on your head.
>>
>>36789315
It is pretty awesome and important. But I think it should come second.
Our first priority should be domesticated food animals to support our population boom (thanks to our reproduction acceleration research).
Then once we got that down, go for the zombie animals.
Then after that go for domesticating a good predator for a replenishing supply of ZAs (Zombie Animals)
>>
>>36789315

We let the zombies handle scout animals.
>>
>>36789299
Skelervants

Bunch of skeleton cooks clattering at each other for what to make for dinner.
>>
>>36789376
Hey, how would you like it if I called you an asshole? Maybe you should try to relax in a lake for a while. It might cool your temper.
>>
>>36789376
Oh man. when I was 2 a goose came to me demanding my french fries. I pulled them away and yelled no. It flipped out and attacked me. So there I am running in circles around my mother being chased by a goose and everyone laughing.
>>
>>36789467
I'll cool off when geese stop trying to attack me for food.

>>36789473
I know the feel.
>>
>>36789285
>You gather five of the idle leonin, sending with them ten ghouls just to be safe
We should probably send scouts of just leonin. The reason is that if people see them with the undead they will put two plus two together and conclude they are working together.
>>
>>36789285
... can we try and turn the geese feral?
>>
>>36789518
And have roving gangs of even larger, stronger, more douchbag geese demanding fries from the public?
>>
>>36789518
Son, they're Geese.
They're already pretty damn Feral
>>
>>36789147
>>36789257
Well, since namefagging is encouraged. I am gonna start. Those two posts were me btw.
>>
>>36781030
I gotta say I really like your drawings QM.
The are a really nice touch that helps bring this quest alive, while only doing 1 per session keeps things flowing at a reasonable pace.
>>
>>36789285
You return to your base, and waiting there is the exploratory party. No casualties, at least. Things are looking up.

>86/100

The first leonin steps forwards, telling you that the western jungles showed no signs of permanent settlements, though there were ruins deep in the forest, near the base of the mountains. They could prove valuable sources of research.
The other steps forwards, speaking of their new discoveries in the northwestern region. It seems that, where the mountains end, great cliffs overlook a large, blue sea. There are ships sailing in it, possibly of Sirren though the scouts couldn't be sure. Regardless, any future empire will now have to be wary of attack by sea.

You have 12 regular leonin, 12 feral leonin and 43 ghouls idle. 12 leonin are researching (No research topic set) 30 ghouls are on patrol. 6 leonin are hunting.
Minion Actions:
>Explore (direction)
>Scavenge
>Research
>Other

Personal Actions:
>Alter Thralls
>Experiment
>Assign duties
>>
>>36789626
>Explore (direction)
Check out the ruins see if there's anything hazardous living around them.

>Alter Thralls
Try to bring back intelligence to the ferals while letting them keep some of their strength.
>>
>>36789626

Research effects of thrall magic on animals. Preferably geese.
Send contingent to ruins to acquire research-able materials.
>>
>>36789626
>Research
we got 12 researches idle and 12 researching improved breeding.
I suggest we put our idle researchers on developing domesticated herd animals (rabbits, sheep, cows, deer, etc) for increasing the food supply of the tribe. With all those new kids we plan on making we will need the extra food.

>Experiment
See if your existing necromancy works on animals. Like, say, a freshly slain wolf or a bear.
>>
>>36781030
QM. I would suggest getting a twitter account specifically for QMing to announce new threads.
I am no fan of twitter. But in this specific tasks it is useful and many QMs use it for such purpose.
>>
>>36789670
Seconding the exploration, but I feel we need to research a way to improve our zombies now. Maybe fleshcraft, to overdevelope muscles and skin resistance?
>>
>>36789754

Seconded.
>>
>>36789615
Th-they're nothing, honest. It's n-not like I enjoy shitty MSpaint drawings!

>>36789518
Please no.

>>36789754
Joke's on you, I already have one! https://twitter.com/Questeros

Alright, 4 for research, but the type varies. Any consensus? 2 for exploration, so that's up.
>>
>>36789626
>Other
First mission for the ghouls, go find more of the living and the dead. We need numbers.
>Experiment
Try your powers on them animals.
>>36789677
Why? The dead have no need for food, just let the leonin do whatever they did to find food before we got involved.
>>
>>36789799

Thralled animals! scouts need eye in the sky, boss!
>>
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>>36789761
There's always oldschool armor and weapons. Could look for mining and smithing.
>>
>>36789761
Bear zombies. They are way stronger than human zombies and are perfect for war. Also, if you hunt down bears the others don't form an army to retaliate.

>>36789820
>Why? The dead have no need for food, just let the leonin do whatever they did to find food before we got involved.
Did you miss the part where we are researching magic population boosting methods for the leonin? They are going to have a massive population boom.
Also, the land can support much more population if we move from hunters to herders.
>>
>>36789670
here naming up.

>>36789799
If no one else wants out ferals as workers again i'll change up Researching necroing animals.
>>
>>36789799
thanks, followed on twitter.
can you use it to announce future threads of necromancer civ?
>>
>>36789799
I'm up for exploring the ruins.
Bitches love ruins. And animals. The swamp holds many secrets...
>>
>>36789876
>Armor up your zombies
oh, nice. Especially if we mummify them first. Maybe slather them in some "anti rot potions" (formaldehyde) for further longevity?
>>
>>36789888
I'm all for animal zombies brother, I just want to have the infrastructure to assure usefulness and durability for the moment we'll have them. A zombie bear is good, but a zombie bear on necrosteroids is great
>>
Rolled 34, 67, 25, 77, 93, 5 = 301 (6d100)

Alright, rolling 3d100 to Research de-feralization, and 3d100 to explore the western swamps/jungles.

The 12 research leonin will be assigned to automatically research Zombie Animals.
>>
>>36789876
We have to find the resources first, and our best shot would be near the Goblin holdings. First we crush/enthrall the greenskins, then we armor up as best as we can.
>>
>>36790016
>Research: 67/100
>Explore: 93/100

This lot is very good at exploration.
Writing...
>>
>>36790016
So we make some progress on the ferals and The Ruins are abandoned and easily ransacked for research material?
>>
>>36789959
Ok. I like the way you think.
>>
File: space marine.jpg (1.43 MB, 1927x1550)
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>>36790017
>Greenskins
Forgive me brother but I was in the neighboring sector and couldn't help but hearin-
Oh. Nevermind, I'm in the wrong place.
>>
>>36790037

Exploran!
>>
>>36789888
I guess I did....we should just research into gaining more undead or strentghing the ones we have instead of upkeeping the living.
>>
>>36790017

The Goblins even live in a place called the Iron Hills.

Sounds promising enough to me.
>>
Having heard about these mysterious ruins in the jungle, you call out the old search party and bid them go back, searching farther into the depths of the jungle. The search captain takes another leonin and 10 ghouls, setting off.

Your head of research, Ekal Brighteyes, returns with news. They have pored over many of their traditional lore and cultural writings, and discovered a mixture referred to as the "love balm."
Recognizing your prepubescent innocence, he coughs and says it will allow them to produce a new generation of leonin more quickly. You will have to assign at least two leonin to the task, though.
Although you wonder why you couldn't just have one leonin do it, you agree and send him on a new task: researching the possibility of zombifying animals.
He nods, and returns to the temple.

>2 leonin assigned indefinitely to the world's favorite past-time. An even number of leonin can be added to this ask at any time.

As the leonin busy themselves studying the dead, you cloister yourself away to study your living members. Feral beasts are useful, but only so much. You've got more use for these leonin as workers and scholars than as warriors currently.

>67/100

Your frequent studiousness is rewarded, and you soon discover that, based on your old findings of how sudden influxes of mana contaminate the brain and twist the body, you can drain some of that excess mana from these beasts. It will allow them the chance to learn and exist within your evil society, but their bodies will be stuck as lurking beasts. Still, at least you'll be able to hold a conversation.

>cont.
>>
>>36790276
Emerging from your residence, you find the search party awaiting you.

>93/100

The captain beams with success, and explains to you the discovery of a great cache of gold and silver within the chambers of an old temple. His ghouls brought back a couple bars, but a concerted effort could return even more.

>Minion action added: Head to ruins (explore, loot)

He also describes runes and glyphs along the walls, hinting it used to be a city of Celian elves. They seem to have left a good while ago, but didn't take anything with them. You're not a history buff, but if it means new tomes to read and new technology to use, then you're happy.


You have 12 regular leonin, 12 feral leonin and 43 ghouls idle. 12 leonin are researching (Zombie Animals will be completed in two turns) 30 ghouls are on patrol. 6 leonin are hunting.
Minion Actions:
>Explore (direction)
>Head to ruins (explore, loot)
>Scavenge
>Research
>Other

Personal Actions:
>Alter Thralls (un-feralize, make feral, semi-feral, etc)
>Experiment
>Assign duties
>>
>>36790131
>we should just research into gaining more undead
Researching animal husbendry IS researching gaining more zombies
Method A:
1 - Domesticate herd animals for food production
2 - Domesticate predators, feed them herd animals
3 - Turn the dead into zombies
Method B:
1 - Research magic accelerated breeding
2 - Domesticate herd animals to feed a very large population
3 - Turn the dead into zombies

>or strentghing the ones we have
ok, that does not benefit directly from animal husbandry research (although indirectly, having more populace will result in more science being generated. but its along term project)
>>
>>36790276
>2 leonin assigned indefinitely to the world's favorite past-time. An even number of leonin can be added to this ask at any time.
that is rather odd. Normally the entire populace is involved in that, and doing so does not prevent them from doing their other duties (except for when the females are at late stages of pregnancy)
>>
>>36790431
Minion action: Explore ruins again any no explorers added in 50-50 to hunting or lovebalm

Alter Thralls: Unferalize we need more worker and they can free up hunters.

>>36790473
they are likely making whoopee to make the balm.
>>
>>36790431
Head to ruins, this is now our new base, forest full of food, secluded, new tomes, and plenty of thrallafiable animals. Careful though, doesn't mean its not booby-trapped
>>
>>36790431

Personally go to the ruins to study glyphs/ runes.
Try to locate corpses or a semblance of a cemetery in the ruins and revive them.
As for research, how to spread infection memetically.
While there, loot.

Also what's the exact amount that we looted at the ruins?
>>
>>36790491
Needs to be cleared out first. Also if the elves come back we're fragged. Hold off til we can hold it easier.
>>
>>36790431
Explore and loot the ruins. Focus on knowledge - libraries and personal rooms rather than storage rooms of gold.
>>
>>36790442
True, also we should just have them for researching and teaching them necromancy, no need for leonin warriors. IMO
>>
>>36790491
That is not a good idea. Settling it as a second city eventually would be a good idea once we have the pop. But there is no benefit in moving the entire leonin population there.
Moving there ourselves is also a bad idea since we are using 24 leonin as researchers, meaning we share tomes/equipment with them

>>36790514
Agreed. Although some people would need to direct the zombies in battle for max efficiency. And some people are incapable of research (although can probably still do something useful)
>>
>>36790431
>Head to ruins (explore, loot)
explore and loot
>Other
Start teaching the leonin necromancy, maybe start a school.
>>
>>36790473
Certainly, these ones are just doing that in particular. Makes it go quicker, and you can always un-assign them.
Also, didn't mention that at current rate the next generation (amount determined by 1d30+10) will be born in 15 turns. More pussies pounding that pussy = more leonin babies.

>>36790499
Elves left centuries ago. I don't think you'll have to worry about them returning.

Alright, 4 for explore/looting ruins, and 1 for Unferalize. Any other votes?
>>
>>36790431
>Research
Animal domestication

>Alter Thralls
un-feralize
smarter minions = better minions.

Also, it occurs to me that we need a name for ex ferals. Since they have a feral body but a mostly clear mind, the process of feralizing and then deferalizing can be used as an upgrade for dedicated warriors (depending on how much intelligence is lost in the process)
>>
>>36790594
Blood Hunters
>>
Rolled 2, 62, 10, 87, 55, 67 = 283 (6d100)

>>36790594
Talk has been made of a caste system based on 'ferality', feel free to suggest some caste names!

Alright, rolling 3d100 for explore/loot, and 3d100 for de-feralizing. This means that Octavia will not be present for exploring, of course.
>>
>>36790594
Ascended :*)
>>
>>36790646
So not much progress with the ruins, but our guys get their brainpans un scrambled?
>>
>>36790646
>Explore: 62/100
>Alter Thralls: 87/100
3d100 seems almost TOO consistent! I may switch to 2d100.

Writing.
>>
>>36790561
>Certainly, these ones are just doing that in particular. Makes it go quicker, and you can always un-assign them.

I propose then that on every turn, any "idle" leonin will automatically be assigned to making more leonin.

Actually, we need to also find a use for idle zombies to prevent waste.
Some ideas I have
1. bee keeping (honey lasts for practically ever and is a trade good). Won't die out without constant care. But I am not sure zombies are smart enough to harvest them without damaging the hive.
2. mines. can always use more labor. (don't have any yet)
3. Cash crops - this one is a problem because first, we have nobody to trade with. and second, crops WILL rot if not harvested in time.

so... really, I think only idea 2 is valid-ish

>>36790617
nice
>>
>>36790703
Can always do average of 3
>>
>>36790657
I think that should be for vampires or lichs.

>>36790703
we are just having a string of good luck again.
>>
The fallenpride? The pridefall? Lankies? Kenyanrunners?
>>
>>36790730
>I propose then that on every turn, any "idle" leonin will automatically be assigned to making more leonin.
That'd make most sense.
>Bee keeping
But we don't have bees...
>Mines, cash crops
See above.

>captcha:eldar
No, reCaptcha, this is a fantasy civ quest.
>>
>>36790755
Are vampires allowed or do we not follow the civ page? Since they're their own race there.
>>
>>36790730
doh, I am silly. CONSTRUCTION.
Idle zombies should automatically be assigned to construction. there is always stuff to build (walls, more walls, MOAR walls, houses, palaces, towers, palisades, spike traps, moats, artificial rivers, irrigation, housing, fences for the cattle, etc)
>>
>>36790730
2 seems the safest choice, have the "idle" zombie automatically mine or hunt/gather
the "idle leonin for baby making or learning necromancy
>>
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>>36790772
>No one will ever make a civ 40k version image
>>
>>36790796
This aswell
>>
>>36790777
the leonin are their own race too. and we intend to enslave the goblins and humans which are their own races as well. The difference is that rather then being vampire civ, we are undead civ which just happens to use vampires in certain roles.
>>
>>36790803
>2 seems the safest choice, have the "idle" zombie automatically mine or hunt/gather
Yea. mining and construction are about the two things I'd trust idle zombies to do.
I figure that once we unlock mining, we can come up with a split (like, 50/50 or 100/0 or 20/80) on how to split idle zombies between construction and mining. Until then. Put 100% of idle zombies on construction duty. We then dip into it for zombies when we do something specific (eg, go to war, loot a ruin, etc)

>the "idle leonin for baby making or learning necromancy
Why not both? automatically being split up/alternating the two so they all get
>>
>>36790772
Do we have the wurm doing anything? How big is it anyways?
Lets have it grow by consuming more or try to reproduce the wurm.
>>
>>36791029
You just want to get laid.....

>>36790920
Sounds good.
>>
>>36791029
its a zombie wurm, I don't think it can reproduce. Any growth would have to be abomination style (so that might actually be doable, although I doubt its automatic on consuming food).
we might be able to make more with the right research though. so lets add it to the list of things to research.
>>
>>36791141
We just accidentally raised it, it must have been dead for a while. But these large worms are probably native to the swamp. Maybe we could lure living ones and contain them somehow. Start a breeding program.
>>
You wake up the next morning, thoughts of lost kingdoms and hidden knowledge filling your dreams. The mysterious ruins in the jungle fascinate you greatly, and you want to discover what secrets they hold.
Jzarma Thicktail, captain of your search party, is sent with 30 zombie and 4 leonin to the ruins once more, this time with instructions to retrieve any tomes or steela they find for you to study.

With the party setting off once more, you set about the current issues of the town. Gathering together all idle minions, you work out how best to divide them.
To the 43 idle ghouls, you direct them to your last stockpiles of stone taken from the wastes, ordering them to extend the temple to house more books and codices you expect from the ruins.
To the regular leonin, you simply command them to go make more babies, as fast as possible. Though the implications of this statement are lost on you, they nod eagerly and head out of sight.
Left now are the feral leonin. Hmm...

You've said before, they're little use in their current form. Gathering them together, you try to remove the clout of black mana from their feral brains.

>87/100

With a closing of your palm, the magic seems to flow out of the leonin before you. They remain under your command, but now their minds are able to learn, receive orders, and act in more mental roles. They still can't research or experiment, but they're at least able to hold a conversation.

>Gained: 12 Wildform leonin.

>cont
>>
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>>36791054
ya caught me. A wurm gotta do what its gotta do for some ass.
>>
>>36791228
Sounds sensible enough.

.... or if we can develop scrying magic, maybe we can scry for wurm corpses and then travel there to animate them
>>
>>36791238
Ah, its all coming together nicely.
>>
>>36791249
Figured as much....
>>36791238
How fast are the wildform ferals(tentatively Bloodhunters) compared to regular leonine? Cause if they are faster by a good degree they should scout the goblins and Sirren and patrol our lands.
>>
Could you amazing people post the archive content in the opening post. Makes it easier to catch up on.
>>
Having seen to it that the Wildforms are able to talk and perform mundane tasks, you send them off and return to your abode.

>62/100

There you meet Jzarma once more. He has brought five heavy crates, filled with approximately 8500 [currency]'s worth of gold. He also brings four steelas, covered in indecipherable glyphs. Storing the gold in your residence and the steelas in the temple, you dismiss him. It's time for bed after all.

-------------

And so it is for me. I won't be hosting tomorrow, but you can check https://twitter.com/Questeros for updates on the next quest.
This thread is archived on https://archive.moe/tg/search/subject/Necromancer%20Civ%20Quest/, but sadly is missing the first one. That can be found here: https://archive.moe/tg/thread/36726607/.

Goodnight folks!
>>
>>36791614
Thanks for running. We're cooking with gas now.
>>
>>36791614
Until next time, night GM
>>
>>36791614
goodnight, thanks for running
>>
>>36791614
Why do I always come to these late :'(
I was heron the soggy in last thread, hoping to follow closely from now on
>>
>>36792104
First thread*
>>
>>36791614

The first one was tagged victarian mortas.
>>
test



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