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File: 1392683804306 - Copy.jpg (2.64 MB, 2002x4091)
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Three votes determine race.

After race is determined vote for starting place.

Go
>>
File: 1392683804306.jpg (4.11 MB, 2002x4091)
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>>37991793
The crossed with red races will be only available as NPCs.

Here is clean version of OP pic
>>
>>37991793
>>not allowing insects

FOR THE QUEEN
>>
>>37991849
Bump
>>
I;ll be leaving soon, but I vote orcs in the mountain.
>>
>>37991922
:D my first civ was island orcs and it is on hiatus

if you guys choose we can start from where it ended


Part 6: http://suptg.thisisnotatrueending.com/archive/30562987/

Part 7: http://suptg.thisisnotatrueending.com/archive/30868705


It is an Island Orc Civ
They were in the process preparing to fend off a human invasion.
>>
These things are always hard to start. I have a bug thread and a robot thread currently on pause, I know your pain.
>>
>>37991984
i forgot part 8
>>
voting for skaven in manawastes[\spoiler]
can we be slaves of vampires/ cultists of demons?
>>
>>37991849
There is already one going with insects.
>>
>>37992094
i want to play a horde of cowards, trying to keep their shit together, while trying to survive the megalomaniac agendas of our masters
>>
Goblin
>FOR THE PRECIOOOUUUUUS
>>
>>37992090

twice
http://suptg.thisisnotatrueending.com/archive/33292534/

>>37992094
Yes they can if enough people vote for it. But it won't go easy on you :D if you choose that.

1 Skaven
1 Orcs
1 Goblin
>>
yah im down with skaven manawastes
>>
>>37992118

Thirded.
>>
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>>37991793
Yeti with either mountain or tundra. Because currently it is winter and it's freezing cold.
>>
>>37992104
Yeah, mine.
>>37850298
>>
>>37992128
>>37992118
>>37992094


Writing it up
>>
>>37992156
bugger, oh well Skaven in mana wastes seems like a fine choice. Even if it seems to be exactly the same as they are in Warhammer Fantasy.

Oh well, I'll stay and participate, hopefully get Yetis next time. I totally imagine a pixel picture of yeti army as an army of the ski free snowmonsters.
>>
>>37992138
You are a pack of skaven who got enslaved by a demonic cult. The cultists currently are reading you aross the mana wastes searching for a suitable place to cast their ritual.

You are 30 in number.
You have nothing except rags and the chains that bind your hands.

The cultists are running low on supplies. Most of the rats are starving. Every time a ratman dies the cultists make the other skaven to eat him in order not to waste supplies.

One of your more attentative skaven overhears that the cultists are getting desperate in their search for a site to cast their ritual.

You all know that if you don't do something your tribe will suffer a fate worse than death.

Actions 1
A. Wait for an appropriate time to strike at the Cultists. (requires a roll)
B. Continue on. Try to gather up your strength for when the time comes.
C. Other (specify)
>>
>>37992241
>A, we wait to strike
>C, attempt to talk to other skaven, try to see if any know anything that could be useful to the upcoming fight
>>
>>37992241
>B. Continue on. Try to gather up your strength for when the time comes.

Just get everyone ready for the strike, wait until they find a place for their ritual and get distracted.
>>
>>37992241
Those 2 choices are kind of blurry

A is more of acting right now counting on surprise

B is more like all the skaven plotting an organised fight.
>>
Rolled 66 (1d100)

>>37992241
Strike when possible, during the night with your brethren. You've been walking for so long and eaten so little.. you're grown a bit thinner.. the chains might be loose enough.
>>
>>37992241
>other
being cowards, we of course try to join the cultists, convince them that we want to serve in their ritual and then infect them with diseases to which we are immune/ kill them in their sleep/ have them kill each other
>>
>>37992331
Actually this
>>
>>37992138
I thought you ended it
>>
>>37992348
If you are going to talk about another civ go make a thread about that other civ and leave this one.

2 votes for Striking right now
2 votes for trying to decieve the Cultists
1 vote for waiting and gathering our strength for a decisive blow

first to 3 wins
>>
Deceive the pink pink men men. Slice Slice when confused. Yes yes?
>>
someone roll 1d100 for me

ON a

1-20 they see through the deception and kill the ones talking
21-66 you convince some the cultists to share supplies with you. You remind them that they can't cast rituals with dead people.
67-90 the increasingly deranged cultists start infighting with the others trying to convice them to free some of the ratmen.
91-100 They buy your ruse and free all of the skaven.
>>
Rolled 67 (1d100)

>>37992443
>>
>>37992464

Woo, minimum pass.
>>
>>37992464
GOOD!
>>
>>37992464

C- Whatever, still passes!
>>
>>37992464
Well done.

The cultist covenant is split. Half of them want you to join them the other half is strictly against that. The lunacy of the ones you decieved prevails and they take make the first strike. They cultists are infighting

What do. Actions : 1

A Try to help the mad cultists
B Try to slaughter everyone in the chaos
C Try to break free and run
D Other (specify)

While the fighting is happening you notice you are not the only slaves

The cultists also managed to enslave some halflings. The halflings are scared and don't do anything.
>>
>>37992575
A Try to help the mad cultists
>>
>>37992599
this
>we are satanic mad rats now
>>
>>37992575
Wait until they are a both worn down then help the mad cultists and if all goes well then kill them as well when they are tired.
>>
>>37992575

Kill half now, can kill others later. Fight with pink skins.

Get trust. Poison later.
>>
>>37992640
>>37992635
>>37992614
Your combined forces manage to defeat the still sane cultists

Roll 1d100 for success though

1-15 The cultists are defeated but you lose 2/5 of your forces while the mad cultists lose only 1-2 cultists. The hobbits run away.

16-75All the sane cultists are killed. Some of the hobbits die as collateral damage. you lose only 1/5 of your rats. Depending on roll we see how many mad cultists are dead.

76-100 The cultists slaughter eachother. 1/2 of the remaining cultists are dead. The hobbits are shitting themselves and not doing anything out of fear.
>>
Rolled 35 (1d100)

>>37992690
>>
The cultists use fireballs and shadowbolts fighting eachother. Some of them summon minor familars to burn the robes and poke the eyes out of the ones they fight. In all this chaos some of your rats get freed by one of the madmen. They quickly swarm them sane cultists and kill them all. Some of the familiars turn against their masters while others start gnawing at the hobbits.

Only 5 rats die. 6 cultists out of 15 madmen die. 7 hobbit slaves out of 29 die.

Now that you are free what do we do. Actions 1

A. Continue on your journey to find a suitable magic site to cast the ritual.
B. Wait for the appropriate time to slaughter the madmen.
C. Other specify
>>
>>37992776
>A. Continue on your journey to find a suitable magic site to cast the ritual.
>>
>>37992788
Second

But also have some able-bodied rats carry some corpses for a post-ritual picnic.
>>
>>37992815
shouldnt we directly eat everything that died?
>>
>>37992815
>>37992788
Third but I say leave the bodies we do not need them. Eat now if we must but do not carry this "dead weight".
>>
A1 Do we leave the bodies.
B1 Do we try to eat as much as we can and take some with us
C1 Do we take the bodies.

Regardless of the choice i want a 1d3
>>
Rolled 3 (1d3)

>>37992903
B1 we try to eat as much as we can and take some with us
>>
>>37992948
>>37992948
this one requires only 2 votes for confirmation

(so minimum 1 moar)

Also in 20 minutes I will have to go out

Will be back in a couple of hours though.
>>
One of your skavens gets his hand on the body of a cultist and eats him. While digesting him he starts seeing strange things he never noticed before. For him the world is a different place now. He recognises the flow of energy in the mana wastes. He looks at the other bodies of the cultists and finds out that there is some residual magic left in them.

He orders some of the halflings to carry the cultists bodies for him. They squirm and take them on their shoulders.

1 magic sensitive rat gained.

You can guys decide on a name before I return later today.

Now having these new abilities the rat manages to guide the group with greater determination to the place they seek.

On two occasions scouts come with the news of strange markings in the earth. They think it is pack of beasts stalking the wastes.

24 rats 9 cultits 22 hobbit slaves

some daggers and spears 4-5 swords.
cultist robes

Rations for 6 turns ( including the bodies)
Chains

3 carts and 3 horses. 1 of them is full of bodies the other is full of food the third is carrying the camping gear and belongings of the cultists.

Tech none
Buildings none
Weapon grade - basic
>>
>>37993162
OK so it is clear we need to find a place to settle at least for the night, we do not want some horrific mana crazed mutant beasts to tear us apart at night.

We need to find either an abandoned settlement or a cave or a hole where we can spend the night.
>>
>>37993314
this
>>
>>37993314

A cave, dark cozy, warm. A building, anything other than open open. Yes.
>>
>>37993314
>>37993449
>>37993743
I am back

In the area you are guys there are no caves. It appears that as you get closer to the site the cultists and the magic gifted ratman seek the tracks get more frequent.

Some of the rats start suggesting to the gifted rat that they should leave this cursed region and find a more habitable zone.


5 turns of food.

Also you guys can come up with a name for the magerat

2 turns remaining until we reach the magic site.

Actions 1:
A1 Send rats to explore and find a cave in which to settle.
B1 Continue on to the magic site.
C1 Backstab the mad cultists while they sleep and leave
D1 Other specify
>>
>>37994249
I'm really wanting C1. Ain't prepared for this and sounds like an easy way to die. We have no tools, no equipment no weapons no nothing. Feels like suicide going much farther.

Come back when ready guys?

>C1
>>
>>37994342
I would also like to note that in this setting races are not with their default alignments.

Actions define the alignment not general fantasy rules.

You guys decide what we will be but just to let you know you can play these ratmen as good guys if enough people vote for good actions.

This is just fyi. We are not stuck with the cliched alignments of races so if you have ideas to not be normal skaven like in WHFB feel free to voice them.

At this point we are a clean slate.
>>
>>37994452
good to know I suppose.

We'd still kinda be doing the world a favor murdering those nuts in their sleep before they unleash some kind of hellish manabeast swarm.

I just feel like we're seriously underequipped to try and pull this off.

And that maybe everyones gone since you took that random break/left to do IRL things stuff.
>>
>>37994249
>B1 Continue on to the magic site.
>>
>>37994496
Yeah somethng urgent came up and I had to go..

I am back and when we get enough votes we will continue.

I can say that all we have are some makeshift weapons and some small stones. We are currently wearing some old rags and the robes of the dead cultists.

We have some tents and 3 carts with 3 horses tho. And some tools for making camp

23 clanrats and 1 ratman mage who knows no spells.
>>
>>37994653
Yeah given the skavens middling melee ability we'd have to walk a very careful line in the wastes or settle near it and use the area as a site of magic research and enlightenment/damnation.

I don't wanna abandon it but it feels like we're walking into a slaughter house wanting rat burgers.

Also semishameless bumping. We could use some players/second opinions.
>>
>>37994653

i will put this on slow moe until people show up

2 votes to confirm action.
>>
>>37994249
>C1
WE HAVE BEEN SLAVES FOR TO LONG THE TIME FOR ACTION IS NOW!
>>
>>37994249
>C1
Like, zoinks, let's get out of here!
>>
>>37994249

C1, Freedom!
>>
>>37995072
>>37995137
Well that settles that I guess.

Now we just gotta wait for OP to come back. Think 4 players is enough to run a fairly decent game.
>>
>>37995215
How did I fuck my name up so badly?
>>
>>37995137
>>37995072
>>37994342

Listening to the voices of the other rats the magerat comes up with a scheme behind the backs of the cultists. At a gathering he called up he does the signal for attack and your 25 skaven overwhelm the cultists.

1d100 roll pls

1-20 the cultists all die but inflict heavy losses on you
21-50 some 4 rats die
51-80 3 rats die
81-100 no rats die
>>
Rolled 6 (1d100)

AHHH-CA-CA-CA-CA!
>>
Rolled 79 (1d100)

>>37995305
dice time! Best of three or hardcore mode here?
>>
Rolled 57 (1d100)

>>37995305

Rolling in case it's best of three.
>>
>>37995326
Also guys i a giving you 2 starting fatepoints

every 15th turn one of the fates refreshes

If u want to use them say :D

1 fate point = 1 reroll
1 fate point burn = 1 roll taken with max crit
>>
>>37995365
We should reroll.
>>
>>37995394
Seconded
>>
>>37995365
Totes burning our fate point on this. I'm not taking a 6 and this is what they were made for!
>>
reroll
>>
Rolled 58 (1d100)

>>37995365
Well, then let's get on with it. I made the first roll, so I'll take the dishonor of the reroll.
>>
>>37995564
Better! Only lose 3 rats, and Skaven are prolific.
>>
>>37995564
With your rats swarming on the cultists like a wave of teeth and claws the surprise is full. The mad warlocks have little time to react and only 3 of them manage to take one rat each with them, while they gag and drown in their own blood. They quickly die off to the numerous wounds the horde of rats inflicts upon them.

We now have food for 10 weeks.

We also have 22 hobbits

What do we do.

A1 Continue on to the magic site
B1 Send scouts to explore for a place to settle in the mana wastes
C1 Pick a random direction and leave
D1 Other specify

Also what do we do with the hobbits.

Free them ? Eat them ? Re-enslave them ? Other ?

21 rats remaining
3 horses 3 carts
22 hobits (status undecided)
tools for making camp, tents.
>>
>>37995668
I'm totally okay with
>C1

I'd rather settle next door to the wastes to tap its potential instead of living right in it. As for the hobbits I'd rather just send them off we got enough trouble as is. Unless we have any benefits from a dual race co-op?
>>
>>37995668
>C1 Pick a random direction and leave.
Re-enslave the hobbits.
>>
>>37995668
B1, we have to find a good place to settle.

As for the hobbits... We are masters now, I say we enslave them. We need somebody to work for us.
>>
>>37995701
Agreed
>C1
If we re enslave the hobbits we show that we are just as bad as are former masters.....i say we eat them.
>>
>>37995784
Enslavement versus cannibalism. It sounds like a choice between Lawful Evil and Chaotic Evil. I think we should keep the hobbits as slaves, and style ourselves Neutral Evil.
>>
>>37995742
so c1 and re-enslave the hobbits ?

OK
The (nameless) ratshaman decides to smell the flows of magic and decides to go in a seemingly to everyone else random direction. as.

someone roll 1d5 pls
>>
>>37995727
>>37995742
Slaves tend to be bad idea and management hell in my experience. They'll rebel eventually. I'd say either free them, cooperate for a benefit or just tell them to bugger off or get stabbed.

I don't wanna have to deal with constant slave rebellions if the dicegods hate us.
>>
>>37995884
We should be Neutral Evil... We enslave them. A chance to live. If they probe to be trouble, then well, I'm sure skaven won't mind eating hobbits.
>>
Rolled 4 (1d5)

>>37995881
I will halt the discussion prematurely by rolling. You can free the hobbits later, if you wish.
>>
>>37995668

Hobbits. They're food on the hoof. Keep them around until they're not useful or we're hungry. Yes, nice tasty plump hobbits.
>>
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>>37995984
THEY ARE NOT FOR EATING
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>>37995921
Long weeks pass and the Skaven and Hobbits leave the mana wastes behind. Slowly the ground changes to a more fertile looking soil. At the end of the long days you arrive at the edge of a cliff. The Skaven shamanrat (now holding an improvised walking stick with the skull of a human warlock upon it stands on the edge of the cliff and looks far into the setting sun. It appears that you have reached a canyon.

The rats see a river on the bottom of the canyon. There are trees of shade and green grass growing all around the bottom. Some of the hobbits break down crying. Even the rats look happy.
What do we do.
A1 Explore the area more. Hunt for food
B1 Rush for the river and settle there.
C1 Camp here.
Other specify?
>>
>>37996060
>A1

We'll figure it out from there. the river could be a deathtrap for all we know. or already claimed, we don't have the numbers for a war yet.
>>
>>37996060
A1. Gotta know about our surroundings.
>>
>A1
Lets be cautious about this.
>>
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>>37996113
>>37996111
>>37996088
sec drawing a map.

also give me a 1d100 roll

1-5
6-50
51-90
91-100
>>
>>37996157
64
>>
Rolled 2 (1d100)

>>37996164
oh thats cute.

>>37996157
Giving you a real one OP hang on
>>
>>37996185
Well fuck. I guess thats what we get for >>37996164
trying to be a big fat liar.

This'll hurt. Dice are not kind in this one so far.
>>
Rolled 29 (1d100)

>>37996157
Rolling then
>>
>>37996200
Sorry I'll try to be less of a noob next time.
>>
>>37996157
>>37996185
I wouldn't mind it if we ended up like, on the edge of the manawastes or something... still hard mode, but not AS hard mode as it were?
>>
>>37996060
if we settle, are we still close to the mana wastes? the cultists said good ritual places are there, we might want to stay close to it
>>
>>37996255
We are a week or more away from the mana wastes.
>>
>>37996255
We're still pretty heavily in favor of that yeah. Its a good resource/magic site but my god fuck living INSIDE IT. Just noping right out of that.

Distancewise we're practically nextdoor to it anyway. But far enough hopefully whatever nightmares live in it wont come after us for awhile.
>>
>>37996164
;D
i take that this time

besides nothing bad would have happened.
one rat getting lost or something.

Some of the rats sneak down the valley to explore. They find hares and birds and kill as much enough to last 2 turns. They see that nobody is at the bottom of the canyon. Only wild animals. They fear going further away because they think the other rats might abandon them. After a couple of days they return to the group witht he good news.

A1 Settle in the cayon.
B1 Continue down the river
C1 Continue upriver.
D1 Other Specify
>>
>B1
>>
>>37996296
A1 Settle in the canyon
>>
>>37996296
>A1

This is a pretty good location honestly. high cliffs, a river running the bottom.

You can get helly comfy here.
>>
>>37996296
A1 but i think we should check out the river asap
>>
>>37996373
I agree. One of our first actions should be to build two canoes and send skaven exploring upriver and down.
>>
>>37996407
First we need to setup shop. choices choices choices. Hell we could literally burrow into the cliffs for shelter after awhile.

Rather go exploring after we know what our food supply looks like or put down some more permanent food sources via farming/ranching shenanigans.
>>
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>>37996164
Seriously,I laughed my ass of when I saw that :D . Some big balls there m8


The shaman orders everyone to proceed down into the valleys and set up camp there. Everybody is happy that their long journey has come to an end. All the tents are risen and all goes well.


Food remaining 5-7 turns.

Camp: Tents.3 carts 3 horses
Tech:


A Explore.
B Try to breed. (consumes double food)
C Train Militia
D Build (specify) (needs resources)
E Research
F Hunt
G Other (specify)
>>
>>37996515
>F

We need more food. Let's build up our food supplies.
>>
>>37996515
>A
Lets check out that lake.
>>
>>37996515
>A
Knowing our environment is key.
>>
>>37996515
>A Explore
Build two canoes and send parties of skaven exploring upriver and down river.
>>
>>37996515
are the tents durable for a view turns?
do the hobbits know how to do agriculture? if so, let them do this, but dont give them dangerous things.
>captcha: axted
>>
>>37996515
Right I'm gonna be the annoyingfag and ask how you're going to run this now that we've gotten past your starter quest OP.

How many actions do we get?
Will population rise on its own over time or do we actively have to choose B to increase population?
How do you wanna run research?
How will tech tree roll out or have you even thought on that yet?

Sorry but I'd rather know these things now instead of having to argue over things we don't know later. Yeah I'm the pansy who reads a manual and ask for directions if I'm clueless

As for actual vote this round.
>F lets see the wildlife and have fun killing it for fun and profit!
>>
>>37996658
Indeed, can we greatly increase the pace of the game now? I think it would be best if each turn covered the span of an entire year. To do that you should also allow us to take multiple actions each turn. Eventually, we should have our population be greatly increased. This is, after all, a game modeled after Sid Meier's Civilization.
>>
>>37996658

The Scouts return with news that they found some strange plant. One of the hobbits overhears this and states that this is a plant named corn which can they used to grow before they were enslaved. They explain that they managed to cross the river because they found an ancient bridge going over it. They don't know who built the bridge though.

Also they found a place full of hard mud. One of them took a handfull and put it in his rags. going back he fell into the river by mistake. Upon coming out he discovered that the hardened earth was now able to be molded ( don't know the word).

Corn and Clay resources discovered.

22 Hobbits
21 Skaven

actions 2 One for hobbits and one for the skaven

A Explore (where)
B Try to breed. (consumes double food)
C Train Militia
D Build (specify) (needs resources) (also needs architects if it is complex)
E Research (what)
F Hunt,Farm.Gather resources (specify)
G Other (specify)

Special Characters : Ratshaman ( needs name)
Spells: none
Can sense magic
>>
>>37996826
Hobbits - farm corn
Skaven - try to breed
>>
>>37996826
>A Skaven explore the other side of the river
>F Hobbits farm corn
>>
>>37996826
Ratshaman is hereby named Chagnaw
>>
>>37996826
Hobbits - F, farm corn.
Skaven - A Explore west.
>>
>>37996826
So we've discovered a crop and clay neat.

If the hobbits are good for it planting the corn will help the food issue out. Hell maybe if they do well enough they can crawl out of slave status. But thats probably a research topic. OP's call.

So I guess proper format is

>F Hobbits grow corn on the cob
and
>B Skaven breeding
because what the hell lets see what being exceptional breeders can do us.

>>37996908
Nah he needs better. something fitting. Corpse-Gnaw? He got his shamanic powers from devouring the corpse of a cultist.
>>
>>37996932
Mage-Devourer?
>F grow that corn hobbits.
>B rat sex
>>
>>37996932
Mengnaw because he eats Men.
>>
For next turn I suggest

Research Clay conversion to and primitive pots and possibly building material, kinda like sandcastle not ceramics or bricks yet.
>>
>>37997003
Yes!! Mengnaw devourer of Magic-Men.
>>
>>37997004
Well the map shows a few wooded areas. though the canyon is mostly grasslands and fields.

Am I crazy for wanting to see how hard it would be to burrow into the canyon walls and live there to maximize farmspace?
>>
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>>37996826
The 2 scouting groups gather and draw a more detailed picture of their area to the Ratshaman.

He is happy with their information and bites them on the ears to make them stand out from the rest.
2 Scout Rats gained. They are good at sneaking and scouting.
The Ratshaman( 3 votes decide his name :D) tells the hobbit who said he knew the seeds to plant them and produce food from them if he wants him and the rest of the hobbits to stay alive.
To the rest of the Rats he says. To breed him some more followers and they happily oblige. The ratmen and ratwomen do the naughty.

Someone roll 1d22 for ratbabies


>>37996890
They already did. Now they need some (2 turns) rest.

Tech: Basic Farming, Basic Resource Gathering
Buildings : Tents
Tools : some camp making tools, 3 tents 3 wooden carts
======
Actions 1

A Try to breed. (consumes double food)
B Train Militia
C Build (specify) (needs resources) (also needs architects if it is complex)
D Research (what)
E Hunt,Farm.Gather resources (specify)
F Other (specify)
G Explore ( in 2 turns)

======
Special Characters : Ratshaman ( needs name)
Spells: none
Can sense magic
>>
Rolled 19 (1d22)

>>37997132
Rolling for breeding

Two votes for Mengnaw so far, one more needed
>>
>>37997132
>D Research (Stone Tools/Weapons)
We got like jackshit to work with here. and what we do have is going to rust away eventually.
>>
>>37997132
D Research toolmaking and weaponmaking
>>
>>37997132
>D Research (stone tools/weapons)
Next turn we should try and build some more shelters
>>
Rolled 3 (1d20)

>>37997190
>Mengnaw
and that's the third.

We need to farm though. so E. We really need to build up our resources before breeding. Then maybe we can do some digging, build some hobbit/rat holes you know? But first, we MUST have a steady supply of food. Get that corn growing. Corn's a dry type of food, so we probably want to plant it AWAY from the river, since it's very easy to drown corn. I'm surprised it survived over there... must be a very shallow river?

Anyway, point is. Food first. Don't bump up population with a fast breeding race unless you have a decent food backlog.
>>
>>37997291
also we should imply that useful hobbits get freedom and citizenship. Useless hobbits get to sleep outside. in chains... possibly within flooding distance of the river.

Carrot AND stick.
>>
>>37997291
It looks like we're just going to assign the hobbits to permanent farming duty. We won't have to worry about food anymore and we can spend our turns doing other things from now on.
>>
>>37997308
Agreed, sure we're slavers but we're slavers that reward good behavior.
>>
>>37997198
The rat orgy is a great success and Ratshaman (1 more vote to confirm Mengnaw) is very pleased

19 rat babies are born. 4 turns until they mature enough to be able to work.

The Halflings(hobbits) manage to plant the seeds but expect them to start continuous yield after 2 turns.

We are getting low on food

2 turns of food remaining.


Mengnaw asks any of the rats for ideas. The 2 scouts tell him that the sticks they found on the ground can be used to hunt down animals. The other one suggest that they find a way to hold a chissled stone on a stick in order to make a weapon with which to fight.

Basic Stone tools and weapons discovered.

Still need resources to make them though.

Actions. 2 ( 2x10 rats)

A Try to breed. (consumes double food)
B Train Militia
C Build (specify) (needs resources) (also needs architects if it is complex)
D Research (what)
E (one of these)
Hunt
Farm (help the hobbits)
Gather resources (sticks,stones,clay)
F Other (specify)
G Explore ( in 2 turns)

Research: Basic farming, Basic stone tools and weapons,Basic resource gathering.

Special Characters : Ratshaman ( needs name)
Spells: none
Can sense magic
>>
>>37997379
>E Hunt
we need food badly
>>
>>37997379
C Gather sticks and stones and make hunting spears. (The actual hunting we be performed next turn.)
>>
>>37997401
>>37997428
I'd say these are perfect. we need to keep hunting until the hobbits come through on this. If its good maybe we can think about bigger things. And dealing with hobbits better.
>>
>>37997488
>>37997428
>>37997401

1d10 pls

1 Hunters don't manage to get anything
2-8 Hunters manage to get 1 turn of food
9-10 Hunters manage to get 2 turns of food

The other rat group manages to find enough sticks and stones to make 10 hunting spears.
Next turn with the help of Mengnaw they will be able to make them.
>>
>>37997602

Also a some excess stones and sticks were found.
If more rats help next turn there will be enough weapons for everyone.
>>
>>37997379
do we have to spend actions on magic or can we just assign the shaman to shaman duty?
>>
Rolled 4 (1d10)

>>37997602
>>
Rolled 3 (1d10)

>>37997602
if it doesnt work, we eat our weakest children
>>
>>37997639
You can assign Mengnaw to his tent researching and improving his powers. But it will take time because he will have to learn everything by himself.

>>37997661
>>37997650

The rat hunters set of into the valleys and start preying upon the small hares and other creatures. They manage to haul some decent meals but not enough to last much time.
Some of them wish they had better tools to hunt knowing that it would have given them a higher yield if they did.

1-2 of the hunters went to the river shore and discovered that if they are silent enough they can catch some small fishes if they are fast and sneaky enough. The fish are a new taste to the rats.

Fishing discovered.
>>
>>37997379
Once we build up some food stores, we should probably build a smoking hut. A place to cure the meat by lighting a fire under it and smoking it, drying it out into jerky. Not super tasty, but long lasting and we'll need it... also easy to build from clay and logs.
>>
A Try to breed. (consumes double food)
B Train Militia
C Build/Make ( buildings/weapons-tools) (specify) (needs resources) (also needs architects if it is complex)
D Research (what)
E (one of these)
E1Hunt
E2 Farm (help the hobbits)
E3 Gather resources (sticks,stones,clay)
F Other (specify)
G Explore ( in 1 turn)

Research: Basic farming, Basic stone tools and weapons,Basic resource gathering, Fishing

Food : 2 turns ( 1 turn until halfings finish the corn crop)
Resources: Sticks, Small stones ,3 horses. 3 wooden carts
Buildings: Tents, Corn Crop Field
Special Characters : Ratshaman ( needs name)
Spells: none
Can sense magic
>>
>>37997833
C Build weapons
E Hunt and fish
>>
>>37997833
D) Research Preservatives(salting/pickling) to help stabilize food

E1 Hunt
>>
>>37997838
2 for hunting and fishing

what about the other group ?

Should they make tools to make us more effective or should they research things that make our meats last longer.
>>
;_; sorry guys i am too slow with writing up things

1 more vote to confirm ;(
>>
>>37997954

longer meat
>>
>>37997954
tools
>>
>>37998127
Sorry I had to help shove a mower out of a ditch (seriously)

I say C Build weapons. smoking the jerky can wait till we start having a surplus.
>>
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>>37998127
The game is going very slowly. That is true. Civilization threads are supposed to be modeled on Sid Meier's Civilization. It shouldn't be necessary to spend an entire turn gathering sticks and stones. It would be better if each turn spanned an entire year. We would be able to accomplish more that way. We have spent several turns to accomplish what would be done in a single turn in Sid Meier's Civilization. Instead of hunting and gathering clay, we should be advancing into the Bronze Age, founding new cities, and fighting wars.
>>
>>37998257

Some of the rats make a few spears and give them to the hunters. With these new spears the hunters are now able to fish bigger and tastier fishes from the shore.

10spears,5 pickaxes and 5 shovels are produced.

(pickaxes can be used for mining and for woodcutting)

you have resources for about the same ammount of tools.

r1d10 for hunting

1 1 turn
2-7 2 turns
8-10 2 turns+ ?
>>
>>37998296
How about deal with or bugger off man. We're at a stage where we don't even have food for the year.

Seriously you're sounding like a crybaby at this point. golden rule of this shit:

>OP's thread OPs rules, even if their buttfuck retarded. Players hold the right to leave him if hes a total shitlord.

So either deal with it or exercise yo rights. Ya know. go play ACTUAL SID MEIERS CIV. Fucks sake its like less then 10 bucks online now or torrenting.
>>
>>37998332
it's been so long since i played a civ game i forgot how to roll
>>
Rolled 3 (1d10)

>>37998332
>>
Rolled 10 (1d10)

>>37998464
>>
don't fight guys.
Actually something like 4-5 months have passed since we settled in the canyon.

ratbabies mature for about an year.
Also crops aren't growing that fast you know.

Don't worry when we get to the fighting part you will wish we were farming fishing and researching.

>>37998464
put dice+1d10 into Options before u post


The halflings finish the farms and the first yield is taken. The corn crops can feed the halflings and produce 1 food each turn in surplus. ( can be upgraded with better tools) As of now we can survive solely on the corn crops but when the babies mature we will need more food.

2 turns until ratchildren mature

+++++
Research: Basic farming, Basic stone tools and weapons,Basic resource gathering, Fishing
Food : 4 turns surplus. Will start dwindling once ratbabies mature.
Resources: Sticks, Small stones ,3 horses. 3 wooden carts
Untapped resources : Claw, Woods, Stone
Buildings: Tents, Corn Crop Field
Tools: 10 spears, 5 pickaxes, 5 shovels

Special Characters : Mengnaw
Spells: none
Can sense magic, Can be sent off in the wild to get attuned to magic better.
++++++=++
Two Actions (2x10 rats)

A Try to breed. (consumes double food)
B Train Militia
C Build/Make ( buildings/weapons-tools) (specify) (needs resources) (also needs architects if it is complex)
D Research (what)
E (one of these)
E1 Hunt/Fish
E2 Farm (help the hobbits)
E3 Gather resources (sticks,stones,clay)
F Other (specify)
G Explore ( in 1 turn)
>>
>>37998586
Also one of the smarter rats notices that when the babies mature there will be not enough tents for everyone.
>>
>>37998586
F) Lets take advantage of our clay pots and water source and try to make a by product out of the corn to stretch out our food like corn meal or flour for bread.

F) Have Mengnaw experiment on the halflings to raise our science/intel
>>
>>37998586
train militia (we will need this to keep halflings in check)
>>
>>37998586
B Train militia
C Make pottery
>>
>>37998788
Mengnaw takes half of the rattribe (we can get a name for our tribe if you guys want)

He gives them each a spear and a pickaxe and tells them to train attacking wit them. He tells them they need to do this because now we have ratchildren and he is sure nobody wishesh his babies to be enslaved like their parents were.

The rats train with vicious determination. All 10 of them learn how to fight well with the spears. Some of them even try and throw the spears learning that they can throw one of the spears and then continue fighting with the pickaxe.

The female rats decide to go and get some clay and make at first fail making good pots dishes but after a lot of hard work they produce some jugs in which to store the corn and fish/meat.

+++++
Research: Basic farming, Basic stone tools and weapons,Basic resource gathering, Fishing ,Pottery
Food : 4 turns surplus. Will start dwindling once ratbabies mature.
Resources: Sticks, Small stones ,3 horses.
Untapped resources : Clay, Woods, Stone
Buildings: Tents, Corn Crop Field
Tools: 10 spears, 5 pickaxes, 5 shovels,3 wooden carts, pots and jugs
Military 10 ratmen fighters

Special Characters : Mengnaw
Spells: none
Can sense magic, Can be sent off in the wild to get attuned to magic better.
++++++=++
Two Actions (2x10 rats)

A Try to breed. (consumes double food)
B Train Militia
C Build/Make ( buildings/weapons-tools) (specify) (needs resources) (also needs architects if it is complex)
D Research (what)
E (one of these)
E1 Hunt/Fish
E2 Farm (help the hobbits)
E3 Gather resources (sticks,stones,clay)
F Other (specify)


2 scouts that can be sent to explore
A2 North
B2 West
C2 South
>>
File: skavenscouts.png (652 KB, 542x553)
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>>37998920
Scouts
pic related.
>>
>>37998920
C) Clay stove

F) Halfling experiment
>>
>>37998942
Next turn the babies will grow up which will double our productivity.
>>
>>37998920
C clay stove.
F begin looking for things harder than flint.
>>
>>37998920
C Clay stove
F Prospect for metal ore
A2 Scout North
>>
>>37999195
The female ratwomen.continue on experimenting with the clay. They find a way to cook things better.

Standard of life improved.


Mengnaw and the rest of the rats go to the cliffs and rocks and try to see if they can find any ores. Mengnaw turns to his magic but it is hard for him to penetrate deep into the rock. He tries to give his best.
I will require

1d100 for this

1-35
36-55
56-90
91-100

The scouts go north

Next turn they will be back with news
>>
Rolled 92 (1d100)

>>37999335
>>
>>37999371
Welp. We just dig dug so hard we could probably move into the cave network made from this.
>>
>>37999371


Mengnaw sinks himself in the magic plane. He runs the threads of natural magic around his fingers trying to see if he can find the one of metals. After the exausting ritual Mengnaw is able to find the so desired thread. He pinpoints the location to the other rats and quickly they use their axepicks to break the rocks. LO AND BEHOLD. METAL. The rats happily break the ores and bring to Mengnaw who is supported by the rest. It appears that the ratshaman will need a rest after this incredible feat.

The metal that we found is a natural alloy of tin and copper. ( fuck it's magic I ain't gotta explain shit).

Now we only need a forge to be able to smelt the ore we found.


Meanwhile the women have built their first clay stove which now yields better food. Risk of desease lowered -> well cooked food > smarter rats.

Maybe someone will need to consult with the women. They might know how to cook the ore XD

+++++
Research: Basic farming, Basic stone tools and weapons,Basic resource gathering, Fishing ,Pottery
Food : 4 turns surplus. Will start dwindling once ratbabies mature.
Resources: Sticks, Small stones ,3 horses.
Untapped resources : Clay, Woods, Stone, Bronze Ore
Buildings: Tents, Corn Crop Field , Clay Cooking house.
Tools: 10 spears, 5 pickaxes, 5 shovels,3 wooden carts, pots and jugs
Military 10 ratmen fighters

Special Characters : Mengnaw
Spells: none
Can sense magic, Can be sent off in the wild to get attuned to magic better.
++++++=++
Two Actions (2x10 rats)

A Try to breed. (consumes double food)
B Train Militia
C Build/Make ( buildings/weapons-tools) (specify) (needs resources) (also needs architects if it is complex)
D Research (what)
E (one of these)
E1 Hunt/Fish
E2 Farm (help the hobbits)
E3 Gather resources (sticks,stones,clay)
F Other (specify)
>>
>>37999604
Also the childrenrats mature

We now have 42 adult rats. It allso appears that the gnomes had some behind the scenes shagging too. They are now 26.

We are in desperate need of housing. The tents are overcrowded and the new rats' morale is starting to fall. They don't want to sleep outside in the cold wind.

The scouts are coming back next turn with a map of what lies to the north.

I want a 1d10 to see what they have discovered
>>
>>37999371
I guess we are running on marathon :D ( civilization time setting)
>>
Rolled 8 (1d10)

>>37999604
How hard would it be to try and dig into the cliff face for habitation instead of living at the river directly?

also your D10 for mapping.
>>
>>37999604
build some housing
gather resources (for housing)
>>
>>37999604
C Build housing
D Research bronze forging
>>
File: skavenmap3.png (170 KB, 762x619)
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>>37999789
we haven't actually dug inside

We have discovered the surface part of a Bronze Vain (I know bronze is made from tin and copper. Lets just say it is a bronze vain for the sake of making things shorter)

If we continue exploiting the ore we will dig in deeper into the cliff.

Also this way we are looking over the hobbits more easy. But I am totally in if you guys manage to gather enough votes to move into a mine.
>>
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>>37999604
C) Clay Houses

D) Research Ore (ask the women for help)
>>
>>38000047
I'm not sure about mine living since our resources seem pretty good as of now but I'd love to see if we could vote on a small expedition with 5 of our warriors
>>
>>38000047
The scouts come back with the news that they found massive body of water. Nobody believe them at first but then Mengnaw said that this is possible.

They have also ecountered two different animals.

They managed to sneak up on the ones to the west and this is probably what saved their lives. It appears to be some sort of felinid with yellow fur. The two scouts remained undetected but were too afraid to proceed. To the east they found something very peculiar. A set of monumental stones arranged in some interesting pattern. They felt strange at the site. To the north of the site they have found something even more peculiar. Another form of life which has a big trunk. Upon seeing the two ratmen the massive animals who were grazing started making screaming noises. It appeared as if so their wildest nighmares were laying before them. They started running in tho opposite direction. The scouts didn't try to follow.
>>
>>38000161
Cats and elephants, the mortal enemies of mice.
>>
>>38000047
If anything the hobbits are proving stupidly useful. And we really haven't beaten them much at all I think. Hell they're serfs at this point. Making food for their rat overlords.

Plus I'm practical. hobbits make shit slave labor in heavy duty tasks. It seems alot easier if we try and get chummy with them and not have to waste ratpower watchnig them constantly.

We're no doubt likely to run into someone whos spoiling for a fight eventually. I bet they'd make better laborers.

As for mine living tunneling and living in our excatavted has a few pros. we get resources for making living space (stone, ore) and with some work and research we'd have a veritable fortress to live in.

The cons are unless we find special underground crops of somekind food would be rather hard to keep unless we breed livestock inside. Plus water supplies and other logistics.
>>
>>37999604
>C Build shelter
>D Research those stones w/mengnaw
>>
>>38000161
Mengnaw needs to start researching magic and we need to build up our military as soon as our food is fine.

An attack from either civs will destroy us.
>>
>>37999892
>>37999945
>>38000059

All the rats take up tools some of them go and chop wood, others go and dig clay. Some of them go take the leaves off the corn and mix it with mud. All in all they come up with plans of making clay houses supported by a wooden structure and a roof made out by mix of straw and mud. The works goes on slow at first but once the rats get the knack of it they immerse fully into the task and start making progress.

Clay Village will be done in 1 turn if everything continues.

Meanwhile the other part of the tribe has started pondering on how to turn the bronze ore into metal. One of the cooking women jokes funnily that they are spending all day doing nothing but scratcing their heads. if they don't do something they will be cooking and eating that ore for dinner. Mengnaw listens to her words while the others laugh. He grabs some of the ore and tosses it into one of the fires the rats sit around. He concentraces on the fire and makes it burn very hot. Everybody moves away scared. But Mengnaw reaches with a stick into the fire and pushesh out the melted ore.

Smelting discovered. Will need a forge for making tools though. (made of stone/clay) which will also need fuel.
>>
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>>38000320
this Mengnaw's house.
>>
>>38000320
I vote we go on an expedition with 5 warriors and a half-ling to meet the cat men, halflings have a diplomacy bonus so we may be able to trade some of our horses or slaves for more resources so we can make more than one OR a larger forge.
>>
>>38000410
This is the cooking house :D

20 of the rats are continuing with the builing of the village. The rest are looking for work.

Random even.

Looks like we have a newborn horse. We now have 4 horses.
+++++
Research: Basic farming, Basic stone tools and weapons,Basic resource gathering, Fishing ,Pottery, Ore Smelting
Food : 3 turns (-1 each turn)
Resources: Sticks, Small stones ,4 horses.
Untapped resources : Clay, Woods, Stone, Bronze Ore
Buildings: Tents, Corn Crop Field , Clay Cooking house. Mud/Clay/Wood/Straw Houses
Tools: 20 spears, 10 pickaxes, 10 shovels,3 wooden carts, pots and jugs , other stone tools
Military 10 ratmen fighters

Special Characters : Mengnaw
Spells: none
Can sense magic, Can be sent off in the wild to get attuned to magic better.
++++++=++
Two Actions (1x20 rats)

A Try to breed. (consumes double food)
B Train Militia
C Build/Make ( buildings/weapons-tools) (specify) (needs resources) (also needs architects if it is complex)
D Research (what)
E (one of these)
E1 Hunt/Fish
E2 Farm (help the hobbits)
E3 Gather resources (sticks,stones,clay)
F Other (specify)
>>
>>38000448
they aren't catmen but mere lions, the other animals are elephants
>>
>>38000552
I'd hope our scouts are smart enough to know the difference between a four legger and a two legger...

Though we kinda ain't that smart yet are we?
>>
>>38000599
sorry I thought felinid means an animal from the cat family not a furry

feline is probably the right word


Again English isn't my first language so please if you see mistakes ask me for clarification.
>>
>>38000673
Yeah its feline.

Don't worry I follow heretek quest and Heracor makes some hilariously bad grammar mistakes at times. you're typing perfectly compared to him.

Plus it explains why you're slow as he is too.
>>
>>38000726
So guys we have 1 group of 20 rats

What do they do They have 1 action

A Try to breed. (consumes double food)
B Train Militia
C Build/Make ( buildings/weapons-tools) (specify) (needs resources) (also needs architects if it is complex)
D Research (what)
E (one of these)
E1 Hunt/Fish
E2 Farm (help the hobbits)
E3 Gather resources (sticks,stones,clay)
F Other (specify)|

We have no resources stocked atm.
>>
>>38000837
Lets experiment in the one thing we haven't touched yet.

>D Research (The hells magic?)
Seriously we had a rat go shaman from eating a magic users corpse. We might wanna know how the stuff works.

And skaven are pretty fucking good with magic statwise.
>>
>>38000837
D Research magic. Maybe the monumental stones will be key to unlocking new magic?
>>
>>38000910
>>38000945
Mengnaw enters his house with the 2 scouts and once again asks what the strange stone looked like.

He comes up with the idea of going there and seeing with his magic energy sight if something is strange with the place

Do we send Mengnaw to the magic site ?
Do we send him alone?

Answer and vote with most support decides what happens
>>
>>38001103
Send him yes. But not alone If we've learned one thing magic drains the hell out of him half the time.

If he has to magic some shit I kind of want a group there to drag his sorry dumbass back.

Question is how big a party? 5-10 fine by me.
>>
>>38001103
Send the ten Skaven with him.
>>
>>38001151
they are 20 btw
20 free
>>
>>38001210
wrong link

>>38001186
20 free skavens

do we send 10

what do the others do ?
>>
>>38001231
Try and do more mining to prepare for smelting once we build that forge? Unless someones got another idea
>>
>>38001231
The other ten mine more bronze ore.
>>
>>38001268
>>38001303
Alright

Mengnaw and get some tents and go investigating the strange conglomeration of stones.

2 turns before they return.

Meanwhile back home The village is finally done. We now have enough houses to give homes to everybody.(even the halflings). Everybody is happy that they have a cozy place to rest during the night. The workers even managed to build a Granary in which to hold the surplus of food.

+++++
Research: Basic farming, Basic stone tools and weapons,Basic resource gathering, Fishing ,Pottery, Ore Smelting
Food : 2 turns (-1 each turn)
Resources: 4 horses. Bronze Ore
Untapped resources : Clay, Woods, Stone, Bronze Ore
Buildings: Tents, Corn Crop Field, Granary+Cooking House.. Average Housing,
Tools: 20 spears, 10 pickaxes, 10 shovels,3 wooden carts, pots and jugs , other stone tools
Military 10 ratmen fighters

Special Characters : Mengnaw currently investigating the strange stone assembly to the northeast
Spells: none
Can sense magic, Can be sent off in the wild to get attuned to magic better.
+++++++++


One actiong x30 rats or two actions x15 rats

We have 30 ratmen. What do we do with them. (you can split them in 2 groups of 15 if you wish. to take more than one actions)


A Try to breed. (consumes double food)
B Train Militia
C Build/Make ( buildings/weapons-tools) (specify) (needs resources) (also needs architects if it is complex)
D Research (what)
E (one of these)
E1 Hunt/Fish
E2 Farm (help the hobbits)
E3 Gather resources (sticks,stones,clay)
F Other (specify)|
>>
>>38001498
after vote is done i would like a 1d10 roll

1-3
4-6
7-10
>>
>>38001589

Also probably this will be last turn.
Because I have to go to bed soon...
Real tired .
>>
>>38001498
15 - Build forge
15 - Build more farms
>>
Rolled 4 (1d10)

>>38001589
>>
>>38001773
>>38001748


I think i will archive this right now and maybe continue on saturday or sunday...

You guys can follow me on twitter. I will surely post on thursday/friday which day will the next session happen.

@SixStrSam

I hope you enjoyed this.

Sorry again for slow running. I hope I can hasten pace with more practice.
>>
>>38001852
See ya Lio. this is one I'm going to pay attention to its off to a decent start.

Fair warning though, put some rules into what the hell magic can and can't do. Otherwise you'll get a lemming rush on it's research at the expense of literally everything else.

Your brand oughta be interesting if you can eat a cultist and get magic powers tough..
>>
>>38002318


This is all OOC
Magic is set into 1-2-3 tiers as I envision it.

First tier is basic control over the Elements. This is what attunement does. Kinda like the things they do in Avatar the Last Airbender and Korra.

2nd tier of magic is the more complex part of things.

In order to do this you need a broader conception of the magic fields. Kinda what our Mangnaw gained the ability to do. If the sorceror/mage gets the basic ruleset of how to do things he can from then on start researching on their own. The difference from the elemental attunement is that it is way hard to get the basics on your own. Sorcerors and wizards tend to congregate into wizard schools where they share spells. Wizard schools tend to be independent from the political games the world plays. I can elaborate more on this but at some other time.
Some of the spells for the Wizardry tier still need some form of attunement. Others like rituas need a cost a certain price to cast the spell. Our ratmen and the hobbits were the price the cultists were ready to exchange in order to fuel their evil schemes.


The third one is Holy magic. AKA Paladins. But holy doesn't always mean good. It means that a paladin for a certain god is bestowed powers which will be stronger in the domain of that god. Also they have the flavour of the god. AKA a paladin of a water god will have water based powers. It does not require any cost as long as the civ and paladin stay true to the god and do his bidding.


I am really into spells from the Heroes 3 spellbook http://www.heroesofmightandmagic.com/heroes3/spellsair.shtml
>>
>>38002646

Also a budding sorceror can't learn a very high difficulty spell. He first needs to come up with the basics. Use his spells in some manner. He can't learn the gamebreaking spells just by studying in his tower. He has to get his hands dirty.
Also if he tries to do something beyound his abilities bad things are more likely to happen. Losing control of magic can be very disastrous.

Enchanting can be a mix of 1st and 2nd tier magic
>>
archive link
http://suptg.thisisnotatrueending.com/archive/37991793/



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