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Rolled 75, 16, 32 = 123 (3d100)

Previous thread:
http://suptg.thisisnotatrueending.com/archive/40133942/
All previous threads:
http://suptg.thisisnotatrueending.com/archive.html?searchall=Minotaur+Civilization
Tech list:
http://pastebin.com/ZprsB1kR
Smut I promised you lot:
http://pastebin.com/CzpiTQSs

Welcome back to the Minotaur Civilization Quest! When we last left our bull-headed friends, we had discovered a breed of Minotaurs with distinctive Mexican accents, made babies like there was no tomorrow, and sent an angry drunken Scotsmen to try and perform diplomacy with a Bee Woman! Needless to say, fun times were had by all, especially the Queen.

We also may or may not have started a zombie outbreak, but that's not important.

All of this was in the span of a single fucking turn.

>Stats and map incoming
>>
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>>40158392
First stats of the world
>>
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>>40158408
Second bit.
>>
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>>40158437
Third and final bit
>>
Yo!
>>
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>>40158460
Forgot to put a spoiler on that. Sorry.

DROZEN STATS:
>Population (Minotaurs) 6995
>Population Growth 315
>Population (Awaken) 925
>Population Growth 145
GROK STATS
>Population (Minotaurs) 2600
>Population Growth 205
>Population (Awaken) 550
>Population Growth 135
GORRIC STATS:
>Population (Minotaurs) 1625
>Population Growth 215
>Population (Awaken) 610
>Population Growth 165
>Population (Human) 1890
>Population Growth 230
ALAGAR STATS:
>Population (Minotaurs) 700
>Population Growth 165
>Population (Awaken) 330
>Population Growth 130
>Population (Human) 700
>Population Growth 165

Now, eight actions and four techs please!

>>40158472
Hola mi amigo
>>
>Gnomes: 0 (Allegedly)
>>
>>40158492
Yep. If you want to find out what happened to them, I'd recommend digging down then looking up.
>>
>>40158492
Saw that, also
>Questline
>Houston, We have a Problem
They are drifting in space I think
>>
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>>40158502
Also, bonus bulldog for the thread. And we killed FIFTY CHILDREN last thread.

>>40158532
Ground Control to Major Tom.
>>
Rolled 92 (1d100)

>A1
Check out Guth's Pit, Its been getting bigger
>Pls be high roll, dont want another Elder War
>>
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I wonder if we can eventually advance to the point of advanced space travel and find the gnomes? (Though using magic might be easier than actually building space ships)
>>
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>>40158594
Mmmm, Agreed
>>
Rolled 91, 36 = 127 (2d100)

>A2
Send out scouts to look for minerals in the mountains.
>R1
Research flying boats (magical ones)
>>
Oh and I had another idea.
>A3
Gather information about any half-breeds within the realm. (Minos, snow elves, halflings etc.)
>>
>>40158650
Not bad, I would have liked the flying boats, but a 36 + 5 wouldn't work for something that good unfortunately, Resources is good though, new thing too fuck about with
>>
Rolled 41 (1d100)

>>40158711
forgot roll
>>40158712
Yeah me too. I was thinking maybe we make the boats and then eventually use it to build space ships.
>>
Rolled 23 (1d100)

>R2
Figure out better magic
>>
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>>40158594
Either is a valid option.

>>40158592
>A1: Guth's Pit
>92: Amazing success!
While being carried back home from his new honey, William gets a clear lay of the land. Besides snow, rocks, moss, more snow, and the occasional dead body, William notices that Guth's Pit seems to be noticeably bigger. As in, the last time he saw it it was roughly the size of a house, but now it's roughly as big as Drozen. Tapping on the drone carrying him, he directs her to do a flyover of the pit in the most diplomatic way possible.
>"Mind taking me on tah scenic rroute 'fore yah drop me off?"
She nods, then gives a quick flyby. William is shocked to see signs of civilization, and small figures, dark in tone, mucking about inside. With surprisingly sharp vision, he's able to see that they appear similar to the Dwarves over at Cuth, albeit with odd symbols carved into their skin. He then promptly flies the fuck away.
>Svirfneblin discovered!

>A2: Scouts
>91+5+5+5=106: HOLY FUCKING SHIT
After returning, William sends out scouts to try and find out more about the mountain region where the Crystalids reside, having been a bit distracted by two mounds in front of him. A few days later, they come back with reports of a glowing material that glows pale green with magical energy, as well as valuable metals such as gold, silver, and the occasional gem!
>Gold discovered!
>Silver discovered!
>Gems discovered!
>Magicite discovered!

>A3: Census
>41: Average!
Some think it would be a good idea to try and organize the realm with statistics. They make little in the way of progress though, as much of your population drifts between major settlements every day. It's hard to study the Snow Elves and Halflings, considering how hard it is to actually contact them.

>Research incoming
>>
So they are Sami like the people in Northernmost Euopre? That's pretty based.
>>
>R1: Boats
>36+5+5=46: Average!
The idea of flight has been around for quite some time, though it's been restricted to gliders, aeromancers, and levitation runes. Some try to create gliders with levitation symbols etched into them, but this does little more than make floating platforms to be directed by the driver. Unfortunately, the appear to be restricted to rails.
>Minecarts invented!
>Rails invented!
>+5 to future mining rolls!

>>40158914
>R2: Magic
>23+5+5=33: Failure!
While trying to dick about with magic, little advancement is made besides parlor tricks. On top of this, it's noticed that the head of the Mage's Guild hasn't changed in some time...This may require royal intervention.

>>40158958
Yep, pleased you like them.
>>
Nice! New form of Magic Rock to play with!
>>
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>>40159023
>>
Recommendation: Improve continued relations with allied races by educating the populous on the proper ways to fuck them.
>>
Rolled 66, 12 = 78 (2d100)

>A4
Say hi to the Svirfneblin, and kindly ask 'what to hell are they doing in that Spirits-Cursed hole
>R3
Dee what Magicite does, see if its similar to Sleep
>>
>>40159042
That's a pretty great idea. It ties in well with what I've been trying to do twice with the cross-breeding census, namely creating new races. Imagine if we could create a settlement consisting of only half-minotaur half-men, with their own culture and all. Or snow-halflings. It would be glorious.
>>
Rolled 98 (1d100)

>A5
Send some of our strongest men to become the bee-queen's "servants".
>>
Also, glad I searched as was recommended rather than waiting at the front page. Now to consider when giving myself a name would be appropriate...
>>
>>40159081
>12
Oh god, everything involving magic lately.
>>
>>40159180
Damn she gonna love her new playthings.
>>
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>>40159042
This guy knows whats up.

>A4: Svirfneblin
>66: Success!
With the reports of the newly dubbed Svirfneblin coming in from William, some grow worried.
>"Why in the name of the ancestors are they doing down there?"
As such, a diplomatic party with William is sent out, seeing as how he seems to have the most experience out of anyone here. After a short trek through the snow, they begin the descent into the rather deep pit. During this time they are nearly killed by a multitude of traps along the rocky outcroppings, but make it down mostly intact. When they greet the Svirfneblins, they're met with a mix of shock, anger, and curiosity. William pipes up.
>"So...What the fook are yeh doing 'ere?"
A single man (?) steps forward, standing a head above the rest.
>"I am Shaman Alo, leader of this tribe. Who are you, and why have you come to our home?"
Surprised by his rather deep voice, William mutters for a moment then resumes asking questions.
>"Mah name's William DeGroot, an' I'm tah closest t'ing the Minotaurs have for a diplomat. We come to yer home 'cause we're a bit worrried about how you got 'ere."
He strokes his beard for a moment, speaking in a hushed voice to himself. Then he replies.
>"We know not how we came here, but by the blessings of the god Slako, we call this land our home."
With that they retreat back into the village, and the diplomats soon depart.

>A5 and Magicite incoming
>>
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If we use an action to kill a child and roll a 1, do we succeed in killin the child?
>>
>>40159484
I expect the child somehow kills you.
>>
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>>40159180
>A5: Boy toys
>98: Amazing success!
>Port, why are you so good with the ladies?
The drone had to remain in Drozen for a few days, as the howling winds of the tundra prevented her from flying without frostbite. During this time she became fascinated by how...Massive, the men of your people were. Human and tauren males alike took this as a good sign, and she soon became rather popular after a few nights. When the weather cleared up, she had a small following come with her all the way back to the Hive. Two days later, another drone returned with a message.
>"To my dearest friends."
>"I appreciate the gifts you have sent me, though I belong to William. The men seem to have reinvigorated my drones and many more have been bred. I appreciate your help."
>"Sincerely, Queen Cloa"
There was likely more to the message, but the drone was a bit distracted.

>R3: Magicite
>12+5+5=22: Below average failure!
While studying the new green material, it's found that strange things tend to happen around it. Feelings of being watched, misplaced objects, and visions of horrifying beings are all reported by the researchers. Despite this, many carry on working with it, and find that it works well as a conduit for magic!

Sorry that took so long, the page killed what I was writing.

>>40159484
Nope, you kill yourself AND the child,
>>
Rolled 49 (1d100)

>>40159525
Can't think of any actions, so RESEARCH
>R4
Find out why the Magicite is so weird
>>
Rolled 37 (1d100)

>A6
Try to establish sort of a UN. We invite all races we know (except the disgusting fungals) to discuss trade and relations.
>>
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>>40159585
>R4: Magicite
>49+5+5=59: Average!
In the middle of the night, one of the head researchers is woken by a distinct rustling noise. Pulling himself up, he sees a...thing, standing over him, writhing tentacles reaching for his body.
>"DO NOT TRIFLE WITH THE STONES."
>"YOU ONLY BRING ABOUT YOUR DOOM."
He is then subjected to rather graphic imagery of his friends being slaughtered, his people being tortured to death, and the land being torn asunder by He Who Should Not Be. Then he opens his eyes...Breathing heavily, he sets to work finding what exactly makes Magicite tick. Something is compelling him to do so, but he can't name what. He gives up roughly an hour after fiddling with it, having found little of note in the pale green glow.

>>40159675
Would you like a hero to do that?
>>
>>40159708
Yeah. The king and queen (I don't know if they technically have those titles) of course!
>>
>>40159708
The One-Armed Awaken Shepherd
Also, should the Researcher be a hero if he appears again?
>>
Rolled 19 (1d100)

>>40159733
Alright, but they are on the other side of the world (as far as you know). As such, this action will require them to come back (1 turn). To compensate, you will be given a reroll with +10 for this action.

>>40159745
If he survives. Depends on my roll.
>>
>>40159779
is the roll good out bad for the Researchers survival?
>>
>>40159800
>>
>>40159812
I guess we'll find out? heh heh...
>>
Rolled 95 (1d100)

I keep forgetting half the heroes. I should make a list.
>>40159779
rerolling
>>
>>40159853
GREAT SUCCESS!
>>
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>>40159853
Alright, let me do the math...Fuck it. When next turn comes around you will succeed at founding a U.N. In the meantime you will get a free succeeding action this turn while Brakla and Catherine make their way back from Cuth.

Also, there is a list in the original post.
>>
I am reading the smut intently. You seem like a great GM to have at a table.
>>
>>40159902
Yeah, I was thinking that travel from Cuth to the mainland should take to long, thanks to the Mag-Rail
>>
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>>40159949
First, thank you. I'm glad you like it and appreciate the compliment.

>>40159955
Second, indeed. It would have taken longer if you didn't have it.
>>
Rolled 61 (1d100)

So, four actions please!

>Rolling to see if the zombie escapes.
>>
>>40159902
Recommendation:
Do the sexual instruction tomes as the free action! XD
>>
>>40160060
One vote for How to Fuck Your Neighbor
>>
Rolled 97 (1d100)

>A7
I think we need to see Brakla's child grow up, and see what the Mush-Thing on his arm has either gone, or had an effect or not
>>
>>40160115
YES, FUCKING YES I WAS SO SCARED BUT I GOT 97, FUCK YES
>>
>>40160135
This makes me happy.
>>
Rolled 32 (1d100)

>A
Give away free tools and manure to farmers in an effort to boost food production.
>>
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>>40160115
>A6: They grow up so fast.
>97: Amazing success!
As Brakla and Catherine make their way back to Drozen, having received word of their needed presence, both have a long thought. It seems like just yesterday that the little bambino had been ripped out of Catherine, as does the subsequent rescue operation and daring escape. Well, Catherine remembers that bit well, as Brakla was still traveling with the army. Carrying with them the little baby, they try to think of a name, considering they've not bothered to give it one yet. They don't even know if it's a boy or a girl! Soon enough, they hear a small cry, then it forms into words.
>"Mama? Dada?"
The little babe has learned to speak, and the odd growth on it's arm glows a bright red with specks of white. As the child waves his arm, it is able to shift the surrounding plant life to its will. That ain't something you see everyday.

>>40160242
>A7: Fertilizer
>32: Failure!
>"You want us to WHAT?"
Fertilizer as a concept has always been restricted to Sleep dust, and manure is, well, manure. Why would you want that touching your food? The farmers don't seem happy at all about this, and a few even retch in disgust.
>>
>>40160281
HOLY FUCKING SHIT YES
>>
>>40160281
So do we decide if its a boy or girl?
>>
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>>40160333
Yep.
>>
Rolled 4, 76, 41 = 121 (3d100)

Rolling to see what other civs might be in your region
>>
>Gender: Girl
>Name: Cordie
>>
We should have Catherine get pregnant again. It can't go worse than last time.
>>40160407
This is good.
>>
Just realized, Brakla, Cath and Cordy dont have a last name
>>
Rolled 86 (1d100)

>A8
Get Cath Preg-ers angain
>>
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>>40160407
As the two proud parents hold their child close, they decide to find out what their child is, with only each other and the sea as witness. It's a girl! Tears of happiness stream down their faces as the baby rattles off words, some long, some short. It doesn't matter, their baby is finally home. They name her Cordie, seeing as how she never really had a cord to begin with.

>>40160462
I've been waiting for y'all to come up with one.

>>40160421
Why are you guys so spammy with the babbies?

>>40160488
>A8: Baby-makin'
As the sun sets on another beautiful day, Brakla and Catherine decide to celebrate the return of their child with a little fun. After all, little girls need siblings, do they not? Setting the baby down in a secluded spot hidden from any passersby, they spend the night with one another. Emerging the next morning, Catherine a bit sore, both have a feeling this will be good.
>Catherine is pregnant!
>Again!
I'm gonna have to write another smut, aren't I?
>>
Rolled 24, 39, 83 = 146 (3d100)

CUTH STATS
>Population (Minotaurs) 175
>Population Growth 60
>Population (Awaken) 30
>Population Growth 20
>Population (Human) 175
>Population Growth 60

Two actions and a tech please!
>>
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Bonus cat.
>>
Rolled 78 (1d100)

>R
Try to see if any of the flora in the region can be used for anything.
>>
>>40160543
>Smut
Only if you want to
>Last name: Flamebone
>>
>>40160664

Guys?
>>
>>40160702
sirry, took me ages to come up with a name
>>
>>40160702
I had to take a piss.

You take them actions Sleepeh
>>
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>>40160700
>>40160701
>>40160702
Sorry, internet crapped out on me and I thought you lot had left.

>R: Flora
>78+5+5=88: Great success!
Bored soldiers can lead to one of two things.
>A)
An inventive and destructive new way of applying dakka in a general direction.
>B)
A horrible abomination of whatever could be found lying about camp at the time.

Needless to say, your soldiers made a third option, mixing the two. While out on patrol, small creatures with scaled hides and odd eyes are seen crawling about the jungle floor, barely visible with their camoflauge. Some pick them up and have a munch, leading to them being a bit sick, but with no other long term effects. Others smash them into a fine paste, trying to let some anger out. It's found that their blood is highly acidic, and many fingers are lost trying to get a hold of the blood for future use.
>Acid blood found!
>>
Rolled 2, 35 = 37 (2d100)

>>40160560
>A1
Talk to the Dwarves, see how they're doing
>A2
Use the new Boats to try and find out what the Mush are doing
>>
>>40160865
fuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuckfuck
>>
>>40160865
Oh boy....
>>
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>>40160865
>A1: Dwarves
>2: Catastrophic Failure!
Before the Royals left for Drozen, they had given instructions to check in on the Dwarves, see if they needed anything and if they'd be open to diplomacy. When the diplomats arrived, they weren't met with armed guards or calls to halt. Instead they saw a few sultry looking Dwarves hanging from the walls by a noose.

Upon knocking on the gate, a lone dwarf appeared, eyes weary with stress and sadness.
>"Vat? Have you come to kill uz? Then get it over vith, we're already dead."
When questioned as to why she thinks this, her eyes look to be welling with tears, but she blinks them back.
>"Ze Rockhome...It is gone. Deztroyed in a mazzive azzault. Our entire species home haz been viped from ze face of ze planet. We're all zats left, as far ve know."
Before the diplomat can question further, the Dwarf woman slams the gate shut.

>A2: Scouting
>35+5+5+5=50: Average!
As always, patrols are sent out to keep an eye on the Fungals. Some are successful, reporting little in the way of advancing Shrooms. Others are never heard from again, though the explosions are. From what knowledge you can piece together, the Fungals have stopped expanding for the moment. Perhaps they are distracted by something?
>>
>>40161091
That's heartbreaking. :(
>>
>>40161114
Did none of you notice the sudden drop in population on the stat sheet? I was hoping you'd ask about it. At least you know out now.
>>
>>40161091
Welp. I revoke my kama sutra suggestion and instead push forth the idea of the free action being used to assimilate what's left of the dwarves.
>>
>>40161091
I doubt we can help the Dwarves get the old home back for a while, but we can help them get a new one
>>
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>>40161149
The structure is already in place, Cuth has a massive tunnel system under it.

>>40161158
If you want to get them back to the Rockhome, you'll have to go through the Formians. And I don't want to have this civ die to tarantula warriors.

DROZEN STATS:
>Population (Minotaurs) 6995
>Population Growth 315
>Population (Awaken) 925
>Population Growth 145
GROK STATS
>Population (Minotaurs) 2805
>Population Growth 205
>Population (Awaken) 685
>Population Growth 135
GORRIC STATS:
>Population (Minotaurs) 1840
>Population Growth 215
>Population (Awaken) 775
>Population Growth 165
>Population (Human) 2120
>Population Growth 230
ALAGAR STATS:
>Population (Minotaurs) 865
>Population Growth 165
>Population (Awaken) 460
>Population Growth 130
>Population (Human) 865
>Population Growth 165
>>
>>40161235
Seven actions and four techs. The U.N. will come at the end of the turn.
>>
Rolled 52 (1d100)

>A1
Spread tales of the heroes via bards and storytellers to make people aspire to become heroes themselves.
>>
Rolled 43 (1d100)

>A2
Check on the Researcher, is he dead?
>>
Rolled 92 (1d100)

>R1
Study foods of the other cultures and bring them over. Like we do with sushi and stuff.
>>
>A3
Send migrants to Cuth
>A4
Create a settlement close to the pit.
>R2
Find out better ways of saving children's lives. *hint hint*
>>
Rolled 3, 3, 84 = 90 (3d100)

>>40161599
forgot roll
>>
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>>40161321
>>40161350
>A1: Bards
>52: Average!
The musical talents of your people remain unexplored, seeing as how the closest thing you have to music is fifties rock n' roll. This doesn't lend itself well to spreading word of the great heroes your land has brought, but it makes for a good show at least.
>60's Rock invented!

>A2: Researcher
>43: Average!
Several members of the group that had set out to work on Magicite report that the head researcher hasn't been seen for days. Some hear an odd scratching noise coming from his home, and upon investigation the interior is found in a state of disarray. Feces is smeared on the walls in strange patterns, with puddles of urine dotting the floor. Scattered papers with scribbled nonsense are piled to the ceiling of numerous unlit rooms. Blood is seen leading into what can assumed to be his bedroom. When entering, the investigators find the man hunched over, bone-thin and covered in waste. He mutters gibberish, clutching himself tightly and he lies in a blood red circle.
>"T-t-the gods have abandoned us."
This is all he can say.

>R1: Culture
>92: Amazing success!
With the recent influx of trade, it's inevitable that food would eventually break the culture barrier. Some cuisines are exquisite, others make many races want to vomit. Of the former, two fine examples are found.
>A)
Honey. It never spoils, it tastes delicious, and it can go with anything. The Thriae produce this on a regular basis (how you don't know), and soon many clamor for it like addicts.
>B)
The Svirfneblin bring an odd food to the table, with a stuffed fish filled with greens and "coated in sacred spices" being their primary choice of noms. When tried, it brings a feeling of warmth and comfort to the eater, and tastes pretty damn good!
>>
>>40161626
PLEASE TELL ME THAT DUBS MEANS REALLY GOOD, NOT DOUBLE BAD
>>
>>40161706
>>40161626
>>40161599

Pick one.
>>
>>40161720
Dubs is very good, we've had it before with 40 or something, and they changed into average successes I think
>>
>>40161805
I understand, but I need an action to boost up to average success and one to end horribly.
>>
Recommendation: Boost new settlement. Established settlement still has its own natural growth to reinforce it.
>>
>>40161841
Settlement gets buff, I would rather lots of people die than lots of people die AND a dipolmatic situation happens
>>
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>>40161599
>>40161626
>A3: Migrants
>3: Catastrophic failure!
Sympathy for the Dwarves aches in the hearts of all your people, and many set out to try and help out. The seas disagree, and the journey is ravaged by storms and gales to rival that of the Gods. Meanwhile voices echo through the ship at night, haunting all those who sleep.
>"You left us..."
>"You forgot about us..."
>"You will join us..."
These are repeated all throughout the night, and into the day as the sky seems to grow darker by the minute. Eventually, a sailor is woken by the sound of footsteps. Peaking his head out, he spies a human girl in a white robe, with hair to match. When he calls out to her, she looks up, far to fast for anything natural and rushes him. The ship is soon left a deserted, bloody mess. You'll be lucky to find it again. Or not.
>-200 population in Gorric!
>A4: New Settlement
>60: Success!
With the recent discovery of Guth's Pit having actual people in it, others decide to move house and set up shop near it. The Svirfneblin view these people as neighbors, and have one rule.
>Do not enter our village. Other than that, you may do as you please.
They seem to like you.
>+100 population in Guth's Pit!
>R2: Keeping Babies Alive 101
>84+5+5=94: Amazing success!
The two lucky Royals finally arrive on the mainland, and to much applause as well. In the back of their minds they know they must keep the baby, as well as each other, safe from future harm. Catherine's stomach is evidence for this. As such, they keep the baby away from prying hands, though show her off to all who request it. Look with your eyes, not with your hands.
>>
You really should have gone and looked for those two groups of migrants you sent out a while back.
>>
>>40162204
https://www.youtube.com/watch?v=AZLmf3n00IM
>>
>>40162275
Meeee
>>
Rolled 6, 50 = 56 (2d100)

>>40162204
We tried didn't we? we just rolled shit
anyway
>A5
Recruit for the Army, make sure our numbers are still high
>R3
Re-Try Flying Boats
>>
>>40162360
WHAT ARE WITH THE BELOW 10's RIGHT NOW
>>
>>40162384
Its because of yesterday.
>>
>>40162323
I am not clicking on that.
>>40162360
>A5: Recruit
>6+5=11: Complete failure!
Many of those who could have gone off and fought already have, and they're putzing about in Cuth doing sweet F.A. As such, there is a bit of caution when asked to sign up, considering how there hasn't even been a single battle yet. In fact, it actually drives a few people away from the military!
>-10% Future recruitment turnouts for the next ten turns!
>R3: Flying Boats
>50+5+5=60: Success!
With the recent development of APCs, the idea of making some kind of armored flight vehicle, i.e. a flying boat, has crossed several young tinkerers' minds. Some results are successful, others aren't. Eventually, in the pale glow of early morning, a lone tauren fires up his steam engine. With hopeful eyes, he watches as his creation begins to fly! When he tries to move it, it actively responds and drifts between (3 meters) and (10 meters) off of the ground!
>Flying boats invented!
>>
Rolled 22, 13 = 35 (2d100)

>A6
Build long tracks paralell with the roads.
>R4
Research magic trains,
>>
>>40162587
We have magic trains, the Mag-Rail, based off of Mag-Ice and Levitation Runes
>>
>>40162613
Oh right we do
>>
>>40162587
You can get rid of all of that, the Mag-Rail connects all the city and along the Big Fucking Bridge
>>
>>40162642
I really am out of it today. Ignore both rolls.
>>
Any advances in personal protection lately?
>>
>>40162693
Define "personal" and "protection"
>>
Arms and armor on a personal level rather than the APCs and flying boats and such.
>>
>>40162770
Closest we've got is padded steel armor with runes etched into it.
>>
Rolled 64, 60 = 124 (2d100)

>A6
Re-form Mage Guild, as you said before, It hasnt had a change in leader in a while
>R4
Create suits that protect Researchers for Magicite, it could be a thing like radiation(not that we know what that is)
>>
Perhaps looking into advancing the effectiveness of ground troops melee past basic sword, spear, and ax might be helpful?
>>
Rolled 41 (1d100)

>A7
Send a ship to look for the lost migrants.
>>
>>40162868
We have a new type of sword, Slohpite Swords, and Red-Metal Swords, both can cut though almost anything, and Slohpite can cast Fire at the enemy's without magic, but cant be wielded by anyone yet but William
>>
>A8
Send more people to the pit.
>>
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>>40162852
>A6: Reformation
>64: HOT DAMN LUCKY NUMBERS!
The Mages have expressed...Concerns about the structure of the Mages Guild. Not that it's bad, it's just, there hasn't been a real change in leadership in ages. As such, they'd like a more open system, where there is a council instead of a lone leader. The decision is made to base the decision on a game they dub "Civilization", made by the mage Sid.

It is played on a massive, randomly put together wooden table and miniatures. In the game, players will lead a guild of mages, researching new spells and brokering deals or warring with others to achieve victory. This pleases many, but leads to elections taking a long ass time to complete.
>Mages' Guild reformed!
>Democracy invented!
>Civilization invented!

>A7: Ship
>41: Average!
>"Sir, the migrants aren't here yet...Should we send a ship to look for them?"
Milomir thinks to himself for a moment, wondering if it would be a good idea to waste time and soldiers on a ship that was probably just a little late. Regardless, he sends a caravel out to find them. For several days they are gone, with a distinct grey sky being visible at all times. When they come back, the ship is a battered wreck, with torn sails, cracked decks, and crew minds to match. They speak of a ship with a blood red mist surrounding it, with the wails of tortured souls echoing across the seas. When they neared, a lone figure stood on deck, in a white robe stained with blood. Her head wretched about her body to look, and she mouthed one word they all could understand.
>"LEAVE."
They made haste to get the fuck out of there.
>R4: Hazmat suits
>60+5+5=70: Above average success!
A bit shaken up by all the freaky shit that has been going on as of late, many researchers of Magicite have taken to wearing Sleep infused armor while working, and it seems to ward off unnatural occurrences. On top of this, it seems to bring good luck!
>>
>>40163209
>sid
>civilization
You sneaky person you
>>
File: 535.jpg (3.11 MB, 1920x1080)
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>A5: U.N.
>95+10=105: RNGESUS
>”Proper diplomacy has eluded the people of the world for time immemorial. For as far back as many can remember, it consisted of “Are you in a position to negotiate for your people with my people?” Needless to say, this led to much conflict and strife around the world. But no more. For today, we mark the beginning of a new age. An elaborate building, made of fine steel and chiseled stone, is erected in Drozen. Here it is deemed that all races* shall meet, and be seen as equals. Treaties will be brokered, conflicts will be settled, and shit will get done.”
*Does not apply to Fungals
This is the message sent out to all known races across the globe, each signed by King Brakla himself. With the leaders of the humans, the Deep Ones, the Halflings, the Thriae, the Dwarves, and the Crystalids present, a fine red rope is laid in front of the building. Brakla himself takes out his flaming war-hammer, shining bright like the stars at night, and brings it down, lighting the fabric ablaze. The building is dubbed “The Hall of the World.”
The interior of the structure is a single long hallway with numerous side halls jutting off to the sides. Down these halls are rooms specifically for each race, with accommodations tailor made for the diplomats. At the very end of the central hall stands a vast room with intricately carved tables and chairs made of materials from each race’s homeland for a leader to sit at. Guards stand ready with the finest weapons and armor, ready to protect and die for their leaders. Here is where all shall be seen as equals.
>+10 to all future diplomatic rolls in Drozen!
>>
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>>40163313
Lucky 64
>>
>>40163314
This is awesome
>>
CUTH STATS
>Population (Minotaurs) 175
>Population Growth 60
>Population (Awaken) 30
>Population Growth 20
>Population (Human) 175
>Population Growth 60

Necesitos rollos por favor

>>40163417
Gracias
>>
Rolled 63 (1d100)

>>40163441
>A1
Integrate the Dwarves into the tunnels under Cuth
>>
Rolled 12 (1d100)

>>40163441
>A2
Send whatever men we can spare to kill any fungi on sight.
>>
>>40163520
we should stop sending men to kill Mush, it always ends with shit rolls, wait till we got the whole army ready to fight them and the Elder Gods they worship
>>
>>40163567
That's probably a good idea. I just wish all the mush would die. I wonder if they'd left us alone if we left Cuth behind?
>>
>>40163588
No, we keep Cuth, they can't get in, can they? The Death-Rune walls make sure of that
>>
>>40163613
Nah I don't mean now, it's too late already, but I mean if we left when we first encountered them.
>>
Rolled 35 (1d100)

>R
Find uses for and/or ways to weaponize the new Acid
>>
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>>40163441
CUTH STATS
>Population (Minotaurs) 235
>Population Growth 60
>Population (Awaken) 50
>Population Growth 20
>Population (Human) 235
>Population Growth 60

I fucked the stats, sorry.

>A1: Integration
>63: Success!
With the recent establishment of the U.N., the plight of the Dwarves falls on open ears and heavy hearts. This is especially true in Cuth, as many begin sending parcels of food to the poor shorties. Eventually, the idea of bringing them into Cuth as citizens begins getting tossed around. The decision is made to give it a shot and a diplomat is sent. As he arrives at the gates, he sees more dead bodies hanging, though they look to be older, as if someone else put them there after they died...He knocks on the gate, and is met with the same dwarf as before.
>"Ja? Vhat iz it?"
The diplomat clears his throat and begins to speak.
>"The people of Cuth would like to formally invite you and the remnants of your fortress into our village as citizens. You don't deserve to die out here."
She blinks for a moment, then looks to be in deep thought. Disappearing from the gate, she begins calling out in Dwarvish, soon a small crowd forms around her. By your estimates it barely reaches a hundred.
>"Have ya got beer?"
He nods his head, and soon the dwarves begin to stream out of the fortress ruins. As they walk through the canopy, some question if this is a good idea.
>The Dwarves have joined your civilization!
>+100 Dwarves in Cuth!

>A2: Pest Control
>12+5=17: Complete failure!
Your men are itching for a fight, and some of the braver ones set out to hunt some Fungals for bragging rights. Unfortunately, they didn't bring a map with them. Soon becoming lost, they wandered for days on end as rustling noises of Mush grew every closer. In the end, they were split after coming to a river crossing. Slowly they were picked off, their bodies ripped to pieces and strewn about the path their comrades walked. Soon one remained, and he had accepted his fate.
>>
>>40163791
damn, this is all so sad
>>
So when do we cross-breed the dwarves and the minotaurs?
>>
>>40163877
I... I didn't know what to expect
>>
>>40163877
Put our best men at work on the logistics.
>>
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>>40163728
>R: Acid
>35+5+5=45: Average!
Upon further testing of the acidic liquid, multiple interesting oddities are found.
>A)
The acid melts through almost any container except Sleep. When splashed against Sleep-infused materials, it dissolved all but the actual Sleep.
>B) When used to make runes, the acid provides an odd effect. The runes still work, but whatever they do always seems to have a slight twist. Lightning runes bring down green and purple lightning, fire runes spew fire of similar color, and in general it makes things different colors.

>C)
When consumed, it provides a massive wave of happiness and energy. It stimulates all parts of the body and leads to users becoming very fast talking and have unlimited stamina. However, upon comedown, the user experiences nausea, severe pains in the stomach, and diarrhea. It also gives an addicting effect, leaving the user wanting more with each dose. Continuous use has, in many cases, resulted in death.

>>40163857
>>40163877
Two different schools of thought.

>>40163946
William has the most experience fucking other races (Unless you count Brakla).
>>
I have an idea for some sort of contraption made from sleep that uses acid splashes as a weapon. How about hand grenades made of sleep the break and release the acid?
>>
>>40163997
Seems interesting, better not go ingesting it though, but the change in color is coo
l>>40164040
We would have to put something around the Sleep to make sure it doesn't break our it might break when travelling
>>
DROZEN STATS:
>Population (Minotaurs) 7410
>Population Growth 315
>Population (Awaken) 1070
>Population Growth 145
GROK STATS
>Population (Minotaurs) 3010
>Population Growth 205
>Population (Awaken) 820
>Population Growth 135
GORRIC STATS:
>Population (Minotaurs) 2055
>Population Growth 215
>Population (Awaken) 960
>Population Growth 165
>Population (Human) 2250
>Population Growth 230
ALAGAR STATS:
>Population (Minotaurs) 930
>Population Growth 165
>Population (Awaken) 590
>Population Growth 130
>Population (Human) 1130
>Population Growth 165

It's that time again ladies and gentlemen.
>>
>>40164095
That Picture is so good!
>>
>>40164156
Agreed.
>>
Rolled 52 (1d100)

>>40164095
>A1
Send the most handsome minotaurs and men to Cuth to mate- I mean assist the dwarves. For science.
>>
I think I might go to sleep, I'm tired, I've got Con-Flu and my brain might be melting, carry on without me if you wish to, don't stop for me
>>
>>40164220
Good night sweet prince.
>>
>>40164220
Goodnight
>>
File: acid.png (27 KB, 690x480)
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Rolled 26 (1d100)

>R1
invent pic related
>>
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>>40164199
>A1: Diplomacy
>52: Average!
Traditionally, the way of greeting new people to your civilization has been massive drug fueled orgies. Now for some reason this doesn't seem so hot with the Dwarves, though a few of the more adventurous women take the plunge. They emerge the next morning...Changed, to say the least.

>Smut counter: 2


>>40164230
Goodnight. See you soon.
>>
I hope we get more mix-breeds soon. I want to try every possible combination.
>>
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>>40164284
>R1: Acid Bombs
>26+5+5=36: Failure!
Throwing weapons are...Odd. They seem so useful but so impractical at the same time, at least to Minotaurs. As such, making a weapon no bigger than a rock, hollowing it out, and filling it with acid is a bit off putting. Now, that's not to say some didn't try it, but...You may need to make prosthetics soon.
>>
Rolled 87 (1d100)

>A2
Hold a mage's Civ tournament. Gandhi nukes incoming.
>>
>>40164378
Perhaps the process would be more suited for siege-grade weapons... That said, maybe we should try domesticating the acid-blood lizards to make sure there's am ample supply?
>>
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>>40164422
>A2: Civilization
>87: Great success!
The elections for who shall lead the Mages Guild have been dragging on for quite some time now. So long in fact, some of the Mages' leg muscles have begun to atrophy. Eventually, after some have to be carried away for medical reasons, there stand four remaining players.

All but one have been locked into conflict for the past several days, and remain in deadlock as the other looks on. They're far too focused to even notice him moving a single Mage up the board to their cities. What they did notice was the massive ball of light and scorch marks where their capitals used to be. As fire rained from the sky the players' armies crumbled under the boot of this one man's troops. He has won. And his name is...

Gandhi.

>>40164436
Roll it.
>>
>A3
Send exorcists to remove the ghostssss.
>A4
Talk with the pit gnome guys more.
>A5
Have William teach his adoptive daughter how to fight
>A6
Population expansion in Gorric
>R2
Figure out how to make better music
>>
Rolled 81, 48, 28, 22, 82 = 261 (5d100)

>>40164567
forgot to roll
>>
>>40164567
Define better.
>>
>>40164599
Like more instruments or singing styles. Maybe how to write notes so songs could be shared via paper and not just through ear.
>>
>>40164650
You have to put it in the options section :^)
>>
Rolled 21 (1d100)

>>40164665
Thank you
>>
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>>40164567
>A3: Exorcism
>81: Great success!
Stories of the Lost Migrants spread throughout the land, and lead many to flip out. Virtually all sea travel is stopped as people fear encountering the craft. Soon, one man decides "Fuck you Misses Ghost Lady, I WANT TO BE A SAILOR!" and carves a Pious totem to speak with the God of Air.
>"Hey man, this ain't my territory. But I can direct you towards the poor girl."
As the man sets sail, he soon sees the familiar color of the skies slowly fade and the wailing fill his eardrums. Bracing himself, he makes way to the ship, being rather easy to spot. The ghost twitches and writhes, as the totem appears to be causing her great agony.
>"SPIRIT! I HAVE COME TO LAY YOU TO REST! MAY YOU HAUNT THESE SEAS NO MORE!"
It groans, matching the ship as the man clambers aboard, nearly slipping from the somehow still wet blood. Her twisted face meets him as he pulls himself up, and it takes every ounce of courage he has to not leave right then and there. Clearing his throat, he speaks.
>"YOU BETTER NO ONE BY REMAINING HERE! LEAVE THIS SHIP AND MOVE ON!"
Several indecipherable sentences later, the ghost stop and stairs right at him. Her face begins to crack, revealing the pale face of a little girl, with big blue eyes and brunette hair.
>"T-thank you..."
She vanishes in a cloud of smoke, and the man finds himself back on his ship, the Lost Migrants no where to be seen.
>>
>>40164567
>>40164688
>A4: Svirfneblin
>48+10=58: Average!
The recent settlers of Guth's Pit take a liking to the Svirfneblin, seeing them as close neighbors. While the feelings might not be completely returned, much knowledge is exchanged between the two, as well as traditions and noms. Chief Alo even makes a personal visit to the settlement, observing the day to day activities with a keen eye.
>"Hmph, it's not so different after all."
The villagers soon begin asking questions about what life is like in the Pit, and he answers cautiously.
>"It's a simple life. What you see is only a fraction of our total civilization, as similar to those Dwarves of yours we love the underground. We just go about it a different way."
>Relations with the Svirfneblin: Acquaintances to Friendly!

>A5: Training
>28: Below average failure!
>" 'right, look 'ere Sophie. I know yah don't like weapons n' fightin' n' all, but tah world's a crruel place, and yeh need to be able to defend yerself!"
William speaks to his young daughter with a fatherly voice, trying to teach her proper fighting techniques and how to hold a sword. She shuns it all, as it brings back painful memories of the Battle of the Citadel. Perhaps later she will be open to it, but for now her head is firmly entrenched in her books.

>A6: Babbies
>22: Below average failure!
Gorric, as a population center, hasn't had very many successful parents. Since it's founding, many children have died, and even to this day couples struggle to get lucky. This is reflected in the birth count, as the birth rate actually seems to be falling!
>-10 biological growth in Gorric!

>A7: Domestication
>21: Below average failure!
The lizards seem to be a bit too small to actually catch, unless you want to squish them. Those lucky enough to get them find that they don't like to breed that much, and they escape far too frequently to be useful.
>Research incoming.
>>
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>>40164618
>R2: Music
>82+5+5=92: Amazing success!
Current music is a bit hard to learn. You see, no one has actually bothered to come up with a system for notes and playing, leading to memorization becoming the norm for most songs. Eventually, a young music prodigy grows tired of having to string his guitar endlessly, and pounding on the drum like a madman is mindless in and of itself. As such, he begins to organize his playing with a system of lines and dots, each representing a different note to play or rest to do. While doing so, he also manages to come up with several new and interesting instruments, ranging from metal trombones to bass guitars, as well as harmonicas and lutes! The creation of new musical styles is also
>Notes invented!
>Sheet music invented!
>Low voices invented!
>Woodwinds invented!
>Rap invented!
>Classical Music invented!
>70's Rock n' Roll invented!
>Jazz invented!
>
>>
One action and two techs, then Cuth's turn. After that we're calling it a night.
>>
Port? Anon?
>>
Rolled 31 (1d100)

R- Better study the smaller races to figure out the best way of skullfucking them softly?
>>
>>40165353
>R: Shorty Biology
>31+5+5=41: Average!
The most recent partners (or victims, depending on your perspective) of the males of Cuth report that their frames are a bit too small for most of the...Lengths, your men will go to. As such, much of their time is spent figuring out their biology. It is discovered that while their front is a bit too tight and small, their rear is far easier (and apparently more pleasurable) for them. This is all being reported by men and women of the village, human, tauren, and dwarf alike.
>+20 to Dwarf birth rate in Cuth!
>+5 bonus to diplomacy with Dwarves in the future!
>>
Two actions remain!
>>
Anon?
>>
Rolled 97 (1d100)

R- Own biology. What makes us "impure" to the bee girls?
>>
>>40165569
Responding slow because I don't really want to take actions away from Port, being Anon and all.
>>
>>40165586
I'll take this as an action, but for future reference you get one tech in Cuth, with two actions.

>A1: Purity
>97: Amazing success!
A few drones happen to be in Cuth, having been buzzing about town trying to find out what's new and exciting. Eventually, one found her way to Milomir, and before she could speak, he asked her a rather blunt question.
>"What about my people is impure to you? We live and breathe like you. We love like you. We bleed like you, so what's up?"
She sputters for a moment, eyes darting left and right frantically trying to come up with an answer.
>"W-well you see...When we, as in the Thriae, were created, we were born from the child of a human man and the First Queen. In those early days it was found that only other pure of body men could fertilize our kind. Now, as to why we can't breed with you, it most likely has to do with..."
She trails off for a moment, trying to think of a nice way to put it.
>"You most likely were considered animals by the First Queen. It wouldn't have been 'proper' to breed with something as...Primal, as you."
She begins apologizing like there's no tomorrow, begging for forgiveness for her grave insults towards your people. Milomir waves her off, telling her not to worry and thank you for answering his question.

>>40165628
I think Port's gone to sleep. Go right ahead and take the final action for the night.
>>
Rolled 40 (1d100)

A- Attempt to create prosthetic limbs.

If this fails, the auto success from earlier was never actually cashed in, was it?
>>
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>>40165826
No, it wasn't cashed in. I'd recommend saving it for something else though.

>A2: Prosthetic Limbs
>40: Average!
After the recent injuries experimenting with acid, many a poor tauren and human have been left fingerless, handless, or have had their hands ruined beyond repair. As such, some have take the option of fastening wooden hands or tools to their stumps, rigging them to their muscles to bend them and simulate their originals. They're a bit stiff, and it hurts to move them, but they get the job done.
>Prosthetic Limbs invented!
>>
Aaand that's it for the night! Great thread boys n' girls. Let's hope the next one is even better!

TENTATIVE SCHEDULE
5:30 EST Saturday, May 30th
5:30 EST Sunday, May 30th

Any questions before we leave for the night?
>>
Goodnight. Having actually contributed I'll probably name myself next time. Thanks for the fun!
>>
>>40166037
No worries, and names aren't required. They just help me keep track of who's who.

Also, if there is no thread Saturday, assume I am
>A) Late
or
>B) Cancelling the thread for that day.

And remember to go and vote for us on suptg!



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