[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


>Previous session http://suptg.thisisnotatrueending.com/archive/40089460/

Last session we woke up, found home in a cave, domesticated some goats and killed some gobbos.

You stand upon what previously was a battlefield where you and your kin have slaughtered around 90 goblins Suleth, strongest of the Yeti. During the battle your kin have dubbed your weapon the boulder of blood, and though you did not see him, you are sure Mekarr had done his part. Now it is time to finish the fight, and go to the home of the goblins, isn't it?

>Raid the goblin base, you've fought for it
(optional: try to take them as slaves)
>Go home, they are no longer a threat
>Try to make peace with the goblins and have them be your allies
>Other

It's good to be back
>>
Shameless self bump
>>
Sad shameless selfbump
>>
Oh shit you are BACK! I am here to play if you are still here.
>>
>>40195789
Still am, no worries
>>
>>40195961
Nice! Okay, I vote for the raiding and destruction of the goblins I do not think there is any turning back now. Also knowing their stupidity, uncivilized nature and destructive tendencies and lack of general usefulness I do not think they would make an asset as slaves.
>>
>>40196013
I'll just be your CM for now, as I'm not seeing anyone join in the next half an hour or so...

You and your people move quickly to the goblin encampment while the blood on the earth is still fresh, leaving Guzek and a few others to care for the wounded, and to make sure that those who won't make it die a peaceful death...

Arriving at the goblin camp you find that the only ones left are the women and children, and you quickly move to gather them in a large building while your troops look around for whatever they can find. Surprisingly these goblins were practicing agriculture and had crops growing both inside their homes and outside, mainly dry leafy crops but also mushrooms and some fruits. There was also a large tower in front of the largest building, it was made of stone, it had multiple floors and a phallic extremity to lead the second floor into what looks like a mould of one of the tips of their spears, there are some slags of metal surrounding it. The ceiling of the lower floor was scorched black and white, but no signs of a fire could be found below it.

As you finish setting up for a fire to burn all the goblins who are left, Guzek comes back to inspect all the things we have found in an attempt to identify them. He notes that the making of the weapons was most likely a show of power from the shaman, and that the stone tower is probably a forge which uses fire mages to heat up the metal. He also starts to study the crops and tools as the fire gets lit. The goblin's screams are horrendous, and even as the day passes into night the screams continue. To make sure that the job is done you stay untill the fire is burnt out.
(Continued)
>>
>(Cont)
When the fire is burnt out completely, and only ashes and burnt bones are left you find something unexpected, three goblin children, maybe even infants, you don't know. One male and two females. Guzek says the fact that they survived such a harsh fire is proof they have the potential to become powerful fire mages, if trained properly even stronger than he is, but such is a long time from now.

What do you do
>Kill them, they are goblins and you kill them
>Take them in, if they can be as powerful as Guzek says they will certainly be useful
>Take them as slaves and chain them, they are dangerous and need to be kept in check
>Other (specify)

Optional
>Investigate this "forge" further, and see how it can be put to use
>>
>>40196599
>Kill them, they are goblins and you kill them
If we let them among us they will surely find out what we have done with their people and they will turn on us for vengeance.

>Investigate this "forge" further, and see how it can be put to use
this too
>>
>>40196745
Seeing that fire failed to kill them you take it on yourself to kill them. Without the slightest bit of pity to the fact that their bodies are smaller than your fist you crush them under it.

Guzek and Mekarr examine the forge, but they can't seem to find out how it works, they memorise the structure but don't think they can fuel this with anything they have right now. Guzek only mentions "If we can get our hands on better fuel, and a source of metal, this will be a powerful tool to us." before leaving it be.

Finally a new turn

Housing: A large cave
Tech: Stone/Bone tools, minor agriculture
Food status: Fed
Structures: None
Magic: none
Population: 48Yetis (23f 25m) (3 injured)
Noticable: Suleth; Strongest of the Yeti, Guzek; The smart Shaman, Mekarr; The scout

Options
>Explore
>Gather Food
>Research Tech/Magic
>Build
>Hold a feast using the resources gained from the goblins
>Other, specify
>>
>>40196599

>Take them in, if they can be as powerful as Guzek says they will certainly be useful

What could go wrong
>>
>>40196858
>>Hold a feast using the resources gained from the goblins
THIS!

>>40196874
NOPE! We will not be having prisoner dilemma here.
>>
>>40196874
Sorry, wasn't waiting.
>>40196945
Seeing as someone else posted, I'd like to wait for a second vote now.
>>
>>40196945
Nevermind waiting any more

Having raided the goblins you found yourself with plenty of food and an occasion to celebrate, so you did. The night was joyous and after some time you found that several female Yeti were pregnant, huzzah!

Housing: A large cave
Tech: Stone/Bone tools, Minor Agriculture
Food status: Fed by a feast
Structures: None
Magic: None
Population: 48Yetis (23f 25m) (some pregnant)
Noticable: Suleth; Strongest of the Yeti, Guzek; The smart Shaman, Mekarr; The scout

Options
>Explore
>Gather Food
>Research Tech/Magic
>Build
>Other, specify
>>
>>40197687
I say explore more see if there are other potentially hostile or non hostile races are in the immediate vicinity.
>>
>>40197872
Knowing you have just defeated a threat you feel uncertain of your tribe's safety and send out people to explore more.

To the north of the goblin's camp, along the sea shore there first lie some slighly rolling hills, which hide a dense forest filled with animals both large and small, the scouts you sent there had a hearty meal before returning. To the south from the stream is the beach you explored, which seems to continue endlessly, though the terrain gets more rocky rather than sandy further on, at least the ice has molten.


To the north, on the mountaintop your scouts can see for a very long distance, showing that the forest streches out to the north also, encircling the hills on the northern side, hiding plains behind them. At the border between the two seems to be one immensely large tree which Guzek tells most likely houses creatures called elves, very fragile, but great at wielding magic and ranged projectiles. To the west of the forest the plains continue, showing sctructures which are obviously unnatural, with smoke coming from them. To the south of them, beyond the hill which sprouts the river there seems to be a swamp, also fed from this hill, beyond which can be seen another hill. The south beyond the frozen lands as we know the land starts growing more lush, the trees continue into a not so dense forest, which goes on as far as the eye can see.
(to be continued)
>>
>>40198129
>cont
Birth! Ten of your people have given birth, one woman died in childbirth, and one of the children is born either deaf or mute. But three have been born under a great omen, and Guzek tells their destiny is to be grand.

What do you do with the stillborn or mute child?
>Kill it
>let it live

Also, name the three children born under a great omen (or don't, in which case I will)

Housing: A large cave
Tech: Stone/Bone tools, Minor Agriculture
Food status: Fed by a feast
Structures: None
Magic: None
Population: 56Yetis (22f 25m 9chi)
Noticable: Suleth; Strongest of the Yeti, Guzek; The smart Shaman, Mekarr; The scout

Options
>Explore
>Gather Food
>Research Tech/Magic (specify)
>Build
>Other, specify
>>
>>40198189

>>What do you do with the stillborn or mute child?
>>let it live
Ummm.. doesn't stillborn mean that it was born dead? Regardless keep the mute child live.

>Research Tech/Magic (specify)
Research magic, I think it is time for our shaman to try and commune with the spirits of this land.

The ones born under the Omen I suggest:
Larkok
Tuarr
Ruotam (the mute one)
>>
>>40198529
Nice touch, I didn't have the mute one (I typo'd stillborn, my bad) in mind for being born under the Omen, but it's a nice twist.
Any specific direction you want him to research magic to, or are you letting me pick?
>>
>>40198616
>>Any specific direction you want him to research magic to, or are you letting me pick?
If it is possible I would just have the shaman speak with the beast spirits of the forest.
>>
>>40198529
Guzek tells that the names of the children are to be Larkok, and Tuarr, and that the mute one is to be called called Ruotam. And with this message he takes his retreat to research the magic of the spirits. You supply him with food as he requests, which is far less than he would usually eat. And after weeks of meditation and research he finally comes in touch with the spirits, who tell him many secrets.

New tribe magic
>Spirit Consult (tips and info you can't normally get, with a cooldown?), Animal's whisper (Massive bonus to relations with animals)

Guzek potential unlocked
>Nature magic 1+, Spirit magic 1, Animal Affinity 1
Though his powers of nature have increased, it still is little more than helping or requesting things of plants. The spirits however have also started helping him, which has led to him becoming more close to animals, sometimes even able to speak with them.

Housing: A large cave
Tech: Stone/Bone tools, Minor Agriculture
Food status: Fed by a feast
Structures: None
Magic: Spirit's Consult(Cooldown), Animal's Whisper (Inactive)
Population: 56Yetis (22f 25m 9chi)
Noticable:
>Suleth: Strongest of the Yeti
>Guzek: The smart Shaman
>Mekarr: The Scout
>Larkok, Tuarr, and Ruotam the mute: Born under a great omen

Options
>Explore
>Gather Food
>Research Tech/Magic (specify)
>Use a tribe magic (does not take a full turn, just uses Guzek for that turn)
>Build
>Other, specify
>>
>>40198917
NICE!

>Guzek
If Guzek's magic does not take a turn then let him consult with the spirits and ask about their blessing that we settle here.

>Build
Since we will probably be settling here let us upgrade the housing inside the cave to make living more comfortable.
>>
>>40199084
We had him bless this land for settling before, and the spirit's consult is on cooldown.
Anything specific you want to build? There is plenty of living space inside the cave, but there is nothing which can really be called a home.
>>
>>40199226
>We had him bless this land for settling before, and the spirit's consult is on cooldown.
Oh hell I missed that okay then just let Guzek have some rest.

>Anything specific you want to build? There is plenty of living space inside the cave, but there is nothing which can really be called a home.
I suggest we build living quarters for the tribe, like with primitive beds and stuff.

Also we do not know the secret of making fire yet right? Like non magical fire.
>>
>>40199305
After an intensive practice Guzek decides to finally let go and takes a full resting period.

The rest of the tribe finally feel at home, and decide to make everything more homely, and start to decorate and divide the cave into homes. Areas are split off, certain walls are even broken, and walls, beds and even tables made out of whatever is lying around are made. People feel more safe and comfortable, even relaxing more than before, causing a few pregnancies. (minor pop growth boost)

The children born under the omen are growing up, Ruotam has taken a liking to you, showing interest in all things physical, it seems he is only deaf and not mute, as his shouts are sometimes as loud as yours. Tuarr has taken a liking to Guzek, who claims his insight is great, and his creativity even more so. Guzek has found some magic potential in Tuarr, Ruotam and Mekarr. Tuarr has a nature affinity, similar to Guzek himself, possibly also earth, as with Ruotam, while Mekarr has a wind affinity. Tuarr has the strongest potential he says, and he sadly cannot teach Ruotam due to his deafness. Larkok seems to like both Guzek and Mekarr, but takes very little interest in what they do, he seems more interested in whatever tools they are using.

How will you train the children?
>Not, they will grow up on their own
>Seperately (specify each)
>Together (specify)

Housing: A large homely cave, decorated with beds
Tech: Stone/Bone tools, Minor Agriculture
Food status: Well fed
Structures: None
Magic: Spirit's Consult(Cooldown), Animal's Whisper (Inactive)
Population: 56Yetis (22f 25m 9adol) (few pregnant)
Noticable:
>Suleth: Strongest of the Yeti
>Guzek: The smart Shaman
>Mekarr: The Scout
>>
>>40199305
Oh right... I suppose we do, I didn't think about it, but I let our Yeti burn down the goblins.
>>
>>40199629
I say that the children of the Omen should train grow up together and form a close bond before the entry to adulthood, I am certain that their fate is tied together and should the time come for them to take a greater burden of the tribe they shall find strength in their bond with each other.

I say first let Mekarr the scout teach them together in the ways of the wild and the world. The spiritual teaching shall come later after they know their way in the material world.
>>
>>40199791
Mekarr takes the children on a journey, and makes them join him on scouting trips to strenghten their bodies, and tells them of the tools, plants, herbs and trees which live all around.


Options
>Explore
>Gather Food
>Research Tech/Magic
>Cast magic
>Build

My apoligies, I thought I had added the normal choices before.
>Other, specify
>>
>>40200012
>Build more
Now we must build storage area preferably in a place that can be well guarded where we store our food for the winter and other goods and important things we do not use immediately.

Also could you please note if Guzek is extra rested and can cast magic without taking a whole turn. Or else I just assume everything takes a whole turn.
>>
>>40200146
Sounds good.
How would you feel about having Tuarr train under Guzek. With his possible earth affinity he could potentially help with mining.
Ruotam under Suleth. And the others where they see fit.
>>
>>40200248
That is the plan for later, but now we shouldn't separate them until they have reached adulthood they might be destined for big things.
>>
>>40200146
Seeing all the tiny tools you still have from the goblin raid, you decide to make a storage for it, and all the food. Just outside the cave is a crevace in the ground, you smash it open to reveal another small cave, with a very cold draft of wind. You decide to make a structure around it for storing the food and other things.

Some children are born, huzzah!
The children continue their training under Mekarr, and soon learn everything he has to teach them Larkok picks up best, while Ruotam tends to let his brutish nature take over. They all have learnt basic tactics, hunting and scouting, as well as some herbology and crafting. Now Guzek has them under his care.

Housing: A large homely cave, decorated with beds
Tech: Stone/Bone tools, Minor Agriculture
Food status: Well fed
Structures: (cooled)Storage hut
Magic:
>Spirit's Consult(available)
>Animal's Whisper (Inactive)
Population: 61Yetis (22f 25m 9adol 5chld)
Noticable:
>Suleth: Strongest of the Yeti
>Guzek: The smart Shaman
>Mekarr: The Scout
>Larkok, Tuarr, and Ruotam the mute: Born under a great omen

Options
>Explore
>Gather Food
>Research Tech/Magic
>Cast magic
>Build
>Other, specify

Guzek (or one of the others) will always take a whole turn to cast a tribe spell, he can use magic normally in things like fights though, as those are less intensive. It doesn't interfere with training the children though. :)
>>
>>40200339
>Cast magic
>>Spirit's Consult(available)
Lets see whats going on, and what the spirits recommend for the children.
>>
>>40200376
I concur with this.
>>
>>40200376
Casting magic only takes a full turn for Guzek, what does the rest of the tribe do?
>>
>>40200429
wasn't sure, that makes awesome sense.
Would research magic be a Guzek only turn too?

Research: tools
>>
>>40200525
Yes, research stone tools, bone tools are fine but they are short in supply.
>>
>>40200525
Yeah, research magic is Guzek only untill someone else learns magic proper (which is in 1-2 turns)
>>40200551
Tools research is a bit vague, should I specify mining instead? And we have stone tools as well. Only a shortage of wood unless you send some people down to the forest. (which they do sometimes, but not -that- often)
>>
>>40200615
Mining is fine with me.
thanks for clearing that up.
>>
>>40200649
>>40200615
Mining doesn't sound too Yetti-ish.... but okay...
>>
>>40200742
They've certainly got the build for it
>>
>>40200649
Guzek feels that the spirits wish to tell him something, so he starts the ritual of talking to the spirits, having the children in his care watch, so they may learn.

Meanwhile Mekarr and Suleth realise something, the goblins had access to metals and stone, metals come from the earth, and stone comes from the earth. So they should mine the earth for its resources. Though Suleth has no issues working the earth with his bare hands or boulder of blood, he gets scars after a while, so Mekarr looks for a solution. After some time he makes a new tool, a pick. The first one so large it is perfectly suited for Suleth, the next ones are for the others, to allow them to join in on it also.

The spirits are hesitant to share the secrets about the children, but eventually they tell Guzek what they know. Larkok is destined to unlock the secrets of tools in his lifetime, to unlock the true power of iron, and build great structures, as great as those which the dwarves made, just like the home your people live in. Tuarr is destined to eventually join the spirits as a wiseman, but not before having met the elves in the great tree to the north, who will pay a visit shortly. Ruotam will be a great warrior, strong like Suleth, to eventually take his place as the strongest Yeti, when Suleth's time comes. They also give each of the three children who are watching a gift. A gemstone which will allow them to call the spirits to their aid if in dire need. Hereby ending the consult.


Housing: A large homely cave, decorated with beds
Tech: Stone/Bone tools, Minor Agriculture, Mining
Food status: Well fed
Structures: (cooled)Storage hut
Magic:
>Spirit's Consult(Cooldown)
>Animal's Whisper (Inactive)
Population: 61Yetis (22f 25m 9adol 5chld)
Noticable:
>Suleth: Strongest of the Yeti
>Guzek: The smart Shaman
>Mekarr: The Scout
>Larkok, Tuarr, and Ruotam the mute: Born under a great omen

Options
>Explore
>Gather Food
>Research Tech/Magic
>Cast magic
>Build
>Other, specify
>>
>>40200742
The thing is, we decide what Yeti-ish is, no matter what it is. I'm a bit of a newbie CM, so I'm just trying to get some things going, and hopefully have a coherent storyline.
>>
>>40201058
Maybe we should gather some food, to trade with the elves when they come.
>>
>>40201200
I am thinking improve on our resources.
We could improve the farms to get more resources from it.
Also make a mine, gather stone/other metals we find. To trade with, elves should have tech we might be able to buy or something.
>>40201058
With the farms, do we "gain" a certain amount per turn?
>>
>>40201259
We should work on developing a way of extracting metal from the ore, otherwise it's kinda useless to us.
>>
>>40201259
We currently do not have any farms, but the goat poop and nature affinity will help make them grow easily on this hill (which is relatively barren, but has fresh water)
With the farms you'll 'gain' relative to what you use or produce, then give a feast to raise from "Well fed" to "Fed by a feast" which increases fertility, and being fed by a feast forces a 'new generation' if you know what I mean.

Also, the spirits only said they would visit, they never said how.
>>
>>40201345
Well im up to Build farms.
I thought we had set up from the goblin farms.
>>
>>40201497
Only stolen their tech, the goblin farms are too far away to use properly, though you could always make a settlement there as well, but that would split up your people. (either controlling both, having some of our named characters live in either, or having it autonomous but not doing that, leaving it to me what happens to it)
>>
>>40201200
>>40201497
I'll just combine the two into building farms unless someone objects in the next few minutes, ok?
>>
>>40201630
Sounds good to me
>>
Okay guys I am the Anon who has been around since 10:30, I have to go now, you guys keep going!
>>
>>40201200
>>40201497
Hearing about the coming of the elves, you decide that you do not have enough food ready to welcome them properly, so you decide to make a farm using the technology you stole from the goblins. You use the goat poop as fertilizer, and Guzek uses nature magic to make the crops grow faster, but this tires him very quickly, but definitely showing results as the crops ripen immensely fast, fast enough for the first harvest to be ready almost instantly. Some Yeti are put to work to keep the farm occupied, and the food stocks filled which leaves the Yeti at home satisfied.

Guzek also says that the children have finished their training under him, each having learnt their own magic or skills, and way with the spirits.
Larkok potential unlocked
>Tech affinity 1, Creativity 0, Spirit Affinity 0
Tuarr potential unlocked
>Nature Magic 1, Spirit Affinity 1, Earth Magic 0
Ruotam potential unlocked
>Earth Affinity 1
New Tribe Magic
>Tuarr/Guzek: Grow crops

Housing: A large homely cave, decorated with beds
Tech: Stone/Bone tools, Minor Agriculture, Mining
Food status: Well fed (plenty of food)
Structures: (cooled)Storage hut, Farms
Magic:
>Spirit's Consult(Cooldown)
>Animal's Whisper (Inactive)
>Grow Crops (Cooldown)
Population: 61Yetis (28f 28m 5adol) (few pregnant)
Noticable:
>Suleth: Strongest of the Yeti
>Guzek: The smart Shaman
>Mekarr: The Scout
>Larkok, Tuarr, and Ruotam the mute: Born under a great omen

Options
>Explore
>Gather Food
>Research Tech/Magic
>Cast magic
>Build
>Other, specify

Next turn the elves will be here, what will you do to prepare?
>>
>>40201941
Sleep well, it's good to know I can just reply to only Sageras.
A bigger crowd would be nice. But probably also more confusing.
>>
>>40202005
As a note, everything with a 0 is simply there, but untrained. 'unlocking potential' is what I use to describe them learning to handle it. Having this happen does not lock them eternally (as show with Guzek's nature magic 1+, which started at 1)
They can continue to learn skills and abilities as trained.
And though I may not have mentioned it exactly, each noticable character (hero) can take an action seperate from the tribe, and will either help the tribe, or do their own thing if not ordered. (In case of Suleth it is mostly eat, brawl and show his strenght and leadership, Guzek lazes around, looking at everything, and Mekarr is away most of the days, exploring around and patrolling the area, returning every day for the evening meal)
>>
>>40202155
Continuing the 'meta talk' to keep me occupied while waiting for votes/people... Affinity tends to be innate power, and the ability to learn it, while "Magic" in this case means the ability to control it at will. (so Tuarr can use Nature Magic, but is only subject to instinct regarding Spirit magic, and is only slightly skilled in earth magic. Ruotam is more skilled in earth magic, but has no idea how to control it, as it happens all by 'accident) With training affinity can be transformed into something else (if aplicable of course, See Tech)

Other things like "Creativity" or "Strenght" are quite literally as written, and mostly represent the fact that they are there. Suleth for example has Strenght 2 and Large 1 (and Leadership 1), While Mekarr hase Speed 2, Agile 1, Sneaky 0 (and currently Air Affinity 0, along with Magic Sensitifity 0, which can be trained by Guzek to be magic 1)

Guzek is a little bit of a cheat character, because he has Magic Affinity 1, but he also has Low Magical Endurance to balance it out.

End of metagame rant so far...
>>
It's 11:30 where I am, so I'm going to retire for the night too. Hope to see the quest in the catalog again soon
>>
>>40202686
Too bad, 0:40 here, I'm planning to go on untill... 2:00 at the latest
>>
Bump to maybe do one last turn?
>>
>>40204023
went to the gym.
You still around?
>>
>>40204985
I could do one last turn, but I did say the elves would come next turn, so I don't know if I'm still motivated to write all that. I could be back on tomorrow though. That shouldn't be an issue.
>>
>>40205059
Then tomorrow, if that's better for you.
>>
>>40205084
Archiving
>>
>>40202495
>>40202155
Really helpful.
>>40205119
Will the farms produce x amount per turn, while we use x amount per tribe?
Or will it be random? I only ask for trade, and thing of such.
Like if we run into another race, will we have 150 of food "stored" of surplus. and what not.
>>
>>40205264
To be completely honest, I'm just thinking most things up as I go along. I'm thinking of having it like your first example X per turn, with a use of X per tribe (calculated from total people working the farms, their size, and the total population)

I'm both looking forward to trade, and kinda fearful to be honest. As I have little confidence in roleplaying a trader, or conversations in general. And I still see myself as a novice at best in regards to CM/DM ing or writing in general.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.