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/tg/ - Traditional Games


File: BigAssMountain.jpg (14 KB, 276x182)
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Rolled 87 (1d100)

The gales of the mountain howls over the frozen cliffsides, sending the dark red and blue banners of the Varkton tribe's column billowing into the wind. Snow, dust, and ice mix in the air, clinging to your people's faces as they make their way along the rocky and uneven path. At the head of the group is Chief Egric MacGalin, a young, impetuous ruler only recently annointed with the passage of his father, Willelm MacGalin. A tall, muscular, dark haired man with piercing blue eyes and a remarkable axe arm. The people of his tribe, young and old, have grown weary of the harsh nomadic life, and rumors of a permanent home have arisen amongst the ranks. Regardless, the endless march continues. The future seems bleak and pointless.

One bright morning, a rare sight in a place this high up, a small, flat clearing in the cliff is found, shielded from the winds by wall of rock jutting up from the side. The mountain range continues on up for a considerable distance, with a significant amount of the plateau being covered by a rocky outcropping. Regardless, this looks as good a place as any to make a home for your people. The rumors have turned into a collective hope for the future spoken by all but the Vincent the Mute. Eric stands before his people, atop a crate so that he may take in everyone and everyone can take in him. He clears his throat, then speaks.
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"Brothers, sisters. For too long we have wandered without purpose, without a cause for our existence. I have seen my elders blasted by the wind and sent screaming to their deaths, cursed to live out their days along these perilous steps we can't even call our own. I have seen children barely old enough to walk caught in the snow, lives cut short after losing the grasp of their mother's hand and perishing, alone and afraid among the stones and drifts. I am more than certain that all of you have seen these cruelties as well."

Murmurs and nods of agreement make their way through the crowd.

"We have all seen these, atrocities against man, and what have we done? Nothing! We have stood there and taken it like we cannot fight back! That ends today! No longer will we waste among the steppes! No longer will we hunted by the mountain lion and the bear! No longer will we be subject to nature's wrath! No longer will we follow the way of this damned path! Today, we will carve our own path into this mountain! Today, we make our home!"

The crowd cheers as he finishes, and a small camp is soon established in the crevice the Varkton now call home, with the warm glow of fire illuminating the deathly pale landscape.
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Chief Eric sees it as imperitive to know the surrounding land before anything else, seeing as how much of Varkton's known world is little more than a gravelly path along the mountainside. Scouts are sent out with a day's worth of food should they get lost, and are expected to report back by sunrise tomorrow. Their journey is perilous, and more than once the team nearly loses their lives due to unsettled rock or sudden avalanches. Fortunately they managed to make it back with only a few scrapes and bruises, as is expected considering what they were doing. A map that outlines the surrounding region is currently being carved into the side of the wall with the sharp end of a rock. Crude, but effective.

Their full report is as follows:
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"My Chief, we have spent the day wandering about the cliffside, looking through every nook and cranny we can find in this pile of rocks. We have found numerous e plants, though only one of which was of any nutritional value and two new animals that could be of use to us. For the plants, we found small spuds that grow up and out of the topsoil, breaking through the stones wherever any significant amount of light is present. In addition, there seems to be an endless forest in the lower reaches of the range, with pines peaking up that occasionally break through the clowds and scrape the sky. It is here we found the first animal, the wolf. They hunt in packs, their coats ranging from a dark, almost black grey to a snowy white. Several times we nearly perished from an ambush by them, though we were always alerted by their distinctive howls that seemed to echo endlessly through the mountains. The second we found after scaring off a lone wolf, which we now call the garat. It has four legs and hooves, with a shaggy fur coat that tends to blend into the sides of the mountain well. Though it lacks any obvious form of self-defense, what few we have seen alive in the wild are surprisingly agile, and their hide is apparently able to shake off a wolf's bite like it's nothing!"

"The land we call home is just as rugged and hazardous as we've come to expect. As far as we can tell, the path continues down to the south, eventually coming to a split. The first path leads to the lands of our ancestors, the other careens down into the valley below us. Here is where we found the wolves and garat initially. I'd like to mention that we also saw movement high up in the treetops. Shadowy figures seemed to be stalking us, always just barely in the corners of our eyes. How you choose to proceed is up to you."

"Your humble servant, Thalon Yalkis"
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The following day, a census is conducted to get a sense as to what resources Chief Eric has to work with. The results are as follows.

55 Adults (+3 every turn.)
5 Warriors

8 Days worth of food.

Current government: Tribal monarchy

Current technologies: Fire, basic storage and transport.

Not much to work with by any means, but the potential is there for something great.

ACTIONS
>A1) Scout
>A2) Forage
>A3) Build
>A4) Research
>A5) ???
>A6) ???
>A7) ???

You currently have 1 action per turn (1 week). Please use a d100 for your rolls.
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Shameful bump.
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Rolled 63 (1d100)

>>45679317
>A1) Scout
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>>45679639

>63
Again, scouts are sent out, this time along the northern path, to try and find out more about the surrounding area. They make decent progress, having grown used to having one place to come back to and not have to worry as much about getting lost, alone and afraid. The Shadows grow more and more prevalent the further away they get from Home, but the fire keeps them at bay. A day later they return in much the same way as before, but with a strange, bloodied bag in tow

Their report is as follows:

"My Chief, we have further explored the northern reaches of the area, finding little of direct benefit or value to us. However, we did find this,"

Thalon pauses, gesturing to the crumpled up sack. His partner opens it, and pulls out what looks to be a small human corpse. It looks like a woman, badly mauled and partly eaten, as shown by her exposed rib cage.

"We do not believe this to be a human, as my partner will now show."

His partner brushes aside the messy brunette hair, revealing a slightly pointed ear as well as a dark green tattoo that extends all around the woman's neck, with swirls and lines seemingly placed randomly about it.
>>
58 Adults (+3 every turn.)
5 Warriors

8 Days worth of food.

Current government: Tribal monarchy

Current technologies: Fire, basic storage and transport.

Not much to work with by any means, but the potential is there for something great.

ACTIONS
>A1) Scout
>A2) Forage
>A3) Build
>A4) Research
>A5) ???
>A6) ???
>A7) ???

I hate Captcha
>>
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>>45679900

*7 days worth of food. 7.5 if you share the corpse
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Rolled 39 (1d100)

>>45679900
Can we domesticate the garat if we haven't already.

If we can't do the first choice Scout the valley floor I suppose, looks like nicer terrain than where we are currently.
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>>45679968

>39
The garat are...difficult creatures, to put it lightly. Any attempts made to grab hold of them usually end up with broken hands and dislocated shoulders. And if they somehow are brought back, their destructive nature makes it almost impossible to keep them corralled inside a tent or enclosure. To compound the problem, they seem to be solitary, and only once have you seen two or more garat in one place, and that was when they were fighting over territory apparently. This hasn't stopped some of the braver souls of your people from trying to make one their pet, but a two people die as a direct result. Not much, but they will be missed.

>-2 population!
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59 Adults (+3 every turn.)
5 Warriors

8 Days worth of food.

Current government: Tribal monarchy

Current technologies: Fire, basic storage and transport.

Not much to work with by any means, but the potential is there for something great.

ACTIONS
>A1) Scout
>A2) Forage
>A3) Build
>A4) Research
>A5) ???
>A6) ???
>A7) ???
>>
>>45680132
Okay, seeing as I'm the only anon here...What's our village look like? If we're settling down we might as well make some houses. Maybe a small palisade or something
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>>45680232

The village consists of huts that have been passed down from generation to generation in your tribe, worn and torn in several places. They're arranged towards the back of the cave, the aforementioned wall shielding them from the cold and giving them a small ambush position should something hostile come waltzing in. There is no artificial wall to speak of, though theoretically you could make a wall from some of the stone or loose wood lying around.
>>
just catching up.
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>>45680289
This doesn't count as your turn, in case that is what is delaying you.
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Rolled 45 (1d100)

>>45680406
Can we improve our housing? Get some farms set up too, outside the cave if need be.
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>>45680603

>45
Due to the rather blatant problems with having holes in the only thing keeping you separated from the freezing elements, efforts are made to create more permanent housing in the village. This namely consists of finding sufficiently deep depressions in the ground and building roofs and entrances up and around them. This works rather well, though as to why there are this many holes six feet deep in a cave remains a mystery. But nevermind that, it's nice and warm!

In the meantime, some of the more green-thumbed members of your tribe have tried to plant some of the potatoes in loose soil outside your cave, so that you wouldn't have to travel as far when looking for food. Their efforts are mixed, and only a few sprouts take root, nowhere near enough to be sustainable for the time being. The ones that do also have a slightly odd taste, being a bit sweeter than normal potatoes found in the wild.
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>>45680132

62 Adults (+3 every turn.)
5 Warriors

6 Days worth of food.

Current government: Tribal monarchy

Current technologies: Fire, basic storage and transport.

Not much to work with by any means, but the potential is there for something great.

ACTIONS
>A1) Scout
>A2) Forage
>A3) Build
>A4) Research
>A5) ???
>A6) ???
>A7) ???
>>
Anon?
>>
Rolled 9 (1d100)

>>45681184
Sorry boss, only checking in casually, maybe you want to hold fire unless more people show up?

I can dig having hobbit holes!

Try again to set up some permanent farms
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Rolled 88 (1d100)

>>45681184
Soorry. Gotta go soon.

I was planning exploring the use of anima life force energy by the tribe aswell as the more domestic option of improving carts and beasts of burden for better resource gathering / trading. But i havent got the time to advance from basic tent to better tent, if you get my meaning. Theres been too many games like that already. Im not interested in the similarities with other cultures, but the differences.

Oh, for the hell of it.
>A5) Research anima with tribal elders.
>>
>>45681184
Also, from now on lets send our scouts out in squads of 2. One to do the scouting, one scouters-mate to help the scouter. It seems like a better way than needlessly risking the lives of our people for every scouting mission. Also its 2x more likely to succeed.
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>>45681325
Got it, I'll hold up until some others check in. If this doesn't get more guys I'll start a new thread next Friday at 6 EST.

>9
As previously mentioned, your people have taken an interest in farming outside the cave, so much so that they have started physically shifting the rock off the edge of the cliff so that the more useful soil will be exposed for tilling. The initial crop is planted, and soon your people have their own little potato farms! Unfortunately for you, that shunting had some unforeseen consequences. You see, the vibrations caused by the rocks led to a massive unsettling of snow and ice from higher up on the mountain, which in turn caused a disastrous avalanche that took out every farmer outside the cave, and trapping you inside! The potatoes weren't even that good, and for some reason actually had a toxin in them!

>-20 population!

>>45681380

>88
The tribal elders in the meantime have taken some time to mediate on the situation, trying to, quote, "commune with the spirits of the anima" in an effort to find a way out. They're surprisingly successful, as the sole garat that was within the settlement when the snow came down now appears to be quite docile, so much so that it's even letting smaller children ride it!

>You have tamed a garat!

I need to step away from the computer to deal with something. If I'm not back in half an hour assume the thread's done for the day.
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>>45681561
>>You have tamed a garat!
https://www.youtube.com/watch?v=P3ALwKeSEYs
>>
>>45681561
Try to tunnel through the avalanche, I don't like being stuck in places.
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Rolled 44 (1d100)

>>45681987
I messed up on doing dice
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>>45681561
Perhaps we should do research about the Garat next (either breeding the animals for meat or using them for riding). And the food problem remains.
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>>45682303
we only have 1 garat though
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>>45682386
Well, I meant to find ways to catch them, to breed them, to ride them.

For example: lassos, bolas, traps to catch them alive (luring them with the tame one or with their preferred food in a closed area for example), methods for killing them and raising the youngs (do they have weak spots in their hide?), can an adult ride it (-> Horsemanship) and so on.

But perhaps the first step was done already in >>45681561 with the taming.
>>
Rolled 77 (1d100)

>>45681561
Set to work clearing the avalanche
>>
>>45683482
The problem is garats are incredibly strong



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