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Good evening, boys and girls. It's time for a new civ game.

I'll be your host for the evening: A complete noob who barely knows what he's doing. What fun we shall have! I'll be playing it fast and loose for the most part, so feel free to yell at me for doing it wrong. Just try not to disrupt the thread too much.

You know the drill: Choose a race and a location. First race and location to get three votes is what we're going with. Do note that I've crossed out a few locations, because the map I'll be using doesn't have those locations and I'm to lazy to change the map right now.

Let us, as we say over here, see where this ship runs aground.
>>
Can we chargen our race?
>>
>>46160359
I supose there's nothing wrong with that.
>>
>>46160322
Slime
Jungle
Ultime magic users/merchant
Boom
>>
>>46160370
Scorpionpeople
Jungle
>>
>>46160322
Undead
Subterranean.
>>
>>46160322
Unseen
Underground

If not underground then i'll just go with whatevs.

CONQuER THE OVERLANDS!!
>>
So that's:

>Slime 1
>Scorpionpeople 1
>Undead 1
>Unseen 1

>Jungle 2
>Underground 2

Location could be locked in with the next vote. Race still would take a minimum of two votes to reach the required amount.
>>
>>46160371
But aren't Unseen more about pulling the strings from behind the scenes? For the sake of moving on, I switch to this.>>46160675
Always wanted to play as magical underground Jews.
>>
>>46160416
Bipedal or Centaurlike? Ill vote for this if it is Bipedal.
>>
>>46160705
I'll switch my vote from Undead to Unseen as well.
>>
>>46160712
That was kinda my idea yeah. Who knows what kinds of shit we can find deep bellow?

and we can brainfuck things. I mean, HOW AMAZING IS THAT
>>
>>46160727
Bipedal it is, friend.
>>
>>46160712
>>46160738
I guess that makes Underground Unseen our starting choices, unless I'm misinterpreting who's switching to what.
>>
>>46160416
>>46160727
Ill support this too
>>
>>46160416
Breaking the tie with this, but Underground instead
>>
worse case scenario we coould be unseen jungle with a retinue of scorpionfolk under our control
>>
Voting for Unseen Subterranean
>>
>>46160763
>>46160810
>>46160846
I'm already losing thrack of who wants what now.

It seems Underground wins as a location either way. To make everyone happy (or equally unhappy) I'll put our first cave entrance in the jungle. But are we running Scorpions or Unseen?


LIGHTING ROUND: THE FIRST REPLY TO THIS POST WINS!

Vote for Unseen or Scorpionmen only.
>>
>>46160416
Voting for this.
>>
>>46160929
Unseen
>>
Got a name just for easyness.

I'm the guy with the unseen BTW. As a side note, choosing the race from the start by you, the OP, will be a bit easier to start with and you won't lose any players just because their race wasn't chosen. Hope this helps
>>
>>46160952
All right, Underground Unseen it is.

Don't worry, I'll make sure to have the Scorpion guys show up sooner or later as well. Maybe we can be best buddies with them.

Give me a moment to set up the map.

>>46160965
Eh, it's a learning experience anyway.
>>
>>46160985
I like this idea. It will be like Israel and America. BFF <3
>>
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>>46160999
>Truly the greatest ally
>>
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All righty then.

>We are the unseen. For as long as anyone can remember, we've lived comfortably underground. But not long ago the earth rumbled, and a large crack appeared in the ceiling of our dark home. At first, the light blinded us, but we managed to adapt, and see past the hellish glare.

>There's a whole world out there.

>We are poorly suited for life outside of our cave, but we will persevere, and find out what this new world has to offer us.


As said before I'll play this fast and loose, so I won't bother with complex stats and numbers and such. I'll keep track of things as the need arises, but apart from that I'll keep things simple.

Right now we have:
>Population: Small
>Army: Insignificant
>Magic: Minimal
>Technology: Sharp Stick Technology only

Just shout out orders, I'll pick the ones that get the most votes, or the one I like best if there aren't enough votes for any one idea.
>>
>>46161161
Start bettering our illusion magic so practice it.
>>
>>46161161
send some out exploring. Try mimicking some animals to stay hidden. At worst stick to the shadows and see what lies around our base
>>
>>46161224
+1 to this
>>
>>46161211
Hmm, I guess mine is the same so this. >>46161224
>>
>>46161224
Thirding to explore, also mimicking animals sounds cool.
>>
>>46161224
this
>>
You send out scouts to explore the area around the cave entrance.

The air outside the cave is warm and humid, causing your scouts, used to the cool underground air, to fatigue at an increased rate. The sun, beating down on them relentlessly, doesn't make matters easier either. What insane god lit the sky on fire in this world, perhaps you will never learn, but it's extremely unpleasant.

It doesn't take long for your scouts to learn of the difference between day and night, however. At night, your efforts meet with more success.

It seems the immediate surroundings of the cave are filled with dense vegetation. You discover many types of plants and some bear colorful fruits. Many small animals like lizards, monkeys, birds and insects seem to live in this area, but none seem to pose any danger to your scouts.

Perhaps some of these plants and animals could be used for food, medicine, or other things. Your scouts spend many nights diligently cataloguing everything they find, bringing back a wealth of samples for your scholars and researchers.
>>
Just a note, if you want to scout out new areas, removing the "fog of war" from them, you should mention so in your order, preferably along with the direction you want to move in.
>>
>>46161399
See if we can start cultivating some of the fruits for consumption. Make an orchard, then dig a tunnel leading there so we don't have to trek far aboveground to reach it
>>
Rolled 100 (1d100)

>>46161399
Try and take over some monkeys. Our first minions in this strange new world. We could experiment with different plants on them see what happens and what is edible.

Also, any rolls needed for anything? d100's d20's?
>>
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>>46161476
DEAR GOD LOOK AT THAT ROLL!!
>>
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>>46161476
PLANET OF THE APES HERE WE GO
>>
>>46161468
You'd have to start clearing patches of jungle in order to start orchards, which is a lot of hard work with your current technology level and physical strength penalty.
>>
>>46161506
Well forget that, then

We've got fucking mind powers, let's do this
>>46161476
>>
>>46161476
Voting for this.
>>
>>46161476
Rolls are cool.

Let's say that you can roll a d100 for any action to get special results (positive or negative). If you don't roll anything, it's like taking 50 and foregoing the option of getting special results. You might still fail depending on the task and my evil whims, but it won't be a spectacular failure like rolling a 1.
>>
>>46161517
Note that you dont actually have mind powers, as per the race description. You're just very charismatic motherfuckers with illusion powers to hide the fact that you're really ugly.
>>
>>46161615
So we're more like fae elves?
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>>46161476
This has to win, Munky has officially ascended to godhood with this roll
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>>46161499
Your name is surprisingly prophetic
>>
Kek guys stop it you're making me blush

don't stop. EVER
>>
>>46161625
Kind of, except with more diplomacy and more tentacles. Also underground.

>>46161476
>BONUS POINTS

You order your scouts to bring in some of the monkey creatures they've described. They sound quite intriguing.

At first, it seems like an impossible task. The furry little buggers are quick and nimble, and gifted climbers as well. However, the perseverance of your scouts pays off. They discover that the monkeys seem to favor the fruit of a certain type of tree above all others. With that knowledge in mind, one of the more sharp-minded among the scouts devises a clever trap out of twigs and vines, and instructs the other scouts in its construction and use. Using the fruit as bait, capturing monkeys just became a lot easier.

Before long, your researchers have to ask the scouts to please stop sending them monkeys, because they're starting to run out of space to put them in!

It turns out the monkeys are quite hard to train. They take to being pets fairly well and seem intelligent enough to learn simple commands, but a seemingle innate stubborness and laziness, as well as a short attention span, makes them almost useful for more complex tasks. Still, a couple of Unseen have started a monkey breeding business, intending to sell the cute little creatures as pets. Whether that pays off remains to be seen in the long run.

Meanwhile, on the surface, one of your scouts got curious about why the monkeys love that fruit so much, and decided to take a bite despite the warnings that it might be poisonous to your race. As it turns out, it's not. Though almost sickeningly sweet, the fruit turns out to be quite nutritious, and some of the scouts have grown to appreciate the taste so unlike anything that grows underground.

>You have gained the technology: Basic Traps!
>You have gained a food resource: Sweet Fruit!
>You have gained a trade resource: Monkey Pets!
>>
>>46161873
>almost useful
almost useless*
>>
>>46161873
>monkey pets

And when the monkeys decide to rise up and assert their rights as self-aware beings, let's just give it to them
>>
Rolled 79 (1d100)

>>46161873
Good then. Next order of business should be to try and secure our cave entrance. Stack some dirt/branches to form a kind of parapet and try your best to hide it. Maybe throw some illusion in there just to be sure. As an extra try training some of the monkeyz to stick within earshot of the cave and become some sorts of an early alarm system.

nother 100?
>>
Rolled 11 (1d100)

>>46161873
Let's take advantage of our illusion guy. Show the monkeys illusions to train them to do our hard labor for us
>>
>>46161999
Even without your poor roll... They're monkeys, not apes. Not exactly suited to hard labor.
>>
Rolled 46 (1d100)

>>46162068
Quantity is a resource of its own quality.
>>
I'm starting to think maybe rolling for an action before an action is actually chosen might not be the best idea, otherwise it's trivial to avoid bad rolls just by suggesting different actions until one comes out with a high roll...
>>
>>46162258
Not sure what you mean by that.
>>
>>46162279
Misunderstood what you said. Ignore it.
>>
Anyway, lets just keep this shit moving for now. Maybe I'll think of a better way to incorporate dice rolls along the way.


You instruct your scouts, who are getting increasingly used to working in the outside world, to create a defensive wall around your cave entrance.

The work is long and hard, but by stacking earth, rocks and branches they eventually manage to create a fairly solid construction that almost completely hides the cave from any outside observer. Camouflaging it with leaves and vines, and weaving in a very basic low-mantenance illusion spell, it's virtually impossible to notice anything unusual at all until you're almost within arm's length of the wall.

They've even managed to create some basic plateaus on several locations along the wall. They're not very sturdy, but they could be used to hurl rocks (or insults) at anyone trying to climb the wall from the outside. Unfortunately, they're not all that suited as watchposts, since the surrounding jungle still blocks the view and the wall isn't nearly high enough to reach above the treetops.
>>
Rolled 59 (1d100)

>>46162459
Send out another scouting party to explore the areas around our walls.
>>
>>46162459
>>46162227
You're right with the rolling. Also you could suggest some actions to keep things going, like scout, craft, yadda yadda, A choice would be to choose an action first and then roll for it

as for an action yeah, scout north to lift the fog a bit. Go in the night, shroud ourselves in illusion and stick to the shadows.
>>
>>46162578
Supporting this
>>
>>46162578
Supporting
>>
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>>46162578
I've considered that, but I wouldn't want to railroad too much. I mean if this were me playing on my own I'd be doing nothing but scout and research stuff like toolmaking for a while, maybe try and get some industry started... but I find it interesting to see what approach other people are taking.


You once again send out your scouts, this time with instructions to venture further away from the cave entrance. Taking your illusionist with them to keep them hidden from anyone who might be watching, they cautiously advance during the night and hide during the day.

A while later, the scouts return. They report that the jungle gets less dense the further they moved north. They've also spotted a river, flowing westwards. A small herd of large, four-legged animals was spotted at the bank of the river, and your scouts chose to keep their distance from them in case they proved to be aggressive.

STATISTICS UPDATE:
>Population: Small
>Army: Insignificant
>Magic: Minimal
>Technology:
> > Sharp Sticks Technology
> > Basic Traps
>Food:
> > Basic Cave Food
> > Sweet Fruit
>Trade Goods:
> > Pet Monkeys
>>
Rolled 91 (1d100)

>>46162857
Bash/grind rocks together to get sharp rocks.
Use sharp rocks to weapons/tools better than Sharp Pointy Sticks.
>>
>>46160322
Hey guys, sorry to interrupt (might join in a while though). Does anyone recall what the guy who ran the vampire civ threads twitter handle is? Thanks
>>
>>46162857
Have the scouts observe these four-legged animals and what they eat. Maybe we can bait and capture to eat them, or learn to domesticate them for riding.
>>
>>46162901
to make weapons/tools*
>>
>>46162857
Let's try and forage some shit that can maybe help us. Get herbs, fruit, wood, vines anything useful and tinker with it for a while see what happens.

I'm gonna leave the rolling for now untill there's a consensus, then you can ask for a roll. I've seen this work a dozen times. And as for possible actions I meant simple ones, or progressive ones eg. build wall - dig moat...
>>
>>46162917
https://twitter.com/TeamShmeh
>>
>>46162911
Here's his twitter https://twitter.com/teamshmeh
Said might run tonight or tomorrow.
>>
>>46162911
Check the archived threads (>>46137220), it's probably mentioned somewhere.
>>
>>46162901
>>46162917
Can we combine these options?
>>
Hey OP, how'd you make your maps?
>>
>>46163105
Here's a civ thread general.
>>
>>46163095
http://www.hexographer.com/
>>
>>46163095
A combination of tools, but mostly http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/ for generating landmasses, plus Photoshop for editing, tweaking, adding the fog of war, and stuff like that.

The biggest downside of that map generation tool is that it has a big tendency to create more or less circular islands with a single mountain in the middle, but with tweaking the settings a bit and some Photoshop magic, it gives pretty cool results.

>>46162973
Eh, sure. Let's go with that.

You instruct your scouts to observe the creatures and try to figure out if they can be lured like the monkeys. Some time later, your scouts report that the creatures spend most of their time at the river bank, and seem to eat the grass and reeds that grow there. Attempting to learn more about the creature they attempted to get closer to them. The creatures didn't seem to notice their presence at first, but some unknown provocation suddenly brought them into action, attacking the scouts. Thanks to the illusionist most of them managed to get away safely, but two scouts died in the incident.

Meanwhile, in your home-cave, your top researchers are working on an ambitious project to amplify your Sharp Stick technology with Sharp Rock technology. Though a small group of naysayers strongly opposed this course of action, claiming your scientists were meddling with powers no Unseen was meant to possess, they nonetheless met with considerable success. Not only does Sharp Rock Technology prove to be a significant upgrade from Sharp Stick Technology, but the two can even be combined into a fearsome weapon of mass destruction!

>You have gained the technology: Sharp Rock Technology!
>You have gained the technology: Stone Head Spear!
>>
>>46163370
Illusionist can turn scouts invisible, right? Have him and some scouts go and stab a cow. We're gonna try some meat
>>
>>46163370
>top researchers are working on an ambitious project
>amplify your Sharp Stick technology with Sharp Rock technology
>meddling with powers no Unseen was meant to possess
>>
>>46163431
How do you know it's a cow? Maybe it's an ox, or a horse, or a gazelle or something.
>>
>>46163465
Well we'll find out now won't we
>>
>>46163370
Arm our meager army with these new found tools of destruction. We should send out our men to lift the fog around us in all directions so we can expand if necessary.
>>
>>46163465
I thought it was a horse at first, but it sounds like it might be closer to a gazelle or bison.
>>
>>46163431
Just a little warning. While I won't oppose this option if people vote for it, keep in mind that you start with one (1) illusionist.

Until you've trained more of them, sending him on a mission to antagonise creatures that have already proven to be able to kill a man might not be the most prudent course of action.
>>
>>46163535
I should probably list special individuals like him with the nation stats, next time I do a stat update. Just to keep things transparent.
>>
>>46163535
Do you even hunting, OP? You don't just walk into the middle of a fucking herd, you pick one off when its guard is down
>>
>>46163593
It's not like our guys are experienced hunters though.

I'll let you roll for it.
>>
Rolled 5 (1d100)

>>46163637
Rolling
>>
Rolled 29 (1d100)

>>46163637
If you say so, but I don't think it's all that complicated
>>
Rolled 14 (1d100)

>>46163637
We are master hunters.
Just kidding, this is a 1.
>>
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>>46163700
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>>46163748
>>46163716
>>46163700
Fuck it, we'll leave the manual labor to somebody else
>>
Rolled 90 (1d100)

>>46163637
We must meet with the Scorpion people if we're not good hunters.
>>
>>46163939
Thanks
>>
>>46163700
>>46163716
>>46163748
Ouch.


You send your scouting party, equipped with the first batch of the new high-tech weapons, to kill one of the strange creatures and bring back its corpse for study.

Quickly making their way to the place where they last spotted the creatures, they close in on the group at night. Luckily, the creatures sleep at night, so your scouting party - now hunting party - closes in unseen. Protected by the subtle illusions of your only illusionist, they reach the sleeping creatures without any trouble. They choose a creature lying at the edge of the group, slightly away from the rest, as their target.

The scout leader raises his spear, and brings it down on the creature with all his might. The sharpened stone head of the spear penetrates the creature's thick hide, but in doing so loses much of its momentum. Quickly moving to retract his spear for another stab, he finds that it has gotten stuck in the creature, and lacks the strength to pull it back out.

Luckily, the other hunters are there to aid him. Each raises his spear, and plunges it into the creature. The creature, now wide awake and bleeding from a great number of wounds, shudders and makes a horrible sound.

Unluckily, this wakes up the rest of the herd. Several of the larger creatures approach the party at speed quite surprising, considering their large bodies. The souts panic and run away, leaving their spears stuck in the dying creature. The illusionist runs with them, quickly trying to come up with a way to distract the now stampeding herd that is quickly closing in on them.

Too slow. The illusionist is the first victim of the rampaging creatures as one of them gores him with its tusks. Most of the scouts, though faster and more used to the terrain, survive only slightly longer. Eventually the creatures, apparently having sated their bloodlust, give up the chase and return to the rest of the herd.

The remaining scouts live to return home with news of their failure.
>>
>>46164117
Well, given that we no longer have anyone that can use illusion magic, just have every single person we have study it until they figure it out
>>
>>46163939
Can't just keep rolling until you get what you want, broheim. You can't be saved from three bad rolls in a row.

Also, our dudes literally just invented spears, are physically weak, and lived in a dark cave all their lives. They're not good hunters by any measure at the moment.


While I'm at it: BONUS EVENT
Because why not?


A small cult seems to have popped up among the civilian population. Though unpopular with the majority of your people, it has been slowly gaining members lately. The cult claims that your ancestral home, the cave where you've lived for as long as even the oldest Unseen can remember, is in fact a prison, and that the true destiny of the Unseen is to live under the light of the sun, which they call the burning face of the sky-father. They've even started a small shrine, where they kept a large fire burning at all times.

Unfortunately, this large fire grew far larger than intended, burning down the entire shrine and causing several deaths. Many citizens are now demanding that this cult should be banned forever, and its members locked up.

How will you deal with this situation?
>>
Rolled 51 (1d100)

>>46164174
Kill all cult members and erase any trace of them and their religion.
>>
>>46164174
Ban the cult, But make sure we get them " on the right track " by getting the true cause of out people out there. It was a prison but it was one made by the sun god himself. I mean he did burn the building down right? ;)
>>
>>46164231
Also as an civ action we should hold some sort of a illusion contest see who's eligible to take the honour of becoming our new master illusionist
>>
Rolled 7 (1d100)

>>46164174
At this rate, we're going to be extinct. Turn it into a fertility cult.
>>
we should all stop rolling untill the op asks for it though. Best of three sounds better then what we had so far, barring the 100
>>
>>46164365
I think this is probably a good idea for now. No more rolls unless I ask for it.

Might slow things down a little, but it's also less exploitable.
>>
Tie breaker time, first to respond gets it. Also, roll for it while you're at it.

>Exterminate the cult with extreme prejudice. >>46164198
>Ban the cult and convince the members to play nice. >>46164231
>Turn the sun cult into a fertility cult. >>46164263
>>
Rolled 30 (1d100)

>>46164592
Sure here's my roll for mine

Kinda dead here, huh? Unfortunately I'm going to have to leave you too.. Shit's late in Britbongsteros and I've got work tomorrow. Bummer

Any twitter if you're planning on running some more? Tomorrow's busy for me but I like your style so I'll follow your stuff
>>
>>46164592
>Exterminate the Cult with extreme prejudice.
>>
>>46164638
Yeah I'm Europeen as well, so I'm not gonna last too much longer myself.

I don't have a twitter, but I'll have the whole day tomorrow so maybe I'll set something up then.
>>
Rolled 66 (1d100)

>>46164592
Rolling for love
>>
>>46164695
Well I wish I could be here but I've got game night at the lgs and well... My dragonborn druid is itching to get a power promising book from the hands of our cleric, so yeah.. Anyways good luck tou you Idiot and I hope I see you again
>>
>>46164641
>>46164721
3late, muchachos. First response gets it for tie-breakers.


You make an official proclamation, banning the cult. You explain to the disgruntled cult members that, if their sun god was real, wasn't the burning down of their shrine a divine message? If the burning sky-father wanted to be worshipped, why would he cause his own shrine to burn down? Though it doesn't seem like they're too happy about your interpretation of the event, they grudgingly accept your order.

Or so it seemed. Several days later, a number of cave-homes belonging to the former cult members are suddenly empty, and several of the guards posted at the cave entrance are found lying on the ground, unconscious. Apparently, the cult members decided that the burning down of their shrine was not a sign that their worship was wrong, but that your cave was the wrong place for it. After all, who would worship a sky god in a place where you can't even see the sky?

Nobody knows where the cultists have gone, but a quick search at least tells you that they're no longer anywhere near the cave.


>>46164756
Cool, have a good time.
>>
>>46164888
This is going well.

We should probably focus on getting our numbers back up and getting another illusionist.

Also, a statistic update would be nice.
>>
>>46164888
Let's focus on getting new illusionists, and then find another race we can use and manipulate. Focus on our strengths.
>>
>>46165084
>>46165109
+1
>>
>>46165084
All right, first things first.

STATISTICS UPDATE:
>Population: Small
(we've had a number of losses lately, but none of them were significant enough to have a real impact on the total population)
>Army: Insignificant
(we have stone head spears now so you're slightly better off than before, but our army is still little more than an untrained militia, and our race has very poor combat stats to begin with)
>Magic: None
(our only mage died)
>Technology:
> > Sharp Sticks Technology
> > Sharp Stones Technology
> > Basic Traps
> > Basic Spears
>Food:
> > Basic Cave Food
> > Sweet Fruit
>Trade Goods:
> > Pet Monkeys
>>
>>46165173
Test the pop. for potential mages.
>>
Someone make a roll. Only one is needed.

I'd do it myself but I figure it's more fun if the players do all the rolling.
>>
>>46165260
seconding
>>
>>46164251
I agree with this action. The one who can track the fleeing cultists should be elevated to the position as illusionist.
>>
Rolled 19 (1d100)

>>
>>46165302
Possibly utilize the monkeys in our search?
>>
>>46165302
Isn't that more a job for diviners, not illusionists?
>>
>>46165307
Man we suck
>>
>>46165322
I suppose, but it would be nice to have a member skilled in tracking with magic. Then we could possibly discover another race we can manipulate
>>
>>46165283
You should probably take best of three. Or an average. That way you minimize ultimate fails or ultimate wins.

Of course though crits are crits and they are registered as such in my book. Say you have 3 rolls (80, 80, 1). The average is quite good but the crit makes it so that you get what you're looking for plus some complications. And again you have got 3 rolls again (30,30, 100). Just the same just that you fail your initial pursuit but you get some insight in it nevertheless. all other rolls without crits are just different levels of win/lose.

Hope this helps
>>
Rolled 8 (1d100)

rerollin' with hope in my heart
>>
Rolled 66 (1d100)

Final reroll
>>
>>46165397
Looks like you needed more than hope
>>
Rolled 22 (1d100)

>>46165283
Rolling for using monkeys as scouts to track fleeing cultists
>>
>>46165347
Minor spoiler: I've already placed several other races on the map, under the FoW.

>>46165377
I guess that normalises the results a bit, but I don't really see the need for it. I'm running this thing entirely off-the-cuff anyway, so it's not like there's a necessary mechanical difference between a 10 and a 40, for example. Both are below average, but neither has to be a complete failure unless I feel the situation warrants it. I like having a nice bit of fudge room without having to look too hard into how to interpret specific rolls.

>>46165307
To compensate for the loss of your Illusionist, you decide to try and train some new ones. This would have been far easier if the original had still been around, but the Unseen aren't great fans of crying over spilled milk.

Using what mystic lore was known to the various elders of your humble civilisation, you create a selection of young individuals who show some magical potential and an eagerness to learn the Craft for the benefit of the Unseen. The training takes much time, and more than a few of the youths leave the program prematurely, either sent away for their failures, or quitting out of frustration.

Time passes, and the number of trainees grows smaller and smaller. Eventually only a handful remains, and still none of them are able to conjure up more than a flicker of shadow or a glimmer of light. Still, the elders training them constantly remind them that even this much is a promise of greater talent yet untapped. The training continues.

At long last, only one remains, fully trained. While not quite as talented as your original illusionist, it's the best your people can offer right now. Perhaps with even more training and study, the secrets that were lost with the death of the illusionist can be re-learned. The important thing, however, is that your people once again have a master of illusions to look up to. The fact that he's not actually all that masterful seems but a detail.
>>
>>46165578
I propose we use our illusionist to train more disciples or specialize further in his studies. What do you guys think? We definitely need to utilize our strengths
>>
Rolled 7 (1d100)

>>46165647
Yep.
Rolling for deepening the study of illusionism and training disciples.
>>
>>46165647
noko+dice+1d100

rolling
>>
Rolled 55 (1d100)

>>46165578
>I've already placed several other races on the map, under the FoW.
>implying we won't be killed by animals or ourselves before we ever meet another race
Let's go back and capture some animals.
Surely nothing can go wrong.
Surely.
>>
>>46165677
OH COME ON
>>
Rolled 43 (1d100)

>>46165647
>>
>>46165647
>>46165677
>>46165699
Guys, no need to roll for now, unless I ask for it. Let's keep things simple.

Just propose and action and/or vote for the one(s) you like.
>>
>>46165699
I support this. We need more minions.
>>
>>46165721
Send our scouts to the east, moving as quietly as possible.
>>
>>46165721
More illusionism has the most votes it seems.
>>
With a new illusionist trained, some of the trainees that didn't make it the first time are given a second chance. Being able to learn from someone with first-hand experience proves more efficient than being taught by people with only vague theoretical knowledge. The training once again takes a great amount of time, but eventually pays off. While the majority still fails to meet the standards of an actual illusionist even with this imporved training, a handful manages to just barely qualify for the title.

As a bonus, all this focus on magic training has given your researchers some valuable insight. From now on, it will be easier to train new Illusionists to the basic level.


STATISTICS UPDATE:
>Population: Small
(we've had a number of losses lately, but none of them were significant enough to have a real impact on the total population)
>Army: Insignificant
(we have stone head spears now so you're slightly better off than before, but our army is still little more than an untrained militia, and our race has very poor combat stats to begin with)
>Magic: Minimal

>Important people:
> > 1 Illusionist (weak illusion magic)
> > 12 Illusionist Trainees (very weak illusion magic)

>Technology:
> > Sharp Sticks Technology
> > Sharp Stones Technology
> > Basic Traps
> > Basic Spears
> > Basic Illusion Training
>Food:
> > Basic Cave Food
> > Sweet Fruit
>Trade Goods:
> > Pet Monkeys
>>
>>46165955
All right, time to explore the East like >>46165742
said!
>>
>>46165955
Revengeance on the animals.
>>
>>46165996
They're probably elephants bruh

You don't fuck around with elephants
>>
>>46165983
I agree we need to explore
>>
>>46165955
Have our 'fighters' spar.
Time to git gud.
>>
>>46166033
We'll never be good at fighting. We're the Unseen. We're supposed to play puppet-masters to stronger, stupider races!
>>
>>46165955
Since some of our people, that pesky cult, left on a fools mission to please their "god" perhaps we should take more precautions from similar things happening again. Mad men don't abide by the rules. By championing our own religion maybe we could keep the people in check.
>>
>>46166009
Actually, they're not elephants. They're not quite that big.

But they're still something you don't want to fuck around with.


>>46165983
>>46166017
Let's do the exploring thing.

Though you lost most of your scouts in the violent encounter with the strange animals near the river, scouts are easier to replace than mages, and by the time you have your new illusionists all trained up, you already have a reasonable seasoned scouting party ready, trained by the survivors of the original one. This time, they set out eastwards.

The jugle stretches on to the east, and though your scouts are by now used to moving around in the dense vegetation and stifling heat, progress is still slow. Eventually, your scouts come across two rivers cutting straight across the jungle, flowing southward. Each of the rivers is greater than the one you found up north, especially the more western one. Strange green creatures are found lying across the bank of the river, but your scouts, remembering the tale of the northern scouting party, take care to stay well away from them.
>>
>>46166205
Let's scout until we find another civilization!
>>
>>46166205
Can we gather up herbs and plants, experiment with them to establish medicine men?
>>
>>46166288
I agree we need to utilize our strengths! Perhaps we should develop some boats so we can travel faster along the river?
>>
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>>46166305
It would take quite a lot of experimenting, but sure that's definitely an option. The jungle is full of stuff that might either be incredibly poisonous or incredibly healthy. Or both, depending on dosage.

It might be worth keeping in mind that such research would be considered "technology", which isn't really a strong point of our race, so discovering it would be harder than normal. Of course, we've had a few pretty lucky technology-related rolls so far, so it's definitely possible.
>>
>>46166403
Can we feed the stuff to our monkeys to test them out?
>>
>>46166403
Go against the grain.
Let's practice medicine.
>>
>>46166440
Sure, don't see why not. That would at least tell you if something is poisonous or not.
>>
>>46166518
Should we roll?
>>
>>46166538
Yeah, go ahead. Seems like there's multiple people willing to go that route.
>>
Rolled 72 (1d100)

>>46166557
Yeah!

Eat the things!

Do the science!
>>
Rolled 36 (1d100)

>>46166557
>>46166569
Are we doing science yet?
>>
>>46166594
One roll is enough, thanks.

>>46166569 Was a pretty good roll, gimme a few moments to write something up.
>>
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Did I heard someone say SCIENCE in here?
>>
>>46166640
It'll be a couple thousand ingame years before we get to your level of science, Glados.
>>
Does anybody here have expertise in Neolithic-era technology? Even armchair expertise?
>>
>>46166757
Ive read my share of Wikipedia articles, but I woundnt say expertise
>>
>>46166608
Really enjoying this OP. I'm gonna stop lurking now
>>
>>46166757
I wouldn't take the research levels too seriously, to be honest. I mean we've barely invented the spear and here we are doing organised animal testing in laboratory conditions. More or less. I don't know shit about the neolithic and I'm making up almost everything the moment I type it down, so whatever. Just go with the flow.


You order your scouts to once again start collecting samples from the plants surrounding the cave entrance. Before long, your entire science-cave is filled with an incredible variety of fruit, nuts, moss, leaves, bark, and anything else that might at one time have been part of a plant.

The first step of your research is to feed all of this to the monkeys. Though the monkeys have a very different physiology than the Unseen, it's been rpoven that they can survive on pretty much the same things that the Unseen can eat, so for now your researchers are working under the assumption This step is relatively easy. Some of the samples kill the monkeys almost immediately. Others make them sick over a period of time, sometimes killing them. Others yet simply refuse to eat the samples they're giving, sometimes to the point of starvation.

A lot of monkeys die. It's all very tragic.

It's not really much of a practical problem though. Between the pet monkey breeding going on in your caves, and your scouts capturing wild specimens with ease, there are plenty of test subjects to go around.

Eventually you're still left with a variety of plants that are edible, at least by monkey standards. Perhaps more valuable than that, you've identified a number of potent poisons that are readily available from the jungle outside your cave.

>You gained the technology: Poisonous Plants!
>>
>>46166937
>working under the assumption
working under the assumption that whatever would kill an Unseen would also kill a monkey*


I'm starting to get tired.
>>
>>46166937
Let's start meeting other civs. I say more scouting.
>>
>>46166937
>Poisonous Plants!
Nice.
Now let's discover our neighbors to the east and poison them all!
>>
Rolled 58 (1d100)

>>46166937
This needs to be developed into some death juice for our pointy sticks. SCIENCE for injury poison!
>>
>>46166937
Lets create a religion. That way our people will be united by faith at least.
>>
>>46166937
I wonder how effective the poison would be on our friendly neighbours. The large four-legged animals. Perhaps it's time to exterminate them. Pest control, if you will.
>>
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While you debate your next move, I figured it might be cool to post the full map, since I've only been posting a small part of it every time so far. Just to give an impression of how much there still is to discover before we start running out of space.
>>
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>>46167149
Oh holy hell OP
>>
>>46167082
Can it be centered around poisoning people? Possibly spiders?
>>
>>46167020
>more scouting
yes scouting all day every day
>>
>>46167234
I was thinking along those lines. Sacrifices and shit like that. But once the scorpion people are discovered we should manipulate them into taking slaves/sacrifices for us (also means slaves can do our labour?)
>>
>>46167261
That's three for scouting. Since the only direction mentioned was east, that's where we're headed.

>>46167186
Full disclosure, I already made the whole map for unrelated reasons like two months ago. I just decided it would be well-suited to a thread like this.
>>
Guys, maybe our home forces can gather hemp and vines to make rope and lash shit together.
>>
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>>46167354
>hemp
>for rope
>>
>>46167324
After scouting I'm still aiming for these
>>46167082
>>46167234
>>46167290
>>
>>46167290
Ritual sacrifice of people by means of poison and spiders it is, then. Bonus points if we find some giant specimen to enshrine.
>>46167324
One more for establishing a Spider Cult when we're done scouting. Also this >>46167061 was me, so that'd be nice to get done.
>>
I oppose the creation of a spider cult. Let's not go full on drow here.

Sacrificing animals? Yes. Sacrificing enemy prisoners? Yes. Sacrificing our own people? No.
>>
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>>46167389
Go bother some brains in a jar, Tsunemori.

>>46167324
Exciting news!

Your scouts, exploring the area past the twin rivers, have discovered a strange village. In a somewhat less dense area of the jungle, a tribe of bizarre-looking creatures has been spotted. Your scouts managed to stay out of sight, but brought back a terrifying description of these creatures. They walk on two legs just like us, and their level of technology seems quite similar to ours as well. However, their skin is a shiney black, they have six arms, and a large segmented tail! They seem to be well-accustomed to life above ground, and have constructed odd-looking huts out of dirt, branches and leaves.
>>
>>46167522
Hell, maybe we should develop some weak poison and poison our own people for "religious practices" and showing "courage"
>>46167389
>>
>>46167602
Scorpions?! Be friendly but let's be careful first.
>>
>>46167591
Presumably we'll have criminals of our own eventually, as well as potential heretics of the sun cult kind. Those types are well suited for ritual sacrifice.
>"let's not go full drow"
>implying you wouldn't marry a drow
>>
>>46167602
I suggest we send a few scouts to watch our new neighbours, learn their strengths and weaknesses.

In the means time, at home I suggest we train out militia to use their spears more effectively.
>>
>>46167602
Send an ambassador, with a monkey. Perhaps they want monkies, we really need to get rid of some of these monkies. They probably have something we want.
>>
>>46167680
But we're Unseen. We're going to be rekt no matter what. We need a civ to be our muscles.
>>
>>46167602
Religion first however..

Then this...>>46167680
>>
>>46167689
Fuck spelling
>>
>>46167602
An embassy >>46167689 would be fitting, we are qualified diplomats after all. But first we need to get our spear-ready poison as per >>46167061
>>
Little heads-up: After the next update I'm gonna get some sleep. It's almost 2AM over here.

I'll be online most of the day tomorrow, I haven't got shit to do except for getting some groceries so depending on what time I'll be able to drag myself out of bed I'll have plenty of time to resume this thread.
>>
>>46167680
Supporting the watching neighbors idea.

I propose that we send a team to check for creatures in the northern river, away from the four-leg beasts. Maybe we can learn to spear fish soon. And then learn to make nets.
>>
>>46167707
Still need to have some in our civ who can fight. Seeing as its early on it mote to protect against wild animals and more warlike civs...which are not so kind to us
>>
became friends witht the scorpionguys, let them teach us about poison and toxic things
>>
>>46167754
Maybe, when we send our diplomatic team, they can come from the north instead of the west? So the scorpions think our cave is to the north.
>>
>>46167810
Id rather watch then to begin with. We learnt our lesson about these surface lands when our first illusionist was killed. The surface lands are full of hostiles.
>>
So we've got several options now as far as I can tell. Instead of trying to figure out who's voting for what, let's do a special tie breaker.

First option -of the following three- to get three votes wins.

>Establish a national religion based on poison/spiders.
>Observe the Scorpions while training our own army.
>Send a diplomat to the Scorpions (carrying a gift of monkeys) and make them our friends.
>>
>>46167942
>>Send a diplomat to the Scorpions (carrying a gift of monkeys) and make them our friends.
>>
>>46167942
>>Send a diplomat to the Scorpions (carrying a gift of monkeys) and make them our friends.
>>
>>46167942
Send the diplomat
>>
>>46167942
>Send a diplomat to the Scorpions (carrying a gift of monkeys) and make them our friends.

Can we do the 'coming from the north' thing?
>>
>>46167942
You know my vote OP
>>
>>46168026
Sure, why not.
>>
>>46168026
Since its diplomat id like the north idea
>>
>>46167942
>Establish national religion based on the moon.

Take that, Sun cult heretics!
>>
Oh, one thing before we take off: Do we take along our illusionist on our diplomatic mission? Since our charisma is at least partially based on our illusions, it would raise the chance of success a little even though our current illusionist isn't very skilled.

Also, someone should probably roll for this.
>>
Rolled 100 (1d100)

>>46168203
Yes to illusionist
>>
>>46168219
W I N N A R
I
N
N
A
R
>>
>>46168219
That's some nice rolling, son.
>>
>>46168203
This reminds me.. We should get around to improving our illusionists some more soon...
>>
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>>46168331
If so, I'm betting that, if worst comes to worst, our illusionists can throw up a giant monster to scare away the enemy. Add in hunters, dead bodies, loud noises and smoke, and we can win despite being completely weak.
>>
You decide to send a diplomatic envoy to the newly discovered Scorpion-Men. The group is led by several of your most skilled diplomats. Surrounded by a small group of guards armed with the latest in weapons technology, guided by a number of seasoned scouts, and shielded by the glamour of your nation's most talented illusionist, the group makes quite an imposing sight.

The trek through the jungle is slow, as most of the group's members aren't very used to walking the outside world and navigating the dense jungle flora. Still, with the capable guidance of your scouts, the journey progresses without any serious mishaps. You make a slight detour in order to approach the scorpion village from the north. A harmless deception that should at least buy you some time if the Scorpions turn out to be hostile.

Once the group approaches the location where your scouts first spotted the strange village, your illusionist concentrates and casts a spell that subtly alters the appearance of your men. While making them look exactly like the Scorpion-Men is not within the abilities of the illusionist, the spell is nonetheless enough to help bridge the gap a bit. The diplomats see their skin grow dark and shiney, their tentacles grow smaller and stiffer, somewhat resembling mandibles, and their entire bodies now look slightly larger, stronger and overall more impressive. Armed with deception and suppressing the anxiety of an official First Contact, the group enters the village.

Continued next post...
>>
>>46168552
The first thing the party notices is that there doesn't seem to be anyone standing guard outside the village. There's no defensible entrance, not even a rudimentary wall surrounding the village. Just a gathering of small huts standing together near the edge of the jungle. The jungle is less dense in the direction you're coming from, the north, while the jungle behind the village to the south more resembles the jungle around your cave.

As they walk into the village, the party spots several of the strange black creatures just sitting around, apprently not doing anything. Some of the smaller ones run away when they see the newcomers, but most of them simply gaze at them with their strange, pitch-black eyes. One of the diplomats tries to talk to one of the creatures, but they don't seem interested in replying. Up close, it's now obvious that the two biggest of the creatures' six arms end not in hands but in powerful pincers, and that their large tails are tipped with a lethal-looking stinger.

Slowly moving forward towards what appears to be the center of the village, the party is suddenly stopped when one of the Scorpions, a particularly large individual, suddenly gets up and positions him (her? it?) self infront of the group. It appears to look the party up and down for a moment, and then speaks.

Unfortunately, it's not in any language your diplomats understand, nor is it made of sounds that an Unseen throat would easily produce. The diplomats step forward towards the creature, raising their hands with their palms forward in what is hopefully a universal sign of "we mean no harm." The black creature huffs, and appears to repeat the same phrase it spoke earlier.

Bluh, I'm making this way longer than it needs to be... Continued next post.
>>
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>>46168902
>language problems
>pictography not created yet
>>
>>46168902
Eventually, one of the diplomats brings forward one of the pet monkeys the group brought as gifts to the Scorpion-People, and extends it to the large creature. It seems confused for a moment, and then gently takes the furry beast in one of its smaller hands. It looks at the monkey for a moment, then at the diplomat, and back at the money. Then, it proceeds to emit a soft but awful sound, somehwere halfway between a coughing fit and a woodchipper (if the Unseen knew what a woodchipper was, anyway), and crushes the monkey's head between its mandibles. Despite being trained to ignore any strange customs others might have, the diplomats can't help but flinch at the gruesome sight as the Scorpion continues to suck up the contents of the now thoroughly destroyed head.

However nauseating the sight, it seems to have had some positive effect. The large creature walks towards one of the larger huts, beckoning the group to follow him inside.

The following weeks are filled with what is without a doubt the most complex negotiation in the history of the Unseen race thus far. The language barrier proves to be a massive hindrance, but your skilled diplomats give it their all, making the most of the limited tools available to them. Slowly, bit by bit, using gestures and crude drawings in the sand, they establish some kind of mutual understanding with the black creatures.

While it's definitely going too far to say anything lasting has been accomplished, it seems like the black creatures are geniunely interested in the Unseen, and bear them no ill will. Though actual communication is still a serious problem, the Scorpions don't seem to suffer from any kind of xenophobia, and even appear to express a certain fondness for the Unseen diplomats.

While actual diplomatic contact is still impossible for now, First Contact has definitely been a success, considering the disadvantages your diplomats had to deal with.
>>
T-t-t-that's all for now, folks. It's 3AM and I'm going to get some much-needed rest while my sentences still make some amount of sense.

As said before, I'll be online for most of tomorrow, assuming I can drag my lazy ass out of bed at a deecnt hour.
>>
>>46169293
Thank you and goodnight, OP.
>>
>>46169293
Thanks for the thread OP



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