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File: .0 Untamed.jpg (788 KB, 2031x1838)
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Welcome back to the world of Untamed, a collaborative Civilization-style world-building project. I use Project instead of Quest because you, the players, are going controlling a civilization from nomadic hunter-gatherers to a massive empire instead of a traditional story-driven quest. The only story here will be an emergent one that concerns the history of an ever-growing population of people and the struggles they face throughout the ages. Eventually, at the end of the project, a fully fleshed-out world will have emerged.

You, the anons of /qst/, control a civilization in a randomly-generated world, experiencing random events each age and fleshing out the history, technology and lore of this civilization one age at a time. There are also players who control their own civilizations individually; they play by the same rules as this thread does. The game is played out in a series of ages, in which players experience random events, are given the choice to perform a number of actions of their desire, and progress along technological and magical trees. Much like in a Civilization-style game, once each player has finished their actions for an age, all players advance to the next era and the cycle continues. You will be playing the game alongside my players, eventually interacting with them through the lens of these threads. You will vote on everything that happens to your civilization, which will be the only one in this game with more than one person controlling it and the only anonymously-controlled society.

This is going to be a long-form game, and may not be akin to traditional civ-style quest threads on this board.

Previous Thread: https://suptg.thisisnotatrueending.com/archive.html?tags=untamed%2C+civilization
Discord Server: https://discord.gg/xeYq6mJ9TB

This begins the 11th age of our people, the Roman-inspired Half-Elves.
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>>5651515
It's back! You've returned!
>>
In the first thread, the players saw the rise of the village of Anguia on the shores of a lake. Throughout ten ages of their history, they explored the lands, fought monsters and barbarians, researched new technologies and delved into rudimentary magical knowledge. They developed a government headed by a Rex, or a Regina should a female ruler arise by facing the trials of leadership, along with a council to support them. They developed a religion of worshiping the immortal naga who reluctantly guides their civilization and decries an evil cosmic serpent-entity who lives beyond the stars. They adopted the cultural value of Penitence or Redemption, based on their red serpent lord's penitent ways, for once his people dominated the lands before they were struck down for their crimes by a strange and unknown power.

We made allies with the green-skinned fey-descended forest-folk of the north, the Sylvians, with whom we have very close ties. Our tragic relationship with the vampires of the east and their female queen has inspired works of art, as have our battles against the barbarian tribes of the south, whom we eventually absorbed into our culture, and in the tenth age their king married the current Regina.

Our people have unlocked the technologies of farming, fishing and domestication, granting us plenty of food. We have domesticated wolves, cows, llamas, and large herd-bugs, and have slowly begun to herd the stegosauruses of the northeast.

In the tenth age, our people hatched two dragon eggs that arrived in meteoric primordial dragon-like beings who died upon experiencing our atmosphere and reformed into eggs like a phoenix. We have two more eggs contained within a pool in our Curia (mage hall), as of yet unhatched. These primordial dragons are intelligent, and over the course of the last age have grown from just about the size of a man to over two men in length. Though one is male and the other female, they are not yet of breeding age for their kind, and instead have become loyal companions for the royal family; the Regina of the prior age and her Barbarian King, along with the red serpent naga, have overseen their growth and integration into out society. Though the rat-goblins of the southwest fear the dragons, as they are akin to some manner of sky-devil in their religion, the dragons have not devoured any more of them (despite how tasty they are).
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Our current map.

>>5651516
Glad to be back!
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WELCOME BACK im very happy to see it . after just waiting in the discord so long
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In this age, the competition for the new position of Rex is a fierce one. The two half-vampires of ages prior, though each of them produced a daughter in this age, keep their families from the contest. Truly, though there are other families who put forth admirable candidates, it comes down to the three children of the former Regina and the Barbaring King: a female firstborn and her two younger brothers. Each has good qualities that would make them a fine Rex or Regina, but only one can be the winner.

In the end, the secondborn male and middle-child is crowned Rex. His elder sister is sour at her loss, but comes around. The youngest brother supports his older sibling, at least outwardly, as we will soon come to find out...
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Our current population chart, and accompanying demographics, for our three communities.
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Our random events for this age are as follows:

It is an age of storms! Massive rainfalls cause great difficulties for our people, particularly as we have not developed very strong architecture and what few well-constructed buildings we possess begin to wither from constant wear and tear; roofs collapse, walls erode due to primitive construction methods and a lack of water-proof cement. Rivers flood, previously easily-traveled paths become dangerous, and fishermen suddenly find themselves in a very dangerous position as they attempt to carry out their trade. Fishing traps and woven nets are swept away, and sometimes the fishermen go with them. Food becomes very difficult to grow as farmlands are flooded, seeds washed away and plants drowned. Lightning storms become a near-constant, and just when the damage from one storm is nearly dealt with another occurs. The people flood the village centers during these storms, seeking shelter and guidance, but this over-crowding causes further damage, as these places were not built to accommodate so many people.

The seers divine no end in sight for these storms; they are only going to persist and get worse before things get better, if they ever do at all. Panic and despair grips the people as they fear they are witnessing the end of the world. They turn to the Rex and the naga for leadership and guidance, but the red serpent possesses no magic that can banish these storms. The Rex attempts to lead the people through this crisis as best he can, but things simply do not go well. The dragons of the royal family do what they can, keeping fires lit with their fiery breaths, but even they are brought to low spirits by these storms. Not even the snake temple to the north in the swamps can offer any shelter, for it too is nearly completely flooded.

>cont.
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>>5651524

With the seers and warrior-priests so occupied in finding a way to solve the problem of the storms, the Rex does what he can to maintain normalcy. He selects a bride from among the people, hoping that a grand royal wedding will bring some good omens and calm the people's hearts, but unfortunately it doesn't have the intended effect. Though they are wed, the storms only seem to get worse, and dissent for the Rex grows to its highest peak. It is in this time that the younger brother seizes his chance and murders his elder brother, taking the title of Rex for himself, as well as claiming his dead brother's wife for his own. He then frames his elder sister for the crime, and has her confined. He wins the public over by preaching to the people that he will find a way to stop the storms, as desperate times call for desperate action: sacrifices.

It begins with animals, but when that doesn't help, it continues with people. The masses go along with it, desperate to try anything that works, and several dozen people are captured and killed, their blood washed away by rainwater. The naga attempts to intervenes but the Rex has the will of the people, at least initially, for not even the sacrifice of people causes the storms to lighten.

His plan to stop the storms failed, the blood of innocent people and his brother on his hands, and with the sister's pleas of innocence being heeded more and more, it seems the jig is up. He is captured, a confession is forced out of him through pressure and divination, and his sister made into the new Regina.

How will he be punished? What is to be done about the storms? Do we wait them out, or take some kind of proactive approach? Do we attempt divination, or some other magical means of discovering a way out of this situation?
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>>5651525
Was a thinking about killing the brother and have the seers preform augury on him and his entrails, maybe try to build shelters morer inland whrere it is taller and hear from our neighbours how they are handling the situation, we might learn something.
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>>5651525
i think we should try to find a better location to wait them out. and make sturdier buildings. maybe divine a location that would be better to wait it all out?

not sure what to do with the brother i dont wanna kill him. maybe just banish him? we already lost one of the kids
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>>5651533
Supporting this ironic punishment

>>5651525
We will not be driven from our lands! Stay strong, stay hardy! Ty to find a technological or magical solution to shelter us more effectively.
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>>5651533
Supporting
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>>5651525
Support >>5651533

But also I think we should move to higher ground. It can be a "seasonal" retreat for our people, a place we return to every once in a while whenever we have an age of storms, periodically maintained perhaps by a special class of people or by shepherds that practice transhumance. Maybe the abandoned dragon's lair would be a good spot.

Can't remember the build we had planned, but working on architecture and superior materials seems like a priority after this incident.
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>>5651533
Support
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We should dig river ways! to direct the water from settlements, we are Romans! We do not bow to nature! Nature bows to us!
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I just checked, clothing was our last tech pick, we have the ability to tech into architecture as our next pick if we want, cement is similarly close on the tech tree, though we'd have to pick up mining first before we could get cement if I remember how the tech progression works correctly.
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Given penitence and repentance are core values I don't think we should go for the death penalty.
I think the Naga should take the fallen Rex in and have then walk the same path of eternal penitence that they do
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>>5651525
I'll support >>5651533

>>5651594
This feels like the same kind of thought that led to trials being what select heirs. Just because it's something we value doesn't mean that everything must revolve around them. He betrayed and murdered his brother, framed his sister and killed a bunch of innocent people. That is deserving of death in my opinion.
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>>5651581
Would be difficult, we don't have irrigation researched and we don't have metal tools yet. Also, this seems like a problem that could only be mitigated by temporary migration, I'm not even sure having cement or better architecture like the update suggests would even solve the problem of an age of storms. If it keeps raining an absurd amount I'm not sure starting just now on dikes and channels could solve the issue, the forest that slows one of the rivers that flows into our lake ought to already be helping with the flooding, and in my interpretation of the update it seems like short of having our villages on stilts or outright moving or having truly extensive pre-made flood channels there isn't much that can be done about an era of rainfall that lasts an "age".
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>>5651594
He will find redemption through his entrails.
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>>5651533
>>5651540
>>5651542
>>5651573
>>5651579
>>5651595

The brother is put to death in much the same way as his sacrificial victims, though admittedly there was more pain involved, and none questioned the justifications for it, not even the naga who oversaw his punishment with grim necessity. Augury upon his entrails tells our seers and diviners that this storm cannot be appeased by sacrifice, but there is a silver lining: it will not last. Though it will get worse before it gets better, the storms will cease naturally. This is not the work of some angry god or cruel entity---this is a natural storm, albeit a massive one covering an extremely large area.

Word from the sylvians up north is that they have taken to living in temporary shelters constructed up in the trees, but this has proven difficult, as foraging for food in such a time as this is nearly impossible. They have magic that helps them find natural sources of food, mushrooms and such, that they are sharing amongst themselves. The sylvians within our own community try to do the best they can, but there are many, many mouths to feed.

The further-south barbarian tribes are much harder to reach, but word carried on what few scouts have managed to reach those lands is that they are staying mobile, scavenging on drowned animals and such, and for the time being are surviving, though things are looking grim.

Having sent the most capable scouts to the north and south to inform your sister communities of the news that the storms will not last forever, and with some hope rekindled in the people with the news that the storms will eventually go away, what we need now is a plan on how to weather the storm. What will we do when it gets worse before it gets better? What preparations do we make, or what plan do we put into action?
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>>5651835
Not much we can do but fortify our main buildings, Maybe seperate our people into three groups, one stays the other two go on a temporarily migration so they do not use up all the food in one place
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>>5651835
Fortify our buildings
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>>5651835
We probably should look for high ground to temporarily live in
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>>5651835
Put the people to work fortifying buildings and attempting to dig waterways

>>5651874
Sending some people to the abondoned dragons lair to establish a settlement might not be a bad idea.
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I forget if we have rice cultivation going or not, wouldn't it be a solid food source considering the weather?
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>>5652117
The problem is that fields keep getting washed out so new crops can't really be planted
http://www.knowledgebank.irri.org/decision-tools/rice-doctor/rice-doctor-fact-sheets/item/heavy-rainfall
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A cabal of slithering observers will be monitoring this bread from realms unseen and unheralded.
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>>5651874
>>5652061
>>5652111

A valiant but unfortunately futile effort is made to fortify our buildings. However, the near-constant rain continually hampers attempts to transport materials, create adhesive substances to connect said materials, and the crowding and overall desperation of the populace makes things nigh-impossible to accomplish tasks. Starvation, drowning and infighting increases as the weather grows more severe; people found hording food are killed and the food quickly squandered in the chaos that follows. Truly it is a dark and terrible time for our people.

An attempt is made to send a group out west towards the mountains in the hopes that high ground will save them; they do not survive the journey and are never found or heard from again.

It is doubtless that in the future innovations will save us from situations like this; Architecture will allow for stronger and more durable homes, Masonry and Cement and Construction will only make them stronger, Irrigation and Canals will allow for the easy management of water flow and drainage, the Furance will allow for firing of materials to make them much more waterproof, and as well as numerous other things. Unfortunately, this storm simply hit us too early.

In the end, twenty-three percent of our population dies to the storms or other related circumstances this age. The only exception are our fishermen, who were hit exceptionally hard by this stormy weather; eighty percent of them perished, greatly diminishing our civilization's aquatic food production.

The storms, after hitting their hardest, quickly and rapidly lighten, until all things return to normal. The landscape is littered with debris and washed-up corpses of both men and animals, but our civilization has survived, even though our population went from 17433 to 12106.

Before we move onto player actions for the age, what will our reaction be in the post-storm time? How do we rebuild? What steps can we take to ensure this doesn't happen again? How does this event impact our future considerations for our agricultural prospects? Do we redistribute some jobs to fishermen roles? What religious or cultural significance will the storm, or the murderous sibling Rex and his gruesome end, have on our history?
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>>5652251

Our post-storm population.
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>>5652251
We probably would start living a bit more distant from the river and lakes, try to plan our city like canals and elevated buildings. So some sort of dry Venice.

As for culturally? It was a cycle of the great river snake. Nature doesn't want or need appeasement, it does what it wishes, and it's the place of mortals to endure and overcome.
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> Host a religious ceremony giving thanks for those of us who made it through and commemorating all of the unburied dead to the heavens

>Begin basic reconstruction and reach out to our neighbors seeing if we can offer anything to there rebuilding efforts in exchange for there help with ours
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>>5652261
Support.

>>5652251
Also, we now know the limits of our policies of penitence and redemption, and have probably grown more accepting of death as a grim necessity. Let winding, snake-like entrails be the symbol of the "evil within", and their extractuon for augury become the traditional punishment for tyrants and kinslayers.
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>>5652261
Support
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>>5652261
>>5652286

Solid ideas, though i would say rather than building dry canals with expectation of flooding seems wasteful. Perhaps instead our people should become preppers and store great amounts of preserved food in case of any disaster, among other useful items. Remain vigilant, for complacency can undo anyone.

Heavily fortified construction in general and all that.
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>>5652600
I want to add this prepper mentality to my vote. Good thinking!

>>5652251
(>>5652286 is me)
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>>5652600
I'll also support this initiative.
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>>5652251
Support >>5652256 >>5652261 >>5652600
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Also, we should really form a Praetorian guard at some point with all these assassinations and coups.
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>>5653087
Yes i am sure forming a Praetorian Guard will help with that
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>>5652256
>>5652261
>>5652286
>>5652508
>>5652600
>>5652642
>>5652793
>>5652814

In the time following the flood, as our structures are rebuilt, eyes are turned towards the future: food storage of preserved goods to be used in times of emergency, as well as early and rudimentary canals being dug, are put into effect. A great religious ceremony is held to give rest to the spirits lost during this time, as well as thanks for those who helped their neighbors survive. A crisis such as this showed how easy it is to give into despair, and that one must always hold out for a brighter tomorrow.

Speaking of neighbors, in reaching out to assist the sylvians, who fared worse in this crisis than our nomadic tribesman to the south, our ties with them grow greater still. They have bestowed their knowledge of Illusion magic upon us (Rank 1). Though spells that manipulate the senses were of no use during such a crisis, they may very well come in handy in the future for some other situation.

This brings our magical knowledge up to Rank 1's in the following schools:
>Abjuration
>Divination
>Enchantment
>Evocation
>Illusion
>Restoration

It seems the worst of the crisis is behind us, and with the sun finally rising over a renewing land, our people are ready to take some initiative. The elder sister Regina prepares to lead her people through whatever may come, for her and her people's mettle have already been tested during this age of storms. Word from the south is that the rat-goblin tribe evidently fared extremely poorly during the storms, at least so our scouts report, though no other news has come from that region.

What will our three (3) player actions for this age be? We may attempt to accomplish any task of our own initiative. As a reminder, past actions have included, but are far from limited to: Exploring, Settling, Attacking, Defending, Stockpiling, Building, Breeding, Worshiping, Governing, Repairing, Modifying/Enhancing/Refining, and more; suggest a course of action to take. You may suggest one or three, or support the actions others suggest; they will be resolved in a generally chronological order.

>Suggest up to three player actions for our civilization to take this age.
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>>5653102
Explore the hex just north of the Granite, Meteroric Iron hex to fill out that area.

Begin cultivating the Wild Necatarines, Wild Rice and Wild Barley. That should help with the food.

Form a bodyguard unit for the Rex/Regina. Lets start with 50 of our best warriors
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>>5653102
>>5653107
Supporting the creation of a Praetorian guard, the exploration, and the farming.

Did we form that magical school yet? Seems like a good way to practice our spells, and maybe even help the Seers/Augurs.
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>Praetorian Guard

>Colonial Expedition - just because the decision to attempt and error the dragon lair was made in haste during the storm doesn’t mean it’s a bad idea. Disseminating our population will make it more resilient to further cataclysms as well as providing access to a different array of resources

> irrigation and canal works a mix of future proofing for any more great storms and hopefully improving agricultural yields
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>>5653122
We dont have irrigation tech yet
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>>5653107
Supporting, though don't we have the capability to explore more than one hex at a time? I would suggest going NW from the winged lion lair as far as we can instead.

Shouldn't all three settlements be able to do exploration for that matter?
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>>5653102
Build, stockpile, and breed. Simple as. We need to rebuild our settlement to endure such weather conditions, stockpile food, nd recoup our numbers.

If we're already maming headway at that without dedicating full actions towards this, I instead support >>5653107.
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>>5653102
I'm gonna suggest using an action to have our seers experiment with their current divination magic, that's come in a lot of handy.

Besides that I'll vote for exploring whatever hex people prefer and stockpiling additional food.
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>>5653102
Supporting >>5653107

A diverse diet will also just be good for our population's nutrition.

Probably not worth building until we at least get architecture or some other building tech. Though I suppose there are some things like granaries or religious/cultural buildings we could make with wood and stone.
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Perhaps we should add grapes as well, it's only natural considering our inspiration
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>>5653107
I find this sensible, support
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Housing close to bodies of water could switch to SEA stilt hut style to fare batter during flooding (this should be possible even with basic architecture)
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>>5653087
Yep, the RL Pretorian Guard's record was exemplary in this regard /s

>>5653102

>Settle the other side of the lake, the hex with wild rice and truffles
>Breed
>Build anti-flood walls and canals around our settlements
This worked well for the Mesopotamians.
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>>5653797
I agree, I think we should pick up and move inland, to the higher altitude side of the lake with rice. It would put us in a more resilient position later
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>>5653988
Personally I'm against moving just because of a temporary disaster, it seems like an overreaction. Having a position close to a major water source is important in developing trade later since water-based travel is easier than land-based travel for these things for a very long time. The cargo a barge will be able to carry and the ease and speed with which it does so is a lot better than what a group of wagons can do.

Although this is, of course, future-facing since we haven't reached sailing yet.
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>>5653989
First, we aren't moving, but spreading. Second, that hex still contains a river.
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>>5654001
Ah shit, I misread that anon's post and thought it was suggesting something different from yours, you're right, we'd still be on the lake.
Ignore my post.
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>>5653107
>>5653112
>>5653149
>>5653154
>>5653160
>>5653251

In exploring to the north of the hex containing deposits of meteoric iron and granite, we discover wild shallots, another food we can add to our farmer's fields.

There is a strange clearing in the middle of the forest where all things grow silent. Within this clearing stand several man-sized stones, and some of them taller. These thin stones jut straight upwards and seem to be arranged in some kind of pattern.

Upon being touched, the stones begin to glow, each a different color. When a hand is removed, the stone stops glowing. As each exploratory expedition is comprised of several individuals, there are enough to each lay a hand upon the stones.
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>>5654219

However this proves to be an unfortunate mistake, though not one that could have been seen coming. Upon each of the stones lighting up, they each shoot a beam of light towards a nearby pile of rocks. The rocks then move, configuring themselves into a archway-like gate, and within that gate is a mirror-like surface that leads to some kind of pocket dimension.

The prisoner within this dimension then emerges: a massive, hideous and utterly monstrous green troll with an armored hide. The troll smells fresh air, feels the sun upon its skin and basks in its new freedom... for a moment, before it immediately reaches for the nearest of our scouts, picking him up in one hand and crushing him to death with a single squeeze before biting his head off and chewing on it.

Our scouts are terrified, but some of them attack the monster, finding that any wound they inflict upon its tough hide seems to close up on the spot. It leisurely continues its meal, sinking its teeth into the torso of the dead man, ignoring the attackers until its brings up a foot and slams it downwards upon the nearest scout, crushing him to death on the spot.

The remaining scouts flee, managing to make it home with the terrifying tale of the troll that emerged from the gate.

>What is to be done about the troll?
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>>5654221
Between evocation magic and dragons I imagine we can roast the cunt, plenty of armed men and illusion magic to protect them and draw its attention. Shame we don't have pikemen I suppose.

Wouldn't mind trying to recruit it, don't know how we'd go about that really though.
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>>5654236
Seems like a good plan.

Recruiting it though? Don't think that's a good idea even if we could.
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>>5654237
I've always been something of a collector, what can I say?

Besides, we don't yet know how intelligent it is and what it may know. Granted, it does appear to be a savage beast but what if that is not the case?
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>>5654248
If it's about getting what may be stored in it's head then we can just torture it. Keep setting it on fire and it will feel enormous pain while being kept alive by it's regeneration. Surely giving up information so you will be killed is better than being perpetually on fire.
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>>5654253
Inspiration! We torture it into servitude!
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>>5654236
I'll support this. Burn the fucker.
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>>5654236
> support
>>
Should we set up a giant hole trap and cast illusion magic on it to trick the troll into falling in it?

>I retract my vote
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Make a giant hole trap, put a lot of spike on the ground and around the wall (with poison on it), and put burnable smiley substance on all the inside of the hole trap around the wall to make the wall slippy (if the troll attempts to claw it way out) and can be burned too. Cover the hole trap with grass or any camouflage stuff, cast an illusion to make it look normal, and put poop, mud, and any normal stuff people usually smell in the forest on the grass too (if the troll has a strong nose and is intelligent enough to smell a trap). Prepare a large group of archers (with poison arrows too) and hide inside the bush. Get ready to light torchers if trolls fall into traps and burn trolls if situations require it (covering all archers and people with poop, mud, and other normal stuff people usually smell in the forest on their bodies and faces). Carry many bags with full sand and many waterskins full of the hottest pepper juice and lemon juice to pour and throw at trolls eyes and mouths if trolls are attempting to claw out of the hole.

This is sound good?
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Idk how to lure trolls to Trap. Maybe a dead animal put on grass?
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>>5654293
Support, we shall be mighty beast tamers/torturers
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>>5654221
>Send out a squadron of soldiers to kill it, using illusion magic and fire magic.
We didn't turn the rat goblins into slaves, why turn this one?
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I support the trap plan
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>>5654576
Oh yeah, I'm all for sending the rats or using them as bait
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>>5654221
I support a plan to create a pit trap and then light it on fire using evocation magic and our primordial dragons.
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>>5654236
>>5654237
>>5654482
>>5654497
>>5654507
>>5654529
>>5654576
>>5654581
>>5654602
>>5654631

While there is debate amongst the warrior-priests about the best course of action, the Regina ultimately decides to call for a capture effort. If the troll resists beyond your efforts to contain it, or if capture is too difficult, death is the judgment.

A skilled task force, accompanied by one of the dragons, heads out. The troll isn't hard to find; the trail of devastation it leaves in its wake of destroyed trees, upended stones and slaughtered animals is easy to find and follow. Over the course of several days, a trap pit is dug, and a plan formulated on how to lure it in.

The troll is successfully lured in by a group of fast-moving scouts, who evade its attacks and keep its attention focused upon them. Once lured to the pit, the troll is tricked into falling within through illusion magic that concealed its open surface. However, the monstrous beast is able to climb out, its size and strength underestimated. Immediately the warrior-priests go on the offensive, with warriors and scouts ready to back them up if need be, but it is the growing primordial dragon that proves to be the deciding factor.

Unleashing a torrent of flame upon the creature, it roars in pain and grabs at the dragon. The massive creatures roll around, clawing and biting, strangling and scraping. The troll's hide burns, its regenerative capabilities nullified by the flames, but it isn't going down without a fight.

The dragon is hurt badly, but not killed. He unleashes another blast of fire in the monster's face, burning it until its skull is exposed and its eyes burn out of its sockets, but it continues to throttle the dragon. Finally, with no short amount of effort on the dragon's part, the troll lets go and falls back, its body burning until only ash and burnt bones remain. The dragon is wounded, though perhaps his pride is what is most injured. He huffs and flies back towards home.

>What is to be done about the strange standing stones and the gateway they created?
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>>5654683
Organize a small team of well-armed explorers and send them through the portal.
If they come back safely we can consider further exploration, if not we can destroy everything and hope the problem goes away.
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>>5654683
Harness the stones power of summoning beasts, maybe not right now, but what if we could use it to get an army?
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>>5654683
Sent in a suicide squad of convicted criminals. This can be their redemption journey but they must not come back empty-handed.
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>>5654692
Support

We must investigate, but perhaps we should be ready to destroy the structure if we need to.
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>>5654692
Supporting.

>>5654683
>>
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>>5654692
>>5654800
>>5654824

Preparing a team of highly-trained and prepared warriors and warrior-priests, the portal is once again opened. When no troll emerges, they go through.

After several hours of the portal not opening, it is decided that it would be opened again, only upon opening it, the initial team re-emerges. They explain that they've only been on the other side for a few minutes, and want to know what is wrong. They note that the sun is now setting, meaning that time has passed out here, but seemingly not as much within the pocket dimension.

The landscape on the other side is completely barren; it seems to stretch onwards with no significant features, forests or landmarks, a true wasteland lacking even wind. After several expeditions, including one where food is brought into the pocket dimension, and once the same food rots outside it is re-opened and the food that went into the pocket dimension proving to remain fresh, it is determined that this pocket dimension must be some manner of time-altered prison plane. It was built to contain the troll, or perhaps other things, or perhaps the troll found his way inside accidentally---the answer is unknown.

A number of things are proposed for it; it could be used as a storage place for food, since time moves more slowly inside of it, allowing for food to be stored for much longer periods of time. It could be used as a prison, since there is no way to open it once inside. It could be used as a kind of forwards-time-machine, as anyone who enters it and remains in for a long time would emerge years, perhaps even decades or centuries into the future. It could even be used as a means of protecting a large group of people from a crisis; evacuating into the pocket dimension and then re-opening it once the crisis has past.

>What is to be done with the pocket dimension?
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>>5654883
>Food storage
No failed harvest, no drought or flood or enemy invasion can threaten us again. This is a strategic fucking asset. Without having to diversify our agriculture to reduce the risk of failed harvests, we can switch to the more productive large-scale farming and free up more people for non-agricultural work. This is an agricultural revolution!
The only problem is transport. Transporting food by porters or beasts of burden is inefficient because they themselves eat food. I suggest we dig a canal from the river to the stones and use barges. Or better yet, relocate to the vicinity of the stones.
>>
>>5654883
Using it for storage and an emergency shelter is a no brainer, preferably we would hide it somehow instead of guarding it.
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>>5654892
Emergency shelter is problematic because it can't be opened from the inside.
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>>5654891

I have a better idea, we tech into proper ships next and just use that for transport. Still, it's a stretch to try storing all of our agricultural output there and not diversifying, it's certainly a nice asset to have though.

>>5654894
True, it would rely upon people surviving to open it. Doesn't mean we have to use it, but the option being there is nice.
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>>5654883
We could make it an extra granary for now and have a few volunteers take care of the place. Maybe some people who are well versed in our history and traditions, so that they can pass them down firsthand to later generations.
>>
>>5654883
>>5654891
+1

On a different subject, when can we start building classic roman aqueducts?
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>>5654903
This, so much this
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>>5654903
Supporting.

>>5654883
I'm >>5654631
>>
>>5654891
+1
>>
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>>5654891
>>5654892
>>5654903
>>5654909
>>5654938
>>5655131
>>5655158

Very good.

Plans are made to turn the pocket dimension into a storage area. Experiments are performed to see if the earth within the pocket dimension can be used for farming, but it appears completely barren and devoid of life; nothing will grow within its soil. Even so, its capabilities to store food are unparalleled and so much of the agricultural efforts from our second action will go into storing food for future emergencies.

A group of farmers, as well as warriors to protect them, are stationed at the stones to ensure that everything goes well and that the strategic resource is maintained. While there are still mysteries about the nature of these stones, chiefly regarding their origin and maker's intended purpose, we are more than happy to utilize it in this manner for the time being. Our naga lord, despite possessing a deeper understanding of magic than any other in our community, is puzzled by the mystery of the stones, and does not know if they are a relic of his wiped-out civilization or not.

And for our third action, 50 of our best warriors are turned into a royal guard, selected among those most capable and loyal, to ensure that the Rex or Regina is protected against such a vile treachery, even from family members.

On that note, as you may recall, it was the thirdborn child of the fourth rex who seduced the vulnerable vampiress and got her to turn him into a creature of the night, whereupon he killed his brother to take the throne, an act similar to the one that occurred this age (albeit with less vampirism involved). Thirdborn sons, particularly those of the royal bloodline descended from your civilization's first Rex, are seen as an ill omen after these events, and looked down upon and shunned. It is soon considered exceptionally bad luck to have a thirdborn son; some families stop after having two, not wanting to risk inviting such terrible omens upon their home. On the other side of the same coin, for those who do risk it, thirdborn daughters are celebrated as having "just missed the curse" of the thirdborn child being male and are considered exceptionally lucky. Even so, few desire to risk it.

Here is an updated map of our region (with a new color key in the upper left).
>>
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>>5655278

And so, we come to our choice of technology at the end of this age.

TIER 2
>Advanced Foraging (Leads to Pathfinding, and Early Medicine) (Food Boost)
>Art (Leads to Astrology, Proto-Writing, Numerals, and Pottery) (Culture Boost)
>Music (Leads to Dancing) (Culture/Happiness Boost)

TIER 3
>Architecture (Leads to Cement, Canals, and Irrigation) (Culture/Fortification Boost)
>Furnace (Leads to Forge, Advanced Pottery, Advanced Cooking, Bronze Working, and Smoke Signals) (Production Boost)
>Mining (Leads to Masonry, Cement, and Bronze Working) (Production Boost)
>Sailing (Leads to Shipbuilding, Canals, and Aquaculture) (Exploration Boost)
>Taxation (Leads to Bartering) (Economic Boost)
>The Wheel (Leads to Advanced Pottery, Siege Towers, and Wagons) (Production Boost)

TIER 4
>Animal Husbandry (Leads to Trapping, Aquatic Husbandry, Chariotry, Riding, and Falconry) (Animal Boost)
>Archery (Leads to Crossbows, Ballistae, Soldiering, and Trapping) (Combat Boost)
>Fermentation (Leads to Advanced Medicine, Advanced Preservation, and Distillation) (Food/Culture/Happiness Boost)
>>
>>5655287
>Architecture (Leads to Cement, Canals, and Irrigation) (Culture/Fortification Boost)
>>
>>5655287
>>Architecture (Leads to Cement, Canals, and Irrigation) (Culture/Fortification Boost)
>>
>Art (Leads to Astrology, Proto-Writing, Numerals, and Pottery) (Culture Boost)
>>
>>5655287
>>Architecture (Leads to Cement, Canals, and Irrigation) (Culture/Fortification Boost)
>>
>>5655287
>Architecture (Leads to Cement, Canals, and Irrigation) (Culture/Fortification Boost)
>>
>>5655287
>Architecture (Leads to Cement, Canals, and Irrigation) (Culture/Fortification Boost)

Another idea for the pocket dimension: we should try raising Lifestock in it to see if their metabolism slows down. Imagine pigs that you only need to feed once a week!
>>
>>5655346
Imagine pigs that you only need to feed once a week!
They will also grow 7 times slower
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>>5655348
Yeah it's not good for breeding but as a "live storage" of fully grown animals.
>>
>>5655287
>Architecture (Leads to Cement, Canals, and Irrigation) (Culture/Fortification Boost)

just cause we need it incase floods come back

but next age we should do advanced foraging (work twoards finishing the teir)

i know our goal was animal husbandry. but also more food. not that anyone will remember this cause of how long it will be till age 12
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>>5655412
I'm done catching new players up to Age 10, so it shouldn't be anywhere near as long to get to the next ages. I anticipate holding these threads much more regularly.
>>
>>5655414
question is . will we get it during this thread. because i meant that in the fact ya implied it would be an age a thread so that implies still a bit of time passing (like a month.) not that i mind to much. games still progressing its just. it is a long time in general so its not the freshest on our minds the previous age.
>>
>>5655287
>Architecture
>>
>>5655422
I understand, I'll always do my best to recap events from the previous thread. The discord is also available for discussion between threads.
>>
>>5655287
>>Sailing

We are right by the ocean and on a lake with rivers going everywhere, we need naval tradition!

And so, we're in a jungle not a forest, well then
>>
>>5655287
>Art (Leads to Astrology, Proto-Writing, Numerals, and Pottery) (Culture Boost)
>>
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>>5655314
>>5655315
>>5655332
>>5655344
>>5655346
>>5655412

Alright, I'd say that's pretty definitive. Architecture it is.

Thus will officially end Age 11.

I've already archived the thread at: https://suptg.thisisnotatrueending.com/archive.html?tags=untamed%2C+civilization
As always, you can join the discord server to talk with the players of their own civilizations as well as get updates on when the next thread will be up, as well as changes I'm making to the tech tree and any other mechanics.
Discord Server: https://discord.gg/xeYq6mJ9TB

For those curious, our Roman Half-Elf civilization currently has no trophies/achievements for being the first civilization to research any tech or magical ranks; we would've had Domestication, but the Aztec Orcs researched Domestication in the same age, so in a sense you share the achievement with them but nobody gets the actual recognition for being first.

As it is public knowledge, but just to list them out again for thread-only participants, the current civilizations in the world are:

Aleutian Orcs
Arabian Ratfolk
Assyrian Gnolls
Aztec Orcs
Babylonian Giants
Byzantine Dragonborn
Celtic Elves
Chinese Birdfolk
Croation Dwarves
Egyptian Elves
Finnish Goatfolk
German Dhampirs
Greek Minotaurs
Haitian Trolls
Incan Lamia
Japanese Humans
Korean Lizardfolk
Mediterranean Merfolk
Mongolian Centaurs
Norwegian Dwarves
Persian Dragonborn
Roman Half-Elves
Scottish Gnomes
Sumerian Humans
Anasazi (Unknown)
English (Unknown)
Ottoman (Unknown)
Zulu (Unknown)
(Unknown) (Unknown)

I've also been working out a way to calculate things like Culture and Productivity for each civilization based on what order each civ chooses their technologies; civs that focus on more culture-boosting techs will have a more enriched culture but won't be as productive and the opposite is also true. In the future, there will be more techs that contribute to things like the economy, and research, and more; it's all a bit of a work in progress but I've got a general framework for it at the moment.

The Roman Half-Elf civ is currently in 21st place, as we didn't start getting culture-boosting techs until around Age 4, whereupon we selected three culture-boosting techs (Burial Rites, Abstract Art, Society) but didn't select a new one until Age 10 (Clothing). We may very well place higher on the Production scale; I'll post in this thread once I've done the calculations for that, likely later today. There will be rewards for these, possibly upon hitting certain numeric thresholds, I'm working it out.

Stay tuned, more to come!
>>
>>5655287
>Architecture (Leads to Cement, Canals, and Irrigation) (Culture/Fortification Boost)
>>
>>5655502

Having ran the calculations, our civilization is currently:

>14th Place in Cultural Richness (Once ties are factored in)
>Tied for 10th Place in Productivity (with the Finnish Goatfolk)
>>
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>>5655523
A more detailed chart for current comparison on the world high score chart for Cultural Richness and Productivity.
>>
>>5655528
>We are behind Greek Minotaurs, Celtic Elves, Japanese Humans, Arabian Ratfolk, Finnish Goatfolk, German Dhampirs, Byzantine Dragonborn, Croatian Dwarves, Babylonian Giants and Korean Lizardfolk in both scores
>>
>>5655565
>Japanese Humans
The Mononobe and the Soga clans may hate each other but they're both styling on our half-elven asses apparently.
>>
To the person who joined the server and then left when told that no slots were available: your information was only half-true. I wasn't around at the moment to reply to you.

While it is true that no new civilizations may be started from Age 1, I have allowed the adoption of one of the NPC civs that I have been running; the Greek Minotaur civilization was a civ that I ran up to Age 10 and allowed a new player to adopt, and while they didn't control the first ten ages of the civ, they now control them going forwards. I partially blame myself; I neglected to mention it in this thread like I did the first thread.
>>
>>5655807
Lets not forget that initially no new civs were allowed, disappointing some anons who later learned this had changed. Typical discord faggotry, but I'll stay on simply because you have a very nice system.
>>
Oh, something I forgot to mention: did we want to hatch the remaining two dragon eggs this age, or push them off until a future age? An argument could be made that the dragons are still somewhat immature, though they have been loyal to the royal family.
>>
>>5656549
>put it off
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>>5656549
>Put it off.
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>>5656549
>put it off
>>
>>5656549
hatch
>>
>>5656549
>Put it off
>>
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>>5656552
>>5656625
>>5656643
>>5656687

Very well then, it shall be put off until another age, whereupon the question shall be revisited.

I don't believe any further issues remain for the age, so that should be it until next thread.
>>
>>5656691
Thanks for running!



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