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Anyone up for a civ thread? Humans banned
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Thread replies: 156
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Hey, lets see if we can start up a game.

First to two for races
first to two for places.

^^ normally cuz it can get pretty slow and the quicker we start up the more fun it'll be.

Also humans are banned because EVERY. FUCKING. TIME.
>>
>>45982785
>Crystallids
>Mana Wastes
>>
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>>45982785
Mate, that's an old version. Here's the latest one I know of.

Doesn't have the hard mode areas on it though.
>>
>>45982789
+1 (support that).
Could be fun to do an evolution civ
>>
>>45982828
Alright thanks.

>>45982789
>>45982837
Do you want to wait for a third vote or start straight away?
>>
>>45982837
Oops didn't read the new image.
Well I kinda prefer evolution civ, so I'll go with
> Slime
> Islands
>>
>>45982856
But then again anything is fun, so don't really care
>>
>>45982785
Just one quick question OP:

Do we need name/trip or anon is good for you?
>>
>>45982868
Up to you. I don't really care.

1 for Crystallids/Mana Wastes
1 for Slime/Islands

First to two I guess, then we'll start.
>>
>>45982785
Dryad
City ruins
>>
>>45982853
Crystallids/Mana Wastes sounds interesting. Roll with it!
>>
>>45982828
Insect

Subterrainian
>>
Let's go!

---

A hundred years ago, the Crystallids settled in the Mana Wastes. Why? It is not known. The grounds are rich with minerals, however, and combined with their great magical intiutive, their spells and skills have only grown more powerful. They need no food, or no water, meaning that the almost desert-like surroundings around their small city is no problem. They do, however, grow luxury items such as spices and some olives in their green-chambers. They sell for an extraordinary amount, which allows for the city to gain a decent amount of wealth and make it's name in the world around it. The Mana Wastes is roughly a day's walk in radius, from which beyond there...

To the west is a large river, and on the other side is the rivertown of Derry, the furthest colony of the Imperial Empire, ruled by the humans. To the north are the Sangrid Mountains, unhospitable on the surface but underneath various tunnels contain the lives of hundreds of different races. The only ones willing to trade with us are the Black Goblins, who trade heavy gems and minerals that we need to breed. The east is largely unexplored, but it's landmarks contain a large swath of pine forest and a few outcroppings of towns, race unknown. The south is a large plains, split between two kingdoms. The Nomad Centaurs who call themselves the Krogok, and the tough but scattered Ursine tribes, each controlling different regions and living an almost simple, but effective life. The two southern factions have had a blood feud since the Crystallids arrived.

Who is our leader?
A) Wise Elder, weak in combat and very old, but is very knowledgeable and is great at diplomacy. Also knowns some basic magicks.
B) Earth Mage, fragile but very intelligent, specializes in controlling and shaping the earth in combat and in other uses such as construction.
C) Crystal Former, an Earth Mage, but instead of combat this Crystallid is talented in manipulating minerals and forming more of our own race.
What is the name?
>>
>>45983094
>Earth Mage, fragile but very intelligent, specializes in controlling and shaping the earth in combat and in other uses such as construction.

Name: Nerox Luminté
>>
>>45983107
>>45983094
>Earth Mage

Construction is what we need now !
>>
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>>45983094
Map of the area.
Blue dots are Mana nodes.
>>
>>45983094
>B) Earth Mage
We need him
>>
>>45983094
>Earth Mage
>>
>>45983107
>>45983122
>>45983186
>>45983190

Alright, the leader of your faction is Nerox Luminte, the greatest Earth Mage of the Crystallids.

What is the name of your city capital?
What is the name of your faction?

Right now I'm assuming that you claim your land as the entirety of the Mana Wastes, because none of the other races are willing to attempt to colonize it. After this we'll start with the choices.
>>
>>45983226
>capital
Canveri
>>
>>45983226
faction: Kelynid
>>
>>45983226
>Canveri
>Children of the Earth
>>
>>45983419
Canveri is good, but we can use
>>45983285
>Kelynid
and say it mean "Children of the Earth
>>
>>45983431
Agreed.
>>
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>>45983431
>>45983419
>>45983285
>>45983254

Okay. The Capital City is called Canveri, and we are the Children of the Earth.

---

There are no seasons where we are settled. The weather has been somewhat calm around Canveri, and trade has been normal. The Centaurs and Ursine are having their petty fights again, and the town of Derry have started construction of a great stone bridge to go over the river. A stupid project, but with the strength of the Imperials behind them, it could be done. A bridge would allow any armies to cross over onto our side of the river, which could be good or bad...

What do you do?

A)Train military.
B) Expand population.
C) Improve infrastructure.
D) Explore the Eastern Forests
E) Research Magicks
F) Research Technology
G) Construct outposts.
H) Other.
>>
>>45983493
>G) Construct outposts.
Let's spy Derry from afar
>>
>>45983507
I second this.
>>
>>45983493
>Research Magicks
>>
We could use our magicks to help derry
>>
>>45983507
>>45983515
>>45983527
>>45983552
One more for building an outpost and spying on Derry and their grand project... One for researching magicks and another for helping Derry with our construction magicks.
>>
>>45983596
Roll the dice
>>
>>45983507
Yeah, let's make om
>>
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dice+1d100

You send out one of the weaker Earth Mages and four other crystallids that were well known for working in construction, alongside some crystal building supplies and instructed them to build the outpost tower on the coast of the large river, in sight of the Grand Bridge. You also told them to be on watch there and send the Earth Mage back, and every week to report back if anything important happens.

They leave through the city gates as you wish them good luck, and they begin construction on the crystal outpost. From Derry, it would just look like a Mana Shard sticking from the ground, so they will not notice what it actually is.

---

I think I did the roll correctly.
>>
>>45983507
It's certainly something we can do well/fast. Put that leader to use.
>Outposts go

Also can I just say that it amuses me no end that the image for the 'Unseen' race is that of an Illithid lich? Because that really amuses me. To no end.
>>
Okay, trying now because that was a fail.
>>
Rolled 52 (1d100)

>>45983684
You put it in the Email section, my dear newfag.
>>
>>45983706
Okay wow I can't roll apparently cuz I'm a retard. Somebody else mind rolling a d100 for me?
>>
>>45983711
Thanks, I'm a bit of a tard.

---

A few days later the lesser Earth Mage travels back and states the success of the outpost. Two stories tall, it was able to blend easily as a normal shard of the Mana Wastes. Whilst there, the Mage tells you that the construction on the Grand Bridge has officially started. Trees near the river are being felled, caravans carrying stone from faraway mines are constantly arriving, there are around a hundred Imperial Pikemen patrolling around the construction site. They even have a few river boats sailing up and down the river, though the Mage suspects that they could be constructing a larger warship for defence.

You note down the information.

A)Train military.
B) Expand population.
C) Improve infrastructure.
D) Explore the Eastern Forests
E) Research Magicks
F) Research Technology
G) Construct outposts.
H) Other.
>>
>>45983756
>C) Improve infrastructure.
Put the Earth Mages to work, let's fortify ourselves
>>
>>45983756
I would like to explore the Eastern Forests, so we have knowledge of all that is around us
>>
>>45983756
Magick research.
>>
>>45983756
> Improve infrastructure
Earth Magic (maybe a labyrinth)
>>
>>45983756
> C) Improve infrastructure.
>>
Rolled 58 (1d100)

>>45983839

Specifically, a way that we can produce "heavy-lifting" citizens. Like hulk units.
>>
>>45983812

Lets make tanky-evolved units first, and then send them as our scouts.
>>
>>45984070
>>45983970
>>45983790

Nerox and his fellow Earth Mages begin to use the harder rock underneath the desert wastes to form stronger walls around the city, reinforcing and making them a great deal taller and thicker. As well as this, Nerox also begins at an attempt to construct some sort of labyrinth around the walls as a way of defending the city.

Somebody roll for the walls and for the labyrinth.

>>45983839
>>45984422
>>45984440

The scholars spend their times in the Crystal Chamber, which is at the center of the palace and exists as a large crystal shard held in the air, refracting all light and showering the city during the daytime in the hot desert. Whilst in the Chambers, they study and learn about enhancing their magical ways, and as they do so they have discovered another, more unique way of forming more crystallids. Instead of turning them into their original, humanoid form, they believe that they can attempt to form a larger, more brutish crystallid that has less intelligence but much more strength, being able to pull trees from their roots if they desired. They would certainly bolster our less-than-formidable city defences, but they must be created first...
>>
>>45984532

I say go big or go home- make them as big as we can! Let's go with a bipedal form, but with multiple tentacles instead of arms. Therefor, they can lift more things at a time.
>>
>>45984598
You thinking Flood Tank forms made of crystal?
Cause I'm thinking Flood Tank forms made of crystal.

A)Train military. >Crystal Tentaculars
>>
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>>45984641

If they are any size LESS than this, they need to be rebaked:
>>
Rolled 86 (1d100)

>>45984532

Labyrinth.
>>
>>45984669

May as well give myself a name:
>>
Rolled 46 (1d100)

Walls.

Am I doing this right?
>>
>>45984719
The defensive Labyrinth is a success, and whilst quite a small maze, it is still fairly complex and circles around the entire city, having four entrances at the north, east, south and west. The traders and citizens of the city quickly learn the layout and some of the younger crystallids make it a game to race eachother through the tall corridors of the maze.

>>45984598
>>45984641
>>45984669

The Earth Mages begin to get to work on creating the first wave of the new type of crystallids. Approximately twenty of these beasts should be created, and their designs are quite complicated. 10 feet tall, bipedal with two legs but a larger, crystalline torso and instead of arms, a set of four long crystal tentacles on each side, meaning eight tentacles that extend to roughly three metres ahead of them. Formidable and strong, they do not have a head like the normal crystallids, their core inside their bulky chests in order for greater protection.

Somebody roll for the creation of these units.
>>
Rolled 98 (1d100)

>>45984800
>>
>>45984782
The walls were constructed quickly, however one of the Earth Mages accidently used the wrong type of rock, and due to a section of the wall being a lot softer than the rest, it shows a significant weak point. It is a blatantly-different type of rock, and if attacked it could prove an open gap for attackers to take advantage of.
>>
>>45984826
Great Success! Within the week the new units have matured, and we even managed to create some extras from left-over materials. Testing out their strengths out in the desert, they seem to even be slightly more powerful than we expected, and will prove very helpful to defending our lands.

What are they called?

Army:
25 Unnamed units.
50 Earth Mages


A)Train military.
B) Expand population.
C) Improve infrastructure.
D) Explore the Eastern Forests
E) Research Magicks
F) Research Technology
G) Construct outposts.
H) Other.
>>
>>45984833
Coulda been worse.
Should totally turn it into a trap.
>Ackbar.face
>>
>>45984876
>B) Expand population.
Maybe Canverians for their names?
>>
>>45984876
And also, see how the Derry bridge is going along
>>
>>45984876

We already established that the new units are called Crystal Tentaculars.
>>
Rolled 76 (1d100)

Breeding
>>
Rolled 100 (1d100)

Uhhh, OP?

Whatever, I'm sure he'll be back soon. I as the zoologist will continue to work on my awesome new species, and try to make it develop intelligence equal to that of our normal citizens.
>>
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>>45985253

Oh shit dawg.
>>
>>45984898
>>45985230
Your Earth Mages begin to work hard at increasing the slowly-growing population of the city. Even though you mainly consist of Cryssalids, there have been more and more merchants and traders taking home in the city due to lax regulations and lower-than-normal taxes. This could be good for the empire, if the city becomes a booming trader city then you would have more money than you would need. However, it also means that the population could be outweighed and any control the Cryssalids have over the populace could be lost in favour of a more democratic society.

What do you do?

>>45984922
You have not received any word from the outpost, so you must suspect that either something has happened to them or progress is slow on the Derry Bridge. Most likely the latter.


Army:
25 Crystal Tentaculars
50 Earth Mages


A)Train military.
B) Expand population.
C) Improve infrastructure.
D) Explore the Eastern Forests
E) Research Magicks
F) Research Technology
G) Construct outposts.
H) Other.
>>
Rolled 73 (1d100)

>>45985295
I say we expand population. Try to have more people than merchants
>>
>>45985295

Well, after THAT roll, we might have to accept that the Tentaculars are a superior race in our population....

I say we hold a referendum among our people for the "deconstruction" of every citizen. We would then rebuild them all as Tentaculars.
>>
>>45985364
This. Outbreed the buggers
>>
>>45985398

The conversion to a Tentacular race could induce enough national pride to deal with this on its own.
>>
>>45985398
>>45985364
Your Earth Mages get to work on forming some more humanoid cryssalids, and within the week the merchants remain as a small percentage of the city's population. However, due to the formation of plenty more cryssalids, the capital is becoming very cramped, with various slums and all sorts popping up from where there are no more places for houses to be built. The city cannot expand out of it's reaches due to the labyrinth and high walls, which means that people may start to settle around the cities walls, turning the city into a glorified castle.

Army:
25 Crystal Tentaculars
50 Earth Mages


A)Train military.
B) Expand population.
C) Improve infrastructure.
D) Explore the Eastern Forests
E) Research Magicks
F) Research Technology
G) Construct outposts.
H) Other.
>>
>>45985253
>>45985392

This just makes sense. We've created a race that's just as smart as everyone else, but giant, and unmeasurably strong.
>>
>>45985716

I say we start expanding the city's infrastructure for obvious reason. What was the result of this OP:

>>45985253
>>45985392
>>45985444
>>
Rolled 99 (1d100)

>>45985716
Improve infrastructure, we have to house all of our people.
Still no news from Derry's bridge?
>>
>>45985831
ALL HAIL
>>
>>45985831

OP, we now have better city management to theoretically house a population of mammoth-sized people. How did the referendum go?
>>
Care to give us a map if you have time
>>
>>45985222
I wonder whats going to happen when theg cross the bridge:

"Oh look, mammoth crystal people...... Lets turn back."
>>
>>45986725
Oops, wrong link.
>>
Rolled 5233, 4147, 5742, 9422, 8034, 6916, 1034, 8931, 2032, 62, 630, 6488, 2766, 6901, 8744, 775, 8088, 8786, 6158, 3432, 7013, 8739, 5037, 782, 2815 = 128707 (25d10000)

Op is resting. Thread is uncertain.
>>
>>45986910
can someone archived it if he forget? dunno how to.
Just wait for it to be closed
>>
>>45985754
>>45985820
After the discovery of the new Crystal Tentaculars, it seems almost obvious that we should adapt and retrofit the rest of our population to this higher, stronger tier of beings. Whilst it is cheaper and easier to mass-create more of the smaller humanoids, the Tentaculars are rapidly gaining popularity. After heavy pressure from the humanoids, another 25 Tentaculars join the ranks. However, our Mages have discovered that the Tentaculars struggle to use magic, in fact, with their crystalline tentacles it is almost impossible for them to wield and control the earth magicks like our Earth Mages do.

>>45985831
Immediately the Mages are back to work, and even though we cannot expand further afield, we begin to construct taller towers out of crystal and hard rock, building upwards. From the distance the spires of our capital reach into the sky, their crystals glinting. It is a truly magnificent sight, but for the other factions and empires, potentially worrying in our growing strength.

Reports from the outpost near Derry state that it seems that there have been major structural complications in the Derry Bridge. Almost half of it has collapsed into the river, and a few nights ago there was a large fire at the military camp nearby. It seems progress has been delayed.

Army:
50 Crystal Tentaculars
50 Earth Mages


A)Train military.
B) Expand population.
C) Improve infrastructure.
D) Explore the Eastern Forests
E) Research Magicks
F) Research Technology
G) Construct outposts.
H) Other.
>>
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>>45987011
Current map. Soz for it being so shitty.
>>
Rolled 91 (1d100)

>>45987011
Help the humans with their bridge. We don't want them to attack us right? How about we show the empire that we are useful allies. Should be easy to do
>>
Rolled 7 (1d100)

>>45987011
>>45987061
>Improve infrastructure
Make roads and help with bridge so that we can make trades
>>
>>45987074
God help us
>>
>>45987079
yeah sry for that.
Roads will be shitty
>>
Rolled 28 (1d100)

>>45987074
Improve the roads
>>
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>>45987061
>>45987074
>>45987221
Okay I'm going to say that's a fail, all three combined.

---

You get to work on constructing a paved road from Canveri towards where the Derry Bridge is to connect to the mana wastes. It starts off well, there are already natural roads forming where caravans and traders take their paths to and fro the city, but as you get closer to the river the lack of decent rock causes the Earth Mages to create low quality roads.

To make matters worse, as your Mages are travelling back to the capital, they get attacked by a wild swarm of Rahk, the native dog-species to the Mana Wastes. They have four legs and a heavily shelled exterior, and normally belong to some sort of 'hive' where an Alpha leader remains. Two Mages get killed before they can react, causing the ground to swallow up the six beasts. They get back to the capital unharmed, but losing two Mages is a big hit.

Army:
50 Crystal Tentaculars
48 Earth Mages


A)Train military.
B) Expand population.
C) Improve infrastructure.
D) Explore the Eastern Forests
E) Research Magicks
F) Research Technology
G) Construct outposts.
H) Other.
>>
>>45987417
D). Lets explore the forests and get some resources
>>
>>45987417
D.
>>
Rolled 68 (1d100)

>>45987606
yeah D), get the D)
>>
Rolled 50 (1d100)

D roll
>>
Rolled 23 (1d100)

>>45987671
I'll roll for D. Now CM has three rolls to make an average
>>
The detructability of our mages is a critical threat to our security. Because of this, we should initiate tests to try and get our new race to be capable of wielding magic. This will be done with small scale experiments to avoid disastrous failure.
>>
>>45988049

Dice didn't work. Can someone cover me while I'm on mobile?
>>
Rolled 7 (1d100)

>>45988078
By doing this?
>>
Rolled 44 (1d100)

>>45988049
That sounds good.
>>
Rolled 76 (1d100)

>>45988078
I'm on mobile too and I can do it just fine
>>
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>>45987606
>>45987636
>>45987671
>>45987681
>>45987871
Right. Taking the first roll.

---

You send a group of scouts to explore and find out about the rumoured settlements in the Eastern forest. As they explore the forest, there seems to be an almost permanent fog, a chill that makes the area feel cold. Of course, cryssalids can't feel cold so it isn't too much of a problem. After a few hours of searching, they come across a tall-walled town, similar to design of Derry.

At the front gate stands two skavens in leather armor, with steel weapons drawn as the scouting party approach them.

"Stop right there, travellers. We've 'eard all about your kind. Stick to the desert, or we'll stick these swords through you. We're on orders to not let any of you come any deeper into the woods."
>>
Rolled 88 (1d100)

>>45988164
All skaven love shinies. Yes yes! Give them some of our goods and leave them be. We aren't exactly in a position to start a war right now. Better just try to establish trade and then leave if things get hot
>>
>>45988164
ask them: "No trade?"
>>
>>45988254
Give them the shinies.
>>
>>45988254
>>45988266
"What could you lot possibly give us? We ain't like the other ratbags. There's a reason why we're so successful and they ain't. We don't trade on money, we trade in things that matter. Actually... Skydd, grab the captain. You rocks might be able to 'elp us out."

With that, the other skaven scurries into the watchtower behind him, and within a few moments he returns with a larger rat, with grey fur and red eyes. He has two large axes in his hands, and has various scars and patches of fur missing from wars long ago.

"Crystal men. Heard stories about your kind." He grunts deeply as the other two rats stand either side of him. "You want to gain our trust, you'll need to deal with some people. We're hungry rats, we need to eat. And there are some mushroom men who taste awfully good, apparently. They live in a town nearby, in little mushroom huts. You dig up their town and bring their bodies to us, we'll trade with you, no sweat. If you don't... Well, the next time we see you, if you don't 'ave some tasty mushrooms for us, we'll be using your crystals to decorate our walls."
>>
>>45988383
Not really worth the wrath of a mushroom civ for an opportunity to gain the "trust" of skavens.
Better ally with the second to fuck withe the first
Bonus point for the spore weapons with an alliance
>>
>>45988440
sorry meant ally with mushroom and fuck with skavens obviously
>>
Rolled 66 (1d100)

>>45988383
Fine. They want mushroom food? We'll get them that mushroom food. Whenever we rip up the town save some of the spores so we can grow more shrooms for the rats.
>Send 10 crystal tentaculars and 5 earth mages
>Save spores for a future crop
>Trade dead shrooms with the rats
>>
Rolled 61 (1d100)

>>45988487
Against this idea so
>>
>>45988487
Voting against this.
>>
>>45988582
>>45988568
>>45988470
Right, so I'm guessing you all want to ally against the skavens with the mushroom men? Going against >>45988487 idea?
>>
>>45988680
No it's 2 against allying with skaven and 1 for allying with them if I understood correctly
>>
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>>45988680
Yeah. I was the pro-ratty anon. Whatever, majority rules. Not like Mycena aren't awesome I just preferred skaven
>>
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Alright I'm going to go with the against skaven as they have majority.

---

The scouts leave the Skaven settlement and head to where the skaven said the mushroom men would be. It was just beginning to become night-time as the group arrive outside the gates of the mushroom town. It seems everything about the settlement was biologically created from fungus, with thick spongy walls and towering mushroom stalks. It was certainly impressive. Around the outside of the walls were large fields where new mushroom men were growing, with various farmers seeding new spores into the ground. There were many guards stationed on the spore fields, idly defending the farmers.

You approach the main gate, meeting two mushroom guards, their spears lying on their shoulders. "Halt. Name yourself, travellers."
>>
>>45989097
Tell them the skaven find them rather tasty. I'm sure they already know this though so also offer to trade with them. Asking them how powerful the skaven town/empire is would also be wise before we go offering our military services
>>
Rolled 17 (1d100)

>>45989202
Also, rollin
>>
>Crystallids settled in the Mana Wastes. Why? It is not known. The grounds are rich with minerals
>Crystallids settled in the grounds rich with minerals
>Why? It is not known.

Truly a mystery for the ages.
>>
Rolled 71 (1d100)

>>45989202
This
>>
>>45988049
>>45988139

It got good rolls, but OP didn't seem to notice- so:
>>
Rolled 52 (1d100)

>>45989530
>>
>>45989565

Ehh, not the worst roll. Maybe some people here can back me up if OP still isn't counting previous rolls
>>
>>45989202
>>45989316
>>45989500
>>45989530
>>45989565
>>45989587
Taking the first roll.

---

You tell them about what the skaven have said.

"Yes, we are very well aware of their... Hostility. They've been hunting us since our races have met. They have driven us to the outskirts of our home, every town burnt down... And this is our last."

You then ask them how powerful the skavens are.

"More than you might imagine. Once they got over their obsession of... 'Shinies'... They united under a common banner and proclaimed the forest as their own. The first to die were the elves, they designed plagues to wipe them out. Then the monkey-men fell, their heads used for dark magicks..."

"We are the last of the great races. The forest goes on for a much larger distance to the east. Their empire is much larger. They will not stop at the forest, they have their eyes on expanding further and further. They breed every day, every few weeks their matrons have another litter. That litter are adults within a few months. Their population is booming."

"Now we are on our last town, and they will march to take us out soon. Within the month. We've bolstered our forces, we reckon we can hold them off on their first attack. But if they send their actual army, then we might as well end our lives now."
>>
>>45990220
Propose to get them to our town, it will be arsh but they civ will survive within our own and we can benefit from both
>>
>>45990220
I TOLD YOU FAGGOTS TO TEAM UP WITH THE SKAVEN. Okay, so we have a week. OP please start a timer on that. We should either do one of two things:
>Move the Myceana
Obviously the skaven have overtaken most of the forest. If we can transport these shrooms into our city they could be a lot safer and we could protect them a lot more from within our main base. We would have to expand our base tho and make the ground suitable for their shrooms to live on
>War!
We are going to need help. Skaven are numerous, they are ruthless, and they are deadly. We do not currently have the numbers to take them out. Perhaps, we could ask some other races for help. The ursines and the humans come to mind. The Myceana will also have to be severely defended and geared up.

Or we could just kill them all and give them to the rats
>>
>>45990365
Well we can still get help from other civ with diplomatie.
Ursa could do great, and humans seems to have a lot of power.
We just need to prove them that they will be next
>>
You guys do need to choose what to do. First to two votes I guess, seems it's getting a bit slow and I do need to end soon, so I want to find a nice place to cut off.
>>
I think it's officially time to enact our planned operation of total population conversion to Tentaculars.
>>
>>45990674

Hell ya- war time!
>>
Rolled 79 (1d100)

>>45990674
Anf more earth mages
>>
Rolled 22 (1d100)

>>45990667
Vote to get the mushrooms to our city and preparing defense while sending diplomates to the other civs for help
>>
>>45990674
>>45990712
Right, so you guys want to transform our populace into Tentaculars, and then to protect the mushroom people against the skaven empire?

Do want to point out that Tentaculars can't use magic.
>>
>>45990787
>>45990776
>>45990712
>>45990674
>>45990667
Okay, construction of more Tentaculars, more Earth Mages, and migrate the mushrooms to our city and call out help for the other civs.

---

You tell the mushroom men that they can come to our city in the desert, where they will be protected against the Skaven.

"Truly? We will begin our migration at once. We shall arrive within the week, but I fear that the desert is not enough to keep the rats away."

---

You begin construction of more Tentaculars, doubling their total number into the hundreds as you prepare for the defence of the mushroom men. On top of this, you begin training of more Earth Mages, adding 22 of them to the ranks.
Army:
100 Crystal Tentaculars
70 Earth Mages

A)Train military.
B) Expand population.
C) Improve infrastructure.
D) Explore the Eastern Forests
E) Research Magicks
F) Research Technology
G) Construct outposts.
H) Other.

I'll post messengers to the other factions in another post.
>>
Rolled 68 (1d100)

>>45990790
Yeah do that. Since the tentaculars are dumber try and see if we can improve their intelligence
>>
>>45990959

You send a messenger on a boat across the river, and he is quickly intercepted to an Imperial Patrol, and are taken to the leading commander who is in charge of defending the Derry settlement whilst the bridge is built.

"A reward of building this bridge is trading with you lot. You're prosperous, you'll give us plenty of wealth. You do not yet know if the ratmen will attack your city, if what you say is true, but I've fought against similar rats in past wars. They'll stop at nothing to eat and pillage whatever they want. We can spare 100 Pikemen and 20 crossbowmen, nothing more, nothing less."

---

The messenger to talk to the goblins who you often trade with is met with, oddly enough, respect. The goblins are much warmer after a few years of trading.

"They've been pillaging our villages in the mountains, we can't help yous, but we'll be attacking them soon enough. We have a common enemy, crystal."

---

The third messenger travelling to the Ursine Council, where every tribe meets to discuss faction decisions. They live and fight separately, but if there is an outside threat they will commune here and make their choice.

"You bring dark words, but these rats will not make it past the centaurs. They are no problem to us, and we are not willing to help. Sending our people to fight another race's war? We will fight if they declare war on us, not on the crystal men."

---

Finally, the messenger sent to the centaurs was taken to their leader, a great warrior. "Any rat that walks into our plains is shot on sight. It'll remain that way, though they are scared of us. We will not enter the Haunted Forest, it is suicide our people. The last time that happened, we were nearly wiped out. It will not happen again."
>>
>>45991124
Can we still ask the centaur to give us troops, not for attacks but for defense
>>
>>45991124
Okay. So we have help from the humans and help from the gobbos. Gobbos seem pretty chill and will probably send a force equal to our power. We won't attack the gobbos and they won't attack us. That's good. If we can find a way to route the rats into the centaur's plains than I think we're going to win easily. Let's try and keep building up our army
>>
>>45990971

They aren't dumber, we've established this.
>>
>>45991377
>>45991216
halfway through the week, the last mushrooms swarm into the city, making it somewhat cramped, but they manage to find jobs to do. Outside the labyrinth they have begun to spread their own spores and make the very infertile sands of the Mana Wastes into something more liveable. In some places they have already begun to grow small mushrooms, and it could make the Wastes a kinder place to live.

However, some of the cryssalids and traders do not think this is a good move. "They will spread their spores and before we know it, they will revolt against us and outnumber us, a hundred to one. I've seen entire lands that are dominated by their spores. They will not stop. We should just hand them over to the rats right now, at least we won't get killed.

We continue to train up our army, adding another 15 Earth Mages and 25 more Tentaculars, following the increasing demand for people to convert themselves into the behemoths. The human troops arrive, and the centaurs refuse to send any troops to defend us.

Army:
125 Crystal Tentaculars
85 Earth Mages
100 Imperial Pikemen (Temporary)
20 Imperial Crossbowmen (Temporary)

A)Train military.
B) Expand population.
C) Improve infrastructure.
D) Explore the Eastern Forests
E) Research Magicks
F) Research Technology
G) Construct outposts.
H) Other.
>>
Rolled 42 (1d100)

>>45991787
Establish a limit on how far the Myceana can spread their spores. DESIGNATED spore farms seem like a good idea and any that break these limits are arrested. This seems like a fair way settle the civil unrest
>>
Rolled 96 (1d100)

>>45991787

>>45991926
That (nicely, just so there is not spore everywhere)

>Improve Infrastructure
Make good defense using Earth Magic:
Big Walls with small opening for crossbowmen
Small access for tunnelling the numbers of rats
Lot of gate and position to fallback if overwhelmed
>>
>>45992065
Do we still have that weak point in our wall?
>>
>>45992142
Don't think so but if we prepare better we can adapt the outer part to our enemies.
Here it's a lot of weak attacker and some magic user.
For weak we can tunnel them into small opening to butcher them.
For Magic just rely on the power of our mages
>>
>>45991926
>>45992065
The Myceaneans do not take offence at the regulations, and under the wary watch of a few Tentaculars, the spore farmers still manage to grow and prosper. In the time since they have arrived, the Myceanean population has increased by 20%, and it shows no sign of slowing down. The city will get awfully crowded soon...

Larger walls are constructed that allow the crossbowmen to shoot down into the labyrinth, and on top of that the entrances are narrowed in order to funnel through the attack force. The weak part of the wall is reinforced, and the morale of the city defence is looking up.

The Myceaneans join the defence, giving 10 Mushroom Guards and 5 Mycean Bowmen.

Scouts from our borders have noticed several skaven in the woods moving about, and that a small pillaging force attacked the centaurs, being quickly shot down by their archers and dispatched of. The goblins amass their army of roughly 500 troops and send them to retaliate against the pillagers who destroyed several goblin villages on the mountain slopes. The army is almost a day into the Haunted Forest.

Army:
125 Crystal Tentaculars
85 Earth Mages
10 Mushroom Guards (Temporary)
5 Mycean Bowmen (Temporary)
100 Imperial Pikemen (Temporary)
20 Imperial Crossbowmen (Temporary)

A)Train military.
B) Expand population.
C) Improve infrastructure.
D) Explore the Eastern Forests
E) Research Magicks
F) Research Technology
G) Construct outposts.
H) Other.
>>
>>45992422
I say we start training more of the citizenry. At the very least train some basic infantry, if not a few archers as well. Get some militia organized.
>>
I'm feeling that we should start expanding the city down. We've got Earth Mages, should make underground expansion much easier.

Also do we want send some of our guys to help the Goblins?

And page 10 go plz.
>>
>>45996466

I'll be off work in a minute:

> bump
>>
Rolled 30 (1d100)

>>45996466
Roll for underground expansion
>>
Whether or not OP is kill, I'm saying this anyway:

We should try developing our magic tech to create a machine that can kill an organic participant, quickly harvest their soul, and convert that spiritual energy into crystal energy. We could then reincarnate the participant as a Crystallid.

I find it hard to believe that our mushroom refugees wouldn't want to be badass mages/Tentaculars and also immortal.
>>
Rolled 87 (1d100)

>>45998607
I like this
>>
Rolled 28 (1d100)

>>45999760

(note, we're testing our attempts with rodents and other low-life)
>>
>>45999854

Shit. Anyone want to help me out with a support roll?
>>
Rolled 71 (1d100)

>>45999874

NP
>>
Rolled 57 (1d100)

>>45999854
>>45999874
Side kick coming in
>>
Is OP kill? I'm okay if he is, as long as he keeps making episode threads like the tundra civ.
>>
>>46000454
Come back OP! We miss you, please keep this quest going. It has some great potential.
>>
Well I think that all got to sleep (depending on your country), so let continue when Op is back, and just bump it until.
We will also need someone to archive it.
>>
Rolled 42 (1d100)

>>46007174
Bump
>>
Rolled 25 (1d100)

>>46007875
bumpy bump
>>
>>46008827
>>46008827
>>46008827

New thread.
Thread replies: 156
Thread images: 12

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