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Fantasy Cultural-Civ Evolution

You are currently reading a thread in /qst/ - Quests

Thread replies: 255
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File: Game map.jpg (48 KB, 479x531) Image search: [Google]
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How to Play:
Pick Blue team, Red team or Green team.
Put something relating to your chosen team in your name. Each turn, your team will be given a series of options in order to progress your civilization.

Rules:
> max 3 ppl in tribe
> each turn you can make two actions (per tribe): One standard action, and one culture or tech.

Action : Explore, Build, Attack, Diplomacy etc
Tech : Develop new techs or upgrade current tech
Culture : Develop new culture or upgrade current culture

Blue team - humans
+Coastline based city
+Advanced fishing

Red team - dwarves
+City based in old mine
+Advanced mining

Green team - elves
+Forest based city
+Advanced herbal medicine
>>
>>116311
I pick humans.
>>
>>116315
Oh and I name myself John Doeman
>>
>>116311
Human
>>
>>116324
>>116319
add (blue) to your name.
>>
>>116339
Oh okay.

John Azure Doeman.
Azure's a middle name.
Azure is a type of blue.
>>
>>116348
>>
ded board
>>
>>116351
Oh, right.
I misinterpreted the instruction.
Here you go.
>>
Waiting for red and green team.
>>
sorry mate, i would love to join, but need to go to work in 2 hours
>>
2/3 - Blue team
0/3 - Red team
0/3 - Green team
>>
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I'll do red
>>
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>>
>>116875
I shall lead the Elves to glory!

>Build tree houses made by singing the larger ones into forms. (action or technology)

>Herbs are used to buff elves based upon their job and demograph (culture)
>>
2/3 ppl - Blue team
1/3 ppl - Red team
1/3 ppl- Green team


Turn 1 Starts Now

Everyone have fun. Pick a summed up action and then link it on this post.

I'll check back again after all three tribes have locked on their actions
>>
I'll go green team bois
>>
I suggest we prospect for metal, afterwards begin construction of basic boats to help our fishing.
>>
Action: explore the mine
Tech: discover smeling
>>
>>116913
Elves will prosper
>build wooden houses for shelter.
>build simple fishing boats to start fishing
>>
>>116939
>Build tree houses made by singing the larger ones into forms. (action or technology)

>Herbs are used to buff elves based upon their job and demograph (culture)

>>116913
I don't think we should bother with fishing for ages. We have a massive forest that will do way more for us.
Plant magic is clear too. We already have herbilism. Now for potions and magic.
>>
>>116954
Ahh good idea greenkin. Magic will do for thee. Although if there may be a battle between the few tribes, I'm more of a physical attack person.
>>
>>116913
>Explore
>Tech

>>116926
Okay.
>>
>>116966
>Explore
Where?
In what direction?
North, south etc.
>>
>>116960
we could always do stereotypical archer-faggots in the bushes like lothlorien elves.

Though we both probably want to be more unique, so we need to plan something interesting.

My elf-idea is them being Eragon elves but with steroids/GMO-equivalent/magic-buffs and wacky shit whilst the society is peaceful for the most part.

OP, are you going to treat the three races as truly different, like roughly CIV base standards?
Or are they merely flavourtext?
>>
Still room on green team?
>>
>>116986
East where the mountains most likely are.
>>
>>116992
You talking like eating plants that make our eyesight 300 times better and shit and using wooden canes to cast spells that will burn down the entire forest and shit?
>>
>>116992
>OP, are you going to treat the three races as truly different, like roughly CIV base standards?
Yes
>>
>>116986
East. I want to the check the quality and quantity of the wood from that forest over there.
>>
>>116994
Yeah there's room don't forget to create a name and put (green) at the end. That will fill our team.
>>
>>117001
Something like that would be pretty top-tier keks. Though without any harming of our awesome forest lol.

Maybe spend next two turns on herb shit and getting bows. Or perhaps animal search and training start?

Quite a lot of choices desu.


>>117002
sweet

After the new green arrival, the other two tribes have a single space remaining each.
>>
>>117029
>>117009

My suggestion for next turn would be to explore our surroundings

Also I think we shouldn't forget about advancing culturally as well.
>>
>>117037
who needs culture?
kappa
>>
>>117037
Let's save all this for next turn. But we can brain storm. All of green team being elvish elder and green kin, and I of course who has no relation to elvish name, let's see. What shall we do. Advance more in our herbal/medicinal/potion area next turn
>>117029
Then we can start creating civilization as in houses and stuff? Or any other ideas?
>>
>>117052

Thats what I was suggesting, in the next few turns.

>>117051

Considering its a cultural civ I'm guessing there are advantages to advancing culturally.
>>
Reserving a blue spot, thinking of a name and action now
>>
>>117078
Done with the name, reserving actions for next turn seeing as they're pretty much decided already.
>>117004
>>116998
shout out to my human friend
next turn I suggest we also investigate kelp usage in some ways
>>
>>117052
yes, by singing favourite trees into suitable accomodation.
>>117069
kappa indicates sarcasm or joking.

So we got our decisions made!
>>
So.... anyone else want to be the DEUS VULT type of humans?
>>
>>117094

My bad
>>
>>117090

to expand on kelp, a list of possible directions for our research:
>short term
is it an edible variety? I'm assuming so, but it's easy enough to discover anyway
>medium term
is it harvestable? what techs may we need in order to grow it?
>long term
can we burn it for fuel? Also according to wikipedia "kelp ash can be used in soap and glass production" which is something I didn't know before

also I want to point out this very important fact:
>Natives of the Falkland Islands are sometimes nicknamed "Kelpers"

>>117112
I'm tempted to be racist as fuck, but we'll see when we meet other races. It's either that or being the diplomats between the two, since elves and dwarves traditionally don't see eye to eye...
>>
>>117127
Such ambition with kelp.... you remind me of a certain sun tribe that couldnt find anything but kelp. If im wrong I guess you just like kelp.
>>
>>117139
Sadly I've never participated in games like this before... but I've finally managed to secure a spot!

Kelp is cool in my book.
>>
>>117149
Ah ok then. It's just I was in another civ where the sun tribe had shit luck and all they could find was kelp.
>>
Jfc blue team pick something already XD
>>
>>117163
We already connected ours to the recap post, make sure you guys did too.
>>
>>117160
Oh, we also have a sun vs moon thing going on. Maybe we should bury ourself in the sand at night or something...
>>
The filthy Reds need to repost to the first turn header.
>>
>>116936
>>116913
Did it for them.
>>
>>117216
Thanks famalam
>>
Wait do we already have houses and enough infrastructure to survive or did OP just plop us down here with nothing but the items we were given?

Or am seeing this in a micro-perspective too much?
>>
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Turn 2 Starts Now

Blue - You found big forest and more wood. New Tech.

Green - New tech. 2 ppl die, while you experimenting with herbs.

Red - Your people started to explore the mine, you found some dark stones, and caves.
The caves was too big and needs more special tools to explore certain area. New tech.
>>
Im assuming were naked bums with fishing rods, I may be wrong though.
>>
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>>117266
>>
>>117266
Culture: test all things on animals or others before using it on elves, and when using it on elves use tiny amounts and slowly ramp it up safely.

Action: Explore north

That's my initial reaction.
>>
>>117271
in this case for turn 2 I propose
>action: build wooden houses
and for the second action either tech: kelp harvesting (or something) or something cultural (maybe we fear the moon so much we retire into our new houses as soon as the sun sets?)
>>
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>>117274
>>
>>117291
The houses are good, but we should probably set up some leadership. I suggest that we set up a kingship where he coordinates everything to make sure things run smoothly.
>>
>>117287

I like these options although I think we may want to try to catch/domesticate some animals before we just start force feeding them
>>
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>>117300
>>
>>117326
yes, I have changed my mind now that we have the full picture showing the changes.

How about our action is scouting for animals in our forest?
And culture being "don't waste elvish lives, when possible use animals or non unique objects"?
>>
>>117266
Action: Build Wooden Statue of the Sun Goddess
Tech: Basic diving technology
>>
>>117322
Good idea, but I'd rather go with an oligarchy for the sake of variance. Maybe the ones who dare sleep outside at night the longest?

The fuck is up with captcha anyway? Is it this board?
>>
>>117349
>statue of the goddess
Houses first please, I'm tired of sleeping outside.
Maybe we can fit the statue in the cultural action?
>>
>>117344
Standard action: explore south and try to find domesticatable livestock
Culture: Dwarves are encouraged to carve their way to the center of the planet. Those who make further progress are revered as heros
>>
>>117354
Thats really interesting the most divine member of the group becomes the emperor? Like they become more intune with the sun making them stronger and a more capable leader?
>>117349
You know were supposed to discuss our actions before linking them to the post.
>>
>>117347

I like it

Scout the forest north particularly looking for animals to possibly catch and domesticate.

Elvish lives are most sacred and should avoid death at all cost

Maybe we can add something to it like after we test it on the animals, if they are killed their bodies are sacrificed to our gods for them giving their life so that we could learn and live.
>>
>>117359
Hm, I was under the assumption that the culture action was more of a "state of mind/way of life/new way of thinking" thing than anything tangible so chose build.

>>117364
No. I don't. This is my first time playing something like this.
>>
>>117381
Its alright, didnt know you were new as some people try to peddle their ideas despite the majority wanting something else. After all we all need to learn somewhere.
>>
>>117364
Kinda, but isn't that just the sun tribe all over again? I'd rather go with a test of courage against the terrible moon, and I guessed more than 1 person would "survive" the night, so that's why I thought of oligarchy
>>117381
mine too, so we'll have to trust Leroy

I propose (without linking them yet)
>build wooden houses
>culture: the few who dare to face the horrors of the moon gain higher social status
>>
>>117364
>>117392
Forgot my trip like a idiot.
>>
RECAP POST

link your summed up action here
>>
>>117394
guys guys... piledwellings?
>>
>>117399

>>117376
Probably scout is Action and Elvish lives sacred be culture.
>>
>>117394
Sounds good, we get home's and we get a semblance of a social structure.
>>
>>117406
sorry for the flood of posts but... about floods... we might fear the moon because of the floods if we build pile dwellings instead of normal wooden houses!
>>
>>117399
>>117360
>>
>>117420
Whats a pile dwelling?
>>
>>117392
Glad you understand. I'll try to be more cooperative next time.

I was just under the assumption that we can do our own thing because we each get action points. I didn't knew it was the team as a whole.

>>117394
Alright.

Also, yeah. A house would be nice.
>>
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>>117431
palafitte? stilt house? I'm sorry, I don't know the proper english name
>>
>>117447
I can support this. Since were relying primarily on fish at the moment.
>>
>>117399
What about blue team?
>>
>>117447
>>117457
Yeah let's go build those.
>>
>>117399
>build palafittes
>culture: the few who dare to face the horrors of the moon gain higher social status

>captcha: select all bodies of water
it's like poetry
>>
>>117408
>>117376
So have we made our choice for round 2 yet? I've read and haven't seem to find anything.
>>
Alright so its whoever can be outside at night in the dark longer have a higher status, ans those piledwellings then?
>>
>>117479

Pretty much what you linked. Maybe it could be cleaned up a bit but I think OP can understand it.
>>
>>117470
With this set up we've got the foundation for a prospering port town.
>>
>>117480
yup, already linked, see >>117470
>>
>>117488
that we have, too bad there are no civs across the sea (that we know of, at least) or we could go merchant "republic" in the future
>>
>>117487
Oh OK cool I didn't know you were on green team hahaha
>>
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Turn 2 ended

>Green team
You exploring north

Rolling for exploring results
1-10: Nothing
31-50: Small loot
51-80: Medium loot
81-90: Large loot
91-100: Special loot
>>
Rolled 38 (1d100)

>>117515
>>
>Red team
You exploring south

Rolling for exploring results
1-30: Nothing
31-50: Small loot
51-80: Medium loot
81-90: Large loot
91-100: Special loot
>>
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>>117519
>Elves
You found forest fruits - strawberries and blueberries
>>
>>117376
>Elvish lives are most sacred and should avoid death at all cost
so elves are pussies
I mean I'm no dwarf but I'm hardly surprised
>>
>>117560
Well, elves aren't known to be very "prolific" people so I guess they're just preserving their numbers?
>>
>>117560
>immortal race who live in natural biome fortress
>only danger is accidental suicide or future enemies that can penetrate defenses
>very slow reproduction and taking decades to get children to adulthood

>lost 2/30 due to eating random stuff without proper care
>implying they wouldn't instantly realize that they need to do all they can to preserve their numbers.
>>
>>117533
Sorry to intude op but I find it easier for the op to roll in the post as sometimes said people are not paying much attention in the thread.
>>
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>>117574
>>117575
just wanted to rile things up a bit :^)
>>
Rolled 61 (1d100)

>>117589
yeah...

>>117533
rollin for red
>>
>>117560
>>117574
>>117575
Were becoming the stereotype fantasy setting and it's beautiful.
>>
>>117617
except with certain intent to become hopped up on drugs.
>>
>>117620
maybe you can be drug dealers
>>
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>>117612
>>
>>117632
Woohoo!
>>
>>117620
Idk about you but let's add some back story here. I brought my elves from a different part of the earth. We are a Different breed I guess you could say. Part Nordic part elvish. Beer and mushrooms anyone?
>>
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Who defeated his fear is stronger now.
You built new houses on coast.
>>
Turn 3 Starts Now - autumn
>>
>>117686
sweet

>>117693
ok guys some suggestion for the next turn
>explore south along the coastline
>tech: kelp harvesting
we could alternate tech and culture unless some special event pops up

also OP, is the culture tree an actual tree or just a list? I'm not seeing links yet
>>
I propose to my fellow humans that we research diving technology so that we can fish and harvest kelp better.
>>
>>117700
I second this, especially so that we can dive underwater if the moon decides to pop out

That rock fucking scares me
>>
Well elves what are we up to now. It's autumn. It's turning colder. We need to begin making warmer clothing and thicker house walls. Maybe research a more efficient way of fire rather than burning down our own forest?
>>
>>117697
Maybe we could explore farther out at sea? I feel we might find something usefull out there like whales to hunt, or schools of fish.
>>
>>117686
I'm gonna guess the dark stones to be coal?
Action: Burn dark stones
Tech: smithing two-handed weapons (axes, mauls, blunt edged weapons)
>>
>>117718

Fire may not be a bad idea.

I think more exploring would be a good idea. maybe East this time.
>>
>>117700
> research diving technology
What do you mean by this?
You don't have even stone tools or clothes :^)
>>
>>117556
in order to be as safe as possible whilst still being fully combat capable, I reckon
Action: build bows and arrows, or some other similarly effective ranged weapon.

Culture/Research/Magic: power over ones own body via magic is learnt. This has the benefit of stopping Elves from dying to poisons since they can separate the dangerous compounds if something bad is accidentally eaten.

>>117718
personal-body magic could help a lot.
>>
>>117725
I don't think we have the right tech, we ought to research navigation first. But then what standard action could we take in the meanwhile?
>>
>>117742
Perhaps begin animal domestication? Or find a easy to grow crop like wheat or potatoes?
>>
Dinner time, gonna try to be back ASAP but I may miss the rest of the turn. I'll recap what we have so far:
>tech
either kelp or navigation. No idea how to dive yet
>action
explore south or west, but we probably need navigation to sail west
>culture
something religious? maybe later though
>>
>>117739
We have to start somewhere. We shall use wooden tubes for snorkels!
>>
>>117757
gotta find animals first and where are we going to grow crops if we live on the beach? Either we relocate east or we try to grow kelp
>>117762
fantastic!

really gotta go now, be right back
>>
>>117741
Oh hey the humans are thinking of getting animals. If they do maybe we can trade some of our knowledge of magic with them?
>>
>>117762
Maybe we could find a source of metal? Im not sure we will get much out of snorkeling when kelp grows near the surface and we use lines to fish.
>>
RECAP POST

link your summed up action here
>>
>>117757
I propose that we tame some big cats (or just cats if that's too much for us) from the forest using our abundant supply of fish!

>>117786
Question is where do we find those? Shall we spend this turn exploring?

What will our second action be if not diving tech?
>>
>>117773
I would really prefer to avoid giving up magic to any non elves.

It's something they can't catch up to us once we start, since Elves are naturals at it. And we have very few numbers.

However, we could trade our hallucinogens with them in exchange for something.

So I assume you are fine with my idea? I will slightly adjust it to assist trade in some way/easy to modify.

>>117790
>Action: build bows and arrows
>Magic/tech: discover internal magic that will include ability to avoid dying from non-instakill poisons, body temperature, modifications/shapeshifting to an extent.

Presumably once a certain magic has been opened up it will gradually progress as the citizens learn it and gain experience.
>>
>>117825
We own the forest senpai. Though we are peaceful you must ask rather than just think they're your stomping grounds
>>
>>117825
I get the feeling trying to tame a big cat would be a bad idea. Maybe explore past the forest west into the mountains for metal?
>>
>>117827
That's actually a better idea as your reasoning backs up what you mean. Go ahead and let it rip son. Also btw the humans plan to do business with us.
>>
>>117840
Fine. Can we has cats please Elf-chan?

>>117850
Okay. Exploring it is. There sure to be a mountain in-land so I suggest we go south east were the forest near us is.
>>
>>117875
I'm a leader of this tribe and I say ye boi but you have to give us something equal in return please senpai
>>
>>117875
As tech maybe research larger fishing ships?
>>
What will be the new tribes?

Can we propose some?
>>
back again!
>>117897
our fishing tech is already advanced. How about researching better ships in general? So we can sail the sea in the future!
>>
>>117875
we haven't discovered any animals at an industrial/usable level.

We might get animals, but a bit later, preoccupied with doubling down on being immortal so that our numbers never go down.

>>117856
*grin*

>>117875
>>117892
we might also be open to trading some of our common healing poultices in exchange for equivalent resources.

>>117900
I think that we should just increase the amount of people per village. Three Civs is the most we should have, since OP can't efficiently add more whilst keeping the turns going at a reasonable rate.
>>
>>117892
We can give you the knowledge of fishing rods as long as you aren't the "everything is sacred your a savage for killing a mouse" type of elf.
>>
>>117909
Do they have lakes or something though?
We'll probably be better off just trading excess fish (if they aren't vegetarians) or KELP
>>
>>117907
Thats why I proposed they get bigger so they can hold more and be safer to use.
>>
>>117922
yeah but we should probably just say "better ships" or we'll just up our fishing tech

so we're almost done. About exploration, why south-east? I thought we were aiming for the mountains?
>>
>>117897
I think we should think about discovering ship building techniques that would makes our ships more durable before we think about larger ships. The thing might collapse from it own weight with our current tech. Also there's the propulsion issue. We need to find a more efficient means of water locomotion than paddling with out hands.
>>
>>117934
I suggested west past the forests, the other wanted to go SE if we want metal though we should go west.
>>
Blue tribe what you doin' ?
>>
>>117908
Greenkin is there a way we can talk about this game behind the scenes. That way we can plan and scheme better?
>>
>>117944
How about we just say "tech: sailing" and see what happens?
>>117945
I think you wanted to say "east"? I'm also for east or even north-east, but we gotta decide fast
>>
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>>117957
pussies AND backstabbers!
>>
>>117960
That sounds good, also meant to say east my bad.
>>
>>117957
it's funner when everything is out in the open, gives a lot of shitposting and immersion, and ideas for everyone. I also can't be bothered scheming somewhere else.

>
>>117964

as shown by this.
>>
>>117968
ok John, if you're also ok with it link
>explore east
>tech: sailing
>>
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Turn 3 ended.


Turn 4 Starts Now - WINTER
>>
>>117960
Oh and I've just noticed that "ship building" is not a part of our tech tree yet so all this time we were kelping and fishing by the shore with hand paddle powered logs. (before wood we were dive fishing)
>>
>>117969
Ahh I see. Well this is actually my first "quest" I guess you could say. I didn't know if everyone just doesn't everything out in the open or if it's actually nose to the grindstone try to win
>>
Anyways, green kin what's the plan now that we're near immortal.
>>
>>117989
Before it was basic fishing after the turn it became advanced fishing so i assume we have something like a canoe or dingy.
>>
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>>117987
I hope you aren't mad with us blues for our lateness. Unless vetoed by John and Leroy we're going with >>117982

RACE RECAP
>humans
take forever to decide
>elves
seem friendly enough, but pic related
>dwarves
straight to the point, keep to themselves
>>
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>>117987

>Elves
> 4 ppl died because of experiments with poisons, we have now monks and poison magic
> 1 ppl died - we have not enough of food, people starving
>>
>>118002
No that just means we can catch near shore fish better because we know better techniques of catching fish.
>>
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>>118007
Nighty night keep that human ass tight
>>
>>118023
You don't just have 5 more elves dying for no reason.

They aren't supposed to die when they are super careful etc etc etc.

You also never mentioned that we were running out of food when we had just


meh. ditching the thread.
>>
>>118039
Well... you were eating plants that you knew were poisonous. No need to abandon the thread just yet.
>>
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>>118025
ah, like we're afraid of a bunch of pointed-eared junkies who can't even find enough to eat
>>118039
can't argue with that OP, maybe you're being a bit rough on the fellas?
>>
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>dwarves
Yeah that was "coal", we have now heating and food +2 population.
We don't have any ores but we created some new weapons.
>>
I wouldn't mind losing 1/3 of our starting population for almost no reason, when specifically having culture based upon living at all costs.

IF every other society was having catastrophic deaths whenever they make any advancement.
>>
Rolled 59 (1d100)

>>117982
>explore east

You exploring east

Rolling for exploring results
1-30: Nothing
31-50: Small loot
51-80: Medium loot
81-90: Large loot
91-100: Special loot
>>
Wait so we're gonna just put sails on our logboats? Eh, I guess that'll work. I propose that we research proper ship building this winter turn.
>>
>>118097
let's wait the results from OP first
also we should probably do something for heating, although we already have wood

KELP
>>
>>118104
Dried kelp is good kindling... I think?
>>
Don't worry guys I'm still in the thread. The others may be gone but I'm not! Elves prevail!
>>
>>118104
Oh and speaking of kelp we haven't research fabric or fur or leather working yet so I guess we're using kelp as sails?
>>
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37 KB, 740x600
>>118082
You found river with many sharp stones.
You can now research stone tools and stone weapons.
Your scouts upgraded their weapons into stone axes.
We have now small boat.

You have enough food, nice houses and heating (wood) +3 population.
>>
RECAP POST

link your summed up action for turn 4 here
>>
>>118121
If thats true were hitting Mcguiver levels of juryriging
>>
>>118120

I'm still here. I think we should explore east and improve our food situation.
>>
>>118150
very nice! I suggest again
>tech: kelp harvesting
I think OP will tell us the first uses for it, and long-term I remind you we can make glass for kelp ashes, and then stone+glass=CATHEDRAL
for standard action I guess we should start building a stone temple, and we can "culture it" next turn. How does that sound?
>>
Well I suggest we make cloths out of dried algae.
>>
>>118183
But we only have river rocks for a temple we would need a quarry to get enough for it.
>>
>>118160
This amuses me.

>>118183
Oh shit!

Wait, aren't we on a coast? So there's gotta be a shit load of beach sand around us. why don't we build a stone furnace and cook up some glass from sand.
>>
Tech: torches
Action: explore the large caves
>>
>>118183
kelp - food source
dried kelp - basic clothes
>>
>>118189
I'm not sure if that's a tech or build action, especially considering we're not actually harvesting kelp yet. Maybe OP can clarify?
>>118201
True that. Maybe a Stonehenge kind of thing? Built so as to do something cool when it's midday or something.
>>
>>118204
The sand--->glass idea is fucking great! But I'm not sure we can do much with glass yet, we do miss a quarry as >>118201 pointed out.
>>118208
So we're already eating kelp right?
Is "clothes out of kelp" a tech or a build action?
>>
>>118206
Ok

What about humans?

>>118162
>explore east
What is your second action?
>>
>>118209
Maybe build a type of stonehenge allowing the people to know what time it is making them more productive? As tech make glass using a basic oven?
>>
>>118221
tech

btw anyone from sun tribe here ? :^)
>>
>>118228
I say we go with this
>build stonehenge templeclock
>tech: glass
John are you ok with that?
>>
>>118235
You need more stone for this
>>
>>118234
oooh we gotta decide between glass and clothes then
keep in mind we might not be able to make glass yet because we don't have the right rocks
thus I change my vote to
>build stonehenge templeclock
>tech: kelp clothes
>>
>>118235
Yup. Proceed.
>>
>>118245
ok so definitely >>118249
linking to OP >>118223
>>
>>118245
oh wait you meant for glass or stonehenge?
>>
>>118223

Improve our food situation. Either through agriculture or hunting animals with our new bows. Whichever would be easier for us to accomplish
>>
>>118271
Stone I guess. Small river rocks ain't gonna cut it.
>>
Rolled 11 (1d100)

>>118276
>elves
>explore east


You exploring east

Rolling for exploring results
1-30: Nothing
31-50: Small loot
51-80: Medium loot
81-90: Large loot
91-100: Special loot
>>
Lets do a sundial instead in the village center so we can afford it with what we have.
>>
>>118283
damn elves are not lucky...
>>
>>118289
approved. Current ideas
>build sundial
>tech: kelp clothes
John any inputs? Damn we're always late
>>
Rolled 41 (1d100)

>>118292

Should have let me roll!
>>
>>118302
Sure why not?
Wait, what were we wearing all this time?
>>
>>118354
Skin, we were butt naked.
>>
>>118373
And it's winter too?
>>
>>118302
linking to OP for real this time
>>118223
>>
>>118377
Dont need cloths when you sit inside all day by a fire sticking a fishing rod out the window when you get hungry.
>>
next turn I say we keep exploring east to find the dwarves, while researching glass

our quest is to build a bitchass cathedral to PRAISE THE SUN
>>
File: Turn 4 ended.jpg (44 KB, 479x531) Image search: [Google]
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Rolled 73 (1d100)

>>118380
finally...

Humans
>build sundial
>tech: kelp clothes

Dwarves
>we don't materials for torches but we created something from stone + coal.

>explore the large caves

You exploring caves

Rolling for exploring results
1-30: Nothing
31-50: Small loot
51-80: Medium loot
81-90: Large loot
91-100: Special loot

Elves
>Your hunters found six wild pigs, so we survived winter...
We need to find some stable food source. Monk thinks, that we can now upgrade our poison magic without losses in population (because of first spell). Also we should think about clothes.


END OF WINTER
END of turn 4
>>
>>118405
deal with it OP, that's how we humans roll
>get comfy on the beach
>discuss endlessly
>>
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>>118405
>>
>>118397
I approve of this plan. You got my vote for now.
>>
>>118397
Sounds good, were set so long as we dont get wrecked by a dragon or something.
>>
>>118155
In the name of the elves
>search for food
>go Northwest to meet humans
>>
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>>118405
>>118412
>red
Exploring the caves what a good idea.
We explored only 1/4 of this caves.
>>
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>>118504
>>
Turn 5 Starts Now - Springtime
>>
>>118536
>keep exploring east, we're looking for decent stones or dwarves who trade them
>research glass manufacturing, experimenting with sand and kelp ashes
>>
Rolled 23 (1d100)

>>118536

Explore further towards humans

Go hunting for animals, attempt to capture live one to begin domesticating them.
>>
>>118536

You should roll again for us
>>
>>118552
I second this. Although elvish you should definitely consult me first xd it's OK brother I love you<3
>>
Rolled 91 (1d100)

>>118552
>Elves
Explore north-west.

Rolling for exploring results
1-30: Nothing
31-50: Small loot
51-80: Medium loot
81-90: Large loot
91-100: Special loot
>>
>>118567
Looks like life is gonna turn around for the elves.
>>
>>118558
>>118562
THIS JUST IN
Elves are desperate for food and also gay
Meanwhile humans are building a cathedral while tanning in the sun

:^)
>>
Next we should build cages or a wide open fence.
I wish for us to learn how to tame animals.
>>
>>118567
OH HELL YEAH WHAT DID WE GET
>>
>>118586
maybe we'll meet some animals in our exploration
for now we can only tame sponges sadly
>>
>>118567

Finally a bit o luck
>>
>>118585
Fuck you humans we wanted friendship and it's just wrong for an elf and a dwarf to be friends fuck ya thought boi
>>
>>118597
lol, yeah I guess you're right.
We keep exploring then.
>>
>>118562

I basically linked what you suggested for this turn. I'm not sure how much more you want me to do unless you just want to link it yourself.
>>
Guys lets get some education going on. A room is set apart for the children to be taught by a adult so they learn the tribes abilitys like fishing etc.
>>
>>118604
yeah I'm sure our trade agreements would be just great
>here have our excess food and some complimentary clothes
>t-thanks, try these fruits, maybe just maybe they won't kill you
>>118616
we should also get religion, maybe we could merge the two aspects? something with the sundial though, I'd like to make good use of it. Any ideas?

Of course this is for next turn since we've already used up this one. I'm just saying in the off chance OP misses it: we were quick this time!
>>
>>118633

>Advanced medicine
>Bow and arrows

Yea those wouldn't be beneficial at all
>>
>>118633
We use the time of day as zodiac style signs and predict the future with it like horoscopes.

Like, if a man who was born on 6 am daytime will have good luck this season and stuff like that.
>>
>>118653
oh shit forgot to name myself.
>>
>>118653
Nice idea! It makes me think though, to tie it with education: we could draw the zodiac around the sundial with different symbols representing fishing, building, kelp harvesting, sewing, food preparation etc... and then depending on when you were born your fate would be decided, ants-style
also children born at night should be killed or shunned as "children of the night"
>>
>>118668
oh also exploring, and we could replace "building" with "tinkering" so we get inventions covered when we're not building anything major (like I dunno a CATHEDRAL)
>>
>>118668
We turn them into night guards.
shunned by society by birth honored in service to the tribe because we have that culture where we value night bravery. Also our very own red shirt army
>>
>>118680
Better yet train them to be coldblooded killers dedicated to defending the tribe to redeem themselves.
>>
>>118687
Yes!
>>
>>118615
Nah dude you're Gucci you know what you're doing. Take it from here and I'll be home to finish out the rest of this till tomorrow
>>
RECAP POST

link your summed up action for turn 5 here

I know only orders of elves.
>>
>>118709
way ahead of you OP
>>118545
>>
>>118680
>>118687
>>118699
fucking great
so we already have some idea for next turn
>culture: the Wheel of Fate
Drawn around the sundial. Children born during the day will get their future "respectable" occupation (fisher, builder/tinkerer, kelp harvester etc., but not guard/soldier/explorer) decided by it, depending on the time of the day. Children born during the night will be the guards/soldiers/explorers/watchers and will have to redeem themselves for all their lives.

Now I'm just waiting for this turn to resolve so I can go to bed.
>>
Rolled 88 (1d100)

>>118545
>Humans
Explore east

Rolling for exploring results
1-30: Nothing
31-50: Small loot
51-80: Medium loot
81-90: Large loot
91-100: Special loot
>>
>>118726
oh yeah, give us the booty mate
>>
>>118726
Nice
>>
>>118650
>medicine
we're never sick
>bows and arrows
yeah gonna catch so much fish with that

face it elves you drew the short end of the stick this time
>mfw you find some huge treasure this turn
>>
>>118759
They find ancient ruins that give them bullshit tier strong magic.
>>
>>118770
Whatever it is, I hope it's tradeable.
Hey maybe the children of the night could go to the elves to learn their magic? We'd bring food in exchange
>>
So we still waiting for Red tribe?
>>
>>118783
I'll join red.
>>
Gotta go guys, too bad I won't be able to see this turn.

To my humanbros: keep up the good work! Remember the wheel of fate or whatever you wanna call it, our plans for a cathedral, and keep an eye on the elves... they could prove to be an opportunity.

Everybody, have fun!
>>
>>118804
See ya
>>
>>118797
ok post actions

Turn 5 ended
>>
I have to sleep now. Goodbye.
Thread replies: 255
Thread images: 85

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