[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


Welcome back to the Minotaur Civilization quest!
Last time we killed a snow elf that slaughtered a decent chunk of our people, met a strange man named William who played the bagpipes, were introduced to the concept of hats, threw another snow elf around like a rag doll, and prayed for divine intervention with shit rolls.

>STATS:
>Population (Minotaurs) 1770
>Population Growth 120
>Population (Awaken) 255
>Population Growth 15
Techs
>Agriculture
>Farming,
>Apple Trees
>Cabbage Trees,
>Cabbages
>Domestication,
>Hyper Sheep
>Wheat

Magic
>Geomancy
>Lavamancy,
>Pyromancy School,
>Pyromancy,
>Sleep, raw and dust
Tools
>Beer
>Clothing
>Construction
>Iron Tools,
>Obsidian Construction
>Sleep forging (Melted sleep can be put into weapons as an enchanter)
>Star Metal
>Steel Wool
>Steel Wool Robes
>Stone Construction,
>Stone Tools
>Tooth Use
>White Beast Skull
>Miscellaneous
>Mining
>Sex Drugs
>Bag pipes
Leader
>Ahdrag
>Blazing Warhammer
>Best Lavamancer/Pyromancer
William
>Iron Wool armor
>His personal longsword (Iron)
>Kilt
>Singed-hat
Divines
>Fire Spirit
>Water Spirit
>Elder Beings
Turns go in the form of one of my major posts, typically giving the results of actions/rolls, then asking for what to do.
>What do you do during turns?
You can do two actions, and research a single tech. Both require rolls. If you cannot roll, ask someone else to roll for you.
>>
Rolled 48 (1d100)

>>39259527
Draah, a survivor of the previous hunting party, returns home to the village (Did we ever decide on a name?). He speaks of praying to the spirits, and how he was saved by the Spirit of the Water. He begins to preach out of his house, speaking to everyone and anyone who will listen.
>Rolling for crowd response
>>
>>39259673
>48: Average!
Some listen, some don't. Some see Draah as a raving lunatic, some see him as a messenger, and adopt his ways of pacifism.
>Water cult founded!
>Temple construction under way in Draah's home!
>Current members: 50
>>
>>39259673
Drozek is the village name

...can I determine the crowd response? I want it mixed
>>
>>39259763
Sure, this was just rolling for the initial response. Your roll will be what people think of the cult in general
>Village name
Thank you, I'm bad with names.
>>
>>39259754
Ahdrag asks everybody to assemble by the great statue of the founders and comes to address the worrying crowd.

"Brothers! Sisters! Clan mates! I know some of you are worried, or doubtful, but we cannot allow this to divide us."

One of the crowd speaks out, yelling "this 'pacifism' is a mockery of our ways! Of our ancestors!"

The crowd begins to rabble. In a great show, Andrag slams his hoof against the ground and causes a great earthquake while shouting "do not speak out of turn, Thordra! I will not tolerate your insolence!"

>Cont
>>
>>39259824
The crowd goes silent. Ahdrag continues. "I have seen much in my many years. I am approaching the end of my years, and soon I must take on an apprentice, or my wisdom shall be lost. Thordra may be an insolent, hotheaded calf, but he is not wrong. The ancestors have always lead us to strength. Know that there are no single gods, only ancestor spirits of different elements. I have a solution. Those who wish to follow Draah, come forth and isolate yourselves from the crowd. Do not be afraid, for you fill not face penance for your beliefs."

>roll for me plz
>>
Rolled 5 (1d100)

>Desc. will come after roll
>>
Rolled 99 (1d100)

>>39259951
Rolling
>>
>>39259992
This roll plz
>>
>>39259992
>>39259969

I vote count mine. I'm the newfag mcfag or whatever from yesterday.
>>
>>39259992
Actually, I can deal with saving this roll. If what I think is gonna happen due to the failure is gonna happen, this will be used next to counteract it
>>
>>39260050
Welcome back :D I'm leaving in 20 min. shamed should be coming soon

Just so ya'll know, I do NOT support this pacifism thing. At all. It totally goes against our established warrior culture. I'll be rooting against it
>>
Use the 99, dont save it
>Sorry Im late guys
>>
>>39260074
No I want it for my solution
>>
>>39259969
>Cult
>5: A child will most likely die
The air is thick with tension. People look to their friends, their neighbors, their families. No one steps forward immediately. No one steps forward. Then a small calf pushes his way through the crowd.
> I don't believe in fighting.
The young Tauren's words echo through the streets, and many mouths stand agape at what he's said.
> Fool!
Thordra grabs the calf by his still developing horns. Those that are in the back are lucky. He twists the neck of the poor thing straight around. He looks up and sees the horrified faces of those around him.
>Update
>>>39260051
>Want me to use this as the next roll or save it?
>>
>>39260074
>>39260071
Ok, use the 5, save the 99
>>
>>39260099
Nah, use this for killing Thordra
>>
Rolled 65 (1d100)

>>39260116
>forgot the roll
>>
>>39260099
"Seize him!" Shouts Ahdrag. "Thordra, you have killed a defenseless calf. You have dis honored your family, your ancestors, and this tribe. You will face me personally in trial by combat. But first..."

>here where the 99 comes in

"Those of this new water cult will not be discriminated against. I will not stand for bigotry amongst our own. It is despicable, detestable, and disgusting. Rather, your cult may practice your magic under two conditions: you teach the art, although not the philosophy, to our most talented mages to immortalize this form of magic. Second, you do not preach. This notion of 'pacifism' will die with you."
>>
>>39260166
Water Magic hasn't been invented yet, has it?
>>
>>39260100
>>39260116
>Killing Thordra
>65: Success!
Ahdrag himself is mortified by this turn of events.
>Brother, why?
>He dishonored our ancestors! It's against the natural order!
>He was a calf! They know nought of the world! You've killed a child!
>>39260166

The guards grab a hold of the murderous Tauren. They drag him away from the fuming crowd. He kicks and screams, shouting like a lunatic trying to justify his actions.
>99 incoming
>>
>>39260188
Oh shit, I thought that was the implication with this water religion. Well, now we gotta invent it before the cult dies out
>>
File: 220px-Peace_sign.svg.png (5 KB, 220x220)
5 KB
5 KB PNG
>>39260188
Draah knows how to work it, and currently he is the only one.
>>39260166
Draah and his followers, new and old, happily agree to these terms, and set to work teaching the curious mages.
>Water magic discovered!
>Water is shown to have excellent healing properties, and has all but eliminated any potential water crisis in the near future.
Though they are disappointed with how Ahdrag views pacifism, they accept it. However, in the dead of night, when most of the village sleeps, they teach any and everyone who is willing to listen to their message of peace.
>>
>>39260246
FUCK I wudda used the 99 on water magic and killed the cult off later. Or exiled them. DAMN.
>>
>>39260259
O cool. :D
>>
>>39260273
Careful, the most well known pacifist in our world also happened to be an avid fan of nukes
>>
>>39260259
They secretly teach their cult? After I got a fucking 99?!

Well shit. Once we don't need them for their magic, they're all gonna be exiled.

>Ahdrag exiles all followers of the cult
>anyone else who even speaks of pacifism after that has the choice of exile or death
>>
>>39260292
STATS:
>Population (Minotaurs) 1770
>Population Growth 120
>Population (Awaken) 255
>Population Growth 15
Two actions, a tech, and their accompanying roll please my good sirs!
>>
>>39260306
These actions are for later, once the cult is discovered for going against the agreement. I gotta go real soon. Pretty much now
>>
>>39260310
Research water magic. We wanna not rely on the cult for it anymore.
>>
Rolled 43, 87 = 130 (2d100)

>>39260259
>>39260310
Ok, New Actions!
A1 and A2: Now that we have lots of Population, We make a new Settlement! Don't make it to far, in case of White Beasts, But not to close to Cut off Expansion
>Im guessing this needs 2 actions
R: >>39260339
>>
>>39260344
>Average and Very Good, Im happy with that
For the Very good roll, we make Ice Magic, We've got tons of that, right?
>>
>>39260344
Also, GET AHDRAG A FUCKING APPRENTICE DAMN IT.

I've been saying this since like thread 2

Last thing before I go: I want the Pyromancer's Guild to be the Mages Guild and be in charge of all magic
>>
Rolled 39 (1d100)

>>39260389
We'll do it next turn
if Civvie wants it this turn, Roll for Apprentice
>>
File: Ingolf_by_Raadsig.jpg (218 KB, 1568x1244)
218 KB
218 KB JPG
>>39260327
Thank you for clarifying. I appreciate it greatly.
>>39260344
Yes, a new settlement will require two actions
>A1/2
>43: Average!
Some people have expressed concern about how crowded it's becoming with Drozen's walls. It's becoming more and more common to see homeless Tauren in the streets, not because of the lack of ability to work, but simply there is no more housing left. They pool their collective resources and set out to find a new home!
>New village (Name?) will be founded next turn, and due to average roll, nothing of note will happen during the trek.
>Ice magic incoming
>update
>>39260389
Fair point. We've been putting this off way too much.
>>
>>39260417
Village name: Grok, After the Awaken Hero Grak
>>
>>39260417
>>39260344
>R: Ice magic
>87: Great success!
The Pyromancers have no interest in this Ice magic, seeing it as a waste of time. The more skilled Geomancers however, have shown a peculiar interest in this new art. Soon, small blocks of ice are seen being moved around town to provide construction materials, as well as general training for the new adepts!
>Ice magic invented!
>With how common ice is in this frozen landscape, it quickly becomes as second nature as Geomancy to those who are able to learn it!
>Ice is similar to earth, albeit much more brittle and unforgiving, and makes more excellent piercing attacks, as well as sudden walls of it.

>Village incoming.
>>
>>39260491
Epic, Plus small rivalry between fire and ice? Nothing Evil, more like friendly competition
>>
File: siberian-village.jpg (162 KB, 700x466)
162 KB
162 KB JPG
>>39260478
The pilgrims move to the east of the village, looking to find a place where they can set up their own lives. Finding a small hill, they mark their spots and set up shop. Naming it Grok, after the famed Awaken hero, it is soon discovered to have an abundance of metals underneath it!
>Grok has been founded!
>Grok's population has been taken from Drozen's, and you now have four actions per turn, and two researches!
DROZEN STATS:
>Population (Minotaurs) 1420
>Population Growth 120
>Population (Awaken) 200
>Population Growth 15
GROK STATS
>Population (Minotaurs) 470
>Population Growth 20
>Population (Awaken) 55
>Population Growth 0
>>39260528
I like this idea.
>>
>>39260543
Y'all know the drill
>>
Rolled 8, 28, 79, 37, 98, 12 = 262 (6d100)

>>39260543
>WOOOOO MORE ACTIONS!
Ok
A1: Ahdrag Gets Apprentice
A2: Get the Blacksmiths on Making More Sleep-Metal Weapons and armour for the Mages
A3: Bring all Magic under one Guild, With Branches For each Magic, Like Pyro, Ice, Geo, Etc
A4: Build Up Groks Militia Force Incase of Snow Elf or White Beast Attacks
R1: Long Ranged Weapons like the ones we saw the Snow Elfs Using
R2: ALCOHOL!!!!1!
>>
>>39260634
NOTE: The amount of actions will make posts longer and take longer to type up. Be fore warned.
>>
>>39260655
I know, Take your time
>>39260634
>fuck, Shit rolls
>Captcha oderp
>>
Had internet problems, sorry about that, back now. We could split the actions between us, do a village each?
>>
File: BoomChildRuined.jpg (4 KB, 160x120)
4 KB
4 KB JPG
Rolled 31 (1d100)

>>39260634
>A1 Apprentice
>8: A child will most likely die
Ahdrag, in his old age, realizes he will soon join the ancestors. Rather than leave a crisis behind, he decides to take in an apprentice. Taking in a child whose mother was killed by the Snow Elf in the mines, he tries to teach him basic Pyromancy. The child shows some promise, but unintentionally commits self immolation. All that remained was a pile of ashes.
>A2: Apprentice
>28: Below average failure!
Some of the higher up mages begin to ask for higher quality armor, particularly with Sleep imbued into them. The demand is too much for the blacksmiths, and any armor produced is of the "Shit" quality.
>A3: Magic guild
>79: Above average success!
If there is one thing that all Tauren agree on, it's that magic needs to be organized. A guild hall if built, with chambers for each school of magic. Currently Pyromancy is the only finished school, though Geomancy is the most popular.
>Magic Guild founded!
>The guild operates as a sort of mini government for all mages, with it's own set of rules and a democratic system for choosing the lead house. A new house is chosen every 4 turns.
>A4: Grok's milita
>37: Average failure!
Grok's citizens have expressed concern at the possibility of a White Beast or Snow Elf attack, and try to organize into a Militia. No central authority is there to hold it together, and any attempts to organize quickly fall apart
>RESEARCH INCOMING
>>
>>39260814
Didnt get the best rolls, :( sad to see ANOTHER child die
>>
I think we should scout out the elves, and send out some more scouts to surrounding areas to establish any previously overlooked resources.
>>
File: Longbow.jpg (3 KB, 225x225)
3 KB
3 KB JPG
I HAD something typed up, but then I scrolled with the shift key on.
>>39260634
>R1: Ranged Weapons
>98: Amazing success!
Your people invent longbows, and anyone not a Minotaur will have trouble with their massive size.
>R2: Alcohol!
>12: Complete failure
Any attempts you do to make a variety of beer end up with William getting drunk to the point of blacking out.
>>
DROZEN STATS:
>Population (Minotaurs) 1420
>Population Growth 120
>Population (Awaken) 200
>Population Growth 15
GROK STATS
>Population (Minotaurs) 490
>Population Growth 20
>Population (Awaken) 55
>Population Growth 0

>Current head of the Magic Guild: Geomancers
Actions, rolls, and techs please!
>>
Rolled 84, 2, 8 = 94 (3d100)

>>39260940
Nice
>hope for better rolls this time
I'll do actions and 1 research, Tredskear, want to do the other? I dont know if Late is still here
A1: New Attempt for Apprentice
A2: Move Some more Geomancers to Grok to help the Defence
R: Research Faster Travel Between Towns
>>
File: robin.png (205 KB, 450x268)
205 KB
205 KB PNG
Rolled 74 (1d100)

>>39261017
Late had to go.
>A1: New Apprentice
>84: Great success!
Despite the issue with the past apprentice, a new child is taken in as Ahdrag's apprentice! He is skilled in all forms of magic that Ahdrag has introduced to him, and is keen in the mind.
>Rolling for personality of apprentice
>A2: Geomancers
>2: How many children will you kill in this thread
Couriers between the two villages have expressed concern at how Grok is defenseless. Hearing this, a hopeful young family of a Geomancer, his mate, and two kids head out to try and help the village. Their screams echoed through the landscape as they were devoured by the White Beings
>R incoming
>>
>>39261017
Well at least we have an apprentice :v
>>
Rolled 29, 89, 81 = 199 (3d100)

>>39261017
Fine, Ill do the others
A3: Train People With the Bows
A4: Get more Awaken at Grok, and Get a Awaken Growth there
R2: Get the Magic Guild to Make Spells for each School of Magic, Like Fire Beam
>>
>>39261118
Apprentice name: Brakla
>>
>>39261118
>74
>Apprentice is an individualist, placing freedoms above all else. His voice is able to calm the fury of an enraged bull. His mind is as sharp as Ahdrag's own Warhammer. He'll make a fine apprentice.

>>39261128
>A3: Train bowmen
>23: Below average failure!
Despite having relative ease making the bows, few Tauren or Awaken have any idea how to use them. William sees it as cowardly to use a bow, though he sees its potential uses. Many frustrated Minotaurs give up on the weapon.
>A4: Awaken
>89: Great success!
The Awaken at Grok feel a bit lonely, having no new faces around that you can relate to get's old after a while. Sending a message to Drozen to request more Awaken, they are soon met with 20 more Awaken arriving and setting up an Awaken Growth.
>Grok Awaken population +20!
>Grok now has an Awaken Growth! +5 Awaken per turn!
>Research incoming
>>
File: FireBeam.jpg (4 KB, 400x224)
4 KB
4 KB JPG
>>39261128
>R2: Magic Spells
>81: Great success!
With a proper organization to work with, many mages begin experimenting with their gifts. Some are complete failures, others are incredible abilities. Among these is the most recent development, the Fire Beam.
>Fire Beam ability discovered!
>Concentrating Pyromancy into a beam, rather than individual balls, allows for much more power and precision behind the spell.
>>
>>39261289
How many Spells?
Want to make a list?
>>
DROZEN STATS:
>Population (Minotaurs) 1540
>Population Growth 120
>Population (Awaken) 215
>Population Growth 15
GROK STATS
>Population (Minotaurs) 510
>Population Growth 20
>Population (Awaken) 75
>Population Growth 5

>Current head of the Magic Guild: Geomancers
Actions, rolls, and techs please!
>>
>>39261333
List:
>Geomancy: Rocks and walls, pretty much it (as far as you know)
>Pyromancy: Fire balls and Fire Beam
>Lavamancy: Lava balls and Lava in general
>Hydromancy: Control over water, all you've found so far
>Ice Magic(We need a proper name for this) Blocks of ice and ice shards
>>
Rolled 7, 22, 11, 65, 51, 56 = 212 (6d100)

>>39261372
CryoMancy?
Actions!
A1: Cross-Train Blacksmiths, so they get better at make weapons, armor and things to do with forging in general.
A2: Find More food sources.
A3: Get the blacksmiths to make an easier version of the longbow(crossbow)
A4: Make A Magic Guild training ground, to train the Mages in Magic better
R1: MOAR SPELLS
R2: Have The Sleep Guild find more Applications of Sleep, And Disolve it in water
>>
>>39261472
Oh dear god the rolls.
>>
>>39261472
The last ones are alright!
...
>>
Lurking, I love this thread

Showing my support
>>
>>39261593
Oh! I forgot about lurkers, I thought it was just me and Civvie Right now! Keep Lurking, and if you wanna add something, you may
>>
File: RNJesus.jpg (44 KB, 550x550)
44 KB
44 KB JPG
A1: Blacksmiths
>7: Why do you insist on killing children?
The techniques the blacksmiths have been ingrained into their brains, and any attempts to combine them is rejected as "Doing it wrong" by a majority of the blacksmiths. One tries to work with the new techniques, but ends up choking his baby to death with the resulting death with the smoke, then dies in the resulting fire.
>A2: Food sources
>22: Below average failure!
People grow bored of the constant diet of Cabbage, apples, beer, and Hypersheep meat. Demands for a new type of food are met with empty hands. No new source of food can be found, at least from what the scouts say. Then again, they may have been drunk when scouting.
>A3: Crossbow
>11: Complete failure!
Some of the blacksmiths see the longbow as an interesting idea, and try to make a less, bulky, version of it. The first prototype shatters on the press of the trigger.
A4: Magic Training Ground
The Mages have expressed a desire for a proper space to practice their magic, rather than using the rookie sleeping quarters. Despite the comedic value being lost, a space is cleared for the Mages to practice.
>Magic spell rolls will now have a +5 modifier!
>Research incoming
>>39261593
Thanks man! Jump on in if you want!
>>
>>39261650
Nice! for the spell buff mean, the rest is bad
>>
File: SleepBottle.jpg (8 KB, 284x177)
8 KB
8 KB JPG
>>39261472
>R1: Spells
With the new training ground, the Mages are able to fully test their theories on what spells they can use, and the Geomancers end up creating a minor earthquake from their spells!
>Earthquake spell discovered!
R2: Sleep guild
The Sleepers, as they are lovingly called, have been hard at work poking Sleep with sticks of various shapes and sizes. One of these sticks accidentally pokes it into a bit of water, and instantly dissolves it! One of the braver Sleepers takes a drink, and soon feels like he has been "revitalized" to put it into a word. Giving it to a Mage, his spells become far more potent!
>Magic potions discovered!
>>
DROZEN STATS:
>Population (Minotaurs) 1660
>Population Growth 120
>Population (Awaken) 230
>Population Growth 15
GROK STATS
>Population (Minotaurs) 530
>Population Growth 20
>Population (Awaken) 80
>Population Growth 5

>Current head of the Magic Guild: Geomancers
List:
>Geomancy: Rocks, Walls, Earthquake
>Pyromancy: Fire balls and Fire Beam
>Lavamancy: Lava balls and Lava in general
>Hydromancy: Control over water, all you've found so far
>Cryomancy: Blocks of ice and ice shards
Actions, rolls, and techs please!
>>
Rolled 14, 42, 11, 99, 86, 40 = 292 (6d100)

>>39261778
Awesome!
A1: Retry Crossbow
A2: Make Magic Potions standard issue for Militia, Scouting Parties And Guild Mages
A3: Retry Blacksmith Training
A4: Map out the Surrounding Area
R1: MOAR SPELLS
R2: Faster Travel Between Cities(Wheels)
>>
>>39261943
>4 Things hate me, Mines, Hats, Crossbows and Blacksmiths
>>
File: pencil-and-paper.jpg (32 KB, 640x427)
32 KB
32 KB JPG
>>39261943
Are you trying to kill blacksmiths?
>A1: Retry Crossbow
14: Complete failure!
The same blacksmith from before, not to be bested by a hunk of wood, constructs another, slightly more stable version, and fires it. The bolt pings off and hits a rookie Mage square in the head. He burns the evidence.
>A2: Standard Potions
The Guild Mages happily adopt the Sleepers' potions, seeing them as a great way to test their upper limits. The same goes for the Militia. Scouting parties, however, see them as extra weight that will only slow them down, and as such reject them.
>A3: Retry Blacksmith
The blacksmiths dig in their hoofs, and refuse to change their techniques after the incident last time a Tauren tried.
>A4: Map
>99: Amazing success!
The scouts, tired of following the order of "Pick a direction and keep going until you are almost out of food" draw up some maps, and finally figure out where the hell they are!
>+10 to scouting rolls
>Drawing a map in real life
>Research incoming
>>
>>39262092
OMG +10 ON SCOUT ROLLS!!!!!!!!!! THIS IS AMAZING
REAL MAP!?!??!?!? YOU ARE BEST GM CIVVIE
>>
>>39261943

>R1: Spells
>86: Great success!
The Mages have been hard at work, and after one too many incidents involving rookies and the Pyromancy Mages, many spells in the school of Hydromancy are discovered!
>Discovered Healing Water!
>A quick splash or drink of this water will fully heal minor wounds, and stops major wounds from causing too much damage!
>Discovered Storm!
>You can now summon liquid water from the sky! Why you want to do this is up to you

>R2: Wheels
>40: Borderline average
The couriers are getting rather peeved at having to carry heavy objects with them whenever someone wants a delivery, and ask the blacksmiths to come up with a solution. Soon enough, a crude wheel is invented. Though only the couriers use it as of yet, it allows far easier travel when laden down with goods.
>You've invented the wheel!
>>
File: Minotaur Map V2.jpg (1.04 MB, 9512x3912)
1.04 MB
1.04 MB JPG
>Current map
DROZEN STATS:
>Population (Minotaurs) 1780
>Population Growth 120
>Population (Awaken) 245
>Population Growth 15
GROK STATS
>Population (Minotaurs) 550
>Population Growth 20
>Population (Awaken) 85
>Population Growth 5

>Current head of the Magic Guild: Geomancers
List:
>Geomancy: Rocks, Walls, Earthquake
>Pyromancy: Fire balls and Fire Beam
>Lavamancy: Lava balls and Lava in general
>Hydromancy: Healing Water, Storm
>Cryomancy: Blocks of ice and ice shards
Actions, rolls, and techs please!
>>
Rolled 76, 40, 54 = 170 (3d100)

>>39262314
Repeating my last motion of
1. Scouting the area for Snow Elves
2. Scouting further to see if there's any natural resources nearby for our exploitation.

R. Capitalise on the roads, wheeled transport like carts for resources.
>>
Rolled 17, 98, 57 = 172 (3d100)

>>39262244
Nice, ok I got this
A1: Use Storm to increase Food Crops
A2: Retry Making Sleep-Armor and Sleep-Weapons for Mages
R1: EVEN MOAR SPELLS
>sorry Civvie, you have to make so many spell, but they'll be so useful
>>39262400
>saw this, got rid of some Actions :)
>>
>>39262442
>No kids died, YAY
>>
>>39262400

>A1: Snow Elves
>76: Above average success!
William expresses concerns about the Snow Elves.
>"Those bastards nev'r giv' up this easy. T'ey'rre prrobally out therre, waitin' for ya moment a' weakness"
After figuring out what in the hell he's saying, you send out multiple scouting parties.
>76+10
The scouts find abundant evidence that the Snow Elves are out here. Camp sites, discarded bows, scraps of food. The works.
>If Snow Elves attempt a surprise attack, you will get a +5 to your saving roll.

>A2: Scout for resources
>40+10. Success!
While they're out there, the scouts find an odd metal, softer than iron, but dear Ancestors it's fucking everywhere!
>You've discovered copper!

>>39262442

>A3: Storm
>17: Complete failure!
One of the aspiring Hydromancers attempts to help out the farmers with the local crop. The storm wipes out this turn's crop.
>No population growth for Drozen Minotaurs this turn!

>A4: Sleep Armor
>98: Amazing success!
Ahdrag, now an old man, is fed up with the blacksmith's behavior. He orders them to infuse the next set of armor with Sleep. Fearing retribution from the King, they set to work. Soon a set of the highest quality is made, infused with as much Sleep as they could shove into it. They'd made it specifically for Brakla.
>Sleep infused armor invented!
>To make Sleep-infused armor, a metric fuck-ton of resources are used, and it takes a full turn to make one set. But the end result is the strongest set of armor your people have ever seen!
>Research incoming!
>>
>>39262642
Ok, Only The Leader gets the Sleep-Infused Armor, To much Resources
>>
>>39262688
>/Apprentice
>>
File: Dirt_road_in_winter_2.jpg (4.74 MB, 3872x2592)
4.74 MB
4.74 MB JPG
>>39262400

>R1: Roads
>54: Average!
The couriers tend to follow the same paths between the villages, and soon a distinguishable trail is visible in the snow. Soon a cart laden down with copper, iron, and sleep arrives in Drozen from Grok!
>Dirt roads invented!

>R2: Spells
>57 +5: Success!
The Mages take a keen interest in this new metal, and question the Awaken about it. They say that a "charge" of sorts can be forced through it under the right conditions. Soon, while the rookies are practicing with Storm, a bolt of white-hot light bursts from it and straight towards the metal!
>Electromancy discovered!
>Discovered the lightning bolt!
>>
Rolled 54 (1d100)

>Rolling for GM event
DROZEN STATS:
>Population (Minotaurs) 1900
>Population Growth 120
>Population (Awaken) 260
>Population Growth 15
GROK STATS
>Population (Minotaurs) 570
>Population Growth 20
>Population (Awaken) 90
>Population Growth 5

>Current head of the Magic Guild: Geomancers
List:
>Geomancy: Rocks, Walls, Earthquake
>Pyromancy: Fire balls and Fire Beam
>Lavamancy: Lava balls and Lava in general
>Hydromancy: Healing Water, Storm
>Cryomancy: Blocks of ice and ice shards
>Electromancy: Lightning bolt
Actions, rolls, and techs please!
>>
Rolled 62, 100, 72 = 234 (3d100)

>>39262762
Electomancy? This will be gooooooood
A1: Train People In Electomancy
A2:
R1: Even More Spe-NO
We make Special gloves for Electromancy, made of Normal Wool, And Peices if Cooper in the Fingertips and Palm, With Sleep inter-wooven in.
What to do the others, Treadskear?
>>
>>39262895
DAMN IT I LEFT 2 EMPTY
>A2: Set up a Mine in Grok
>>
Rolled 22, 60, 56 = 138 (3d100)

>>39262895
>no-one for A3, A4 and R2? ok...
A3: Upgrade the Road
A4: Train the Militia in Tactics and Strategy
R2: Find more uses for cooper, a Cooper/Sleep Experiment?
>>
>>39262895
>A1: Electromancy
>62: Success!
People see Electormancy as a sign from the Ancestors and Spirits that they favor them, and soon a school of Electromancers is set up within the Magic Guild hall.
>Electromancers officially established! +3 per turn!
>A2: Mine
>100: RNJESUS FAVORS YOU
The cart of materials from Grok is welcomed heartily by all. Soon, with a proper mineshaft set up (As well as full time guards :3), the metals and Sleep begin to flow out of Grok like a mother's milk to her calf. William even heads over to inspect it personally, saying
>"Bett'r no' be any o' those damn Elves o'er there"
>William is now in Grok, any actions taken as a leader in Grok will be performed by William

>R1: Electo-gloves
>72: Above average success!
>Thank you for not saying spells, I need time to think of more.
The Mages take a particular interest in Electromancy, seeing as it came as a sign from the sky, and interesting events tend to happen around these sorts of things. Deciding it would be a bad idea to start flinging around lightning willy-nilly, special gloves are created to channel the lightning through.
>Electro-gloves have been invented!
>Woven from Sleep-infused wool, with bits of copper thrown in at the finger tips, these provide a much easier way of directing Electromantic attacks!
>>
>>39263108
>>39262895
>MOSTLY GOOD ROLLS, AND NO KIDS DIED, YAY
>>39263114
Awesome! Remember the next ones that I did Cause no-one else did... :(
>>
File: Tactics.jpg (45 KB, 477x358)
45 KB
45 KB JPG
>>39263108
>A3: Road upgrade
>22: Below average failure!
Only the couriers and carts use roads, so the idea of spending resources on them seems inefficient to the Elders and the populace.
>A4: Train Militia
>60: Borderline success!
Militia commanders have started to think that "Bull rush the opponent and hope you win" isn't exactly the most effective way of using the Militia. So, after a night drinking over potential ideas, they settle on the "Bull-horn" attack
>Tactical plans invented!
>Bull-Horn attack created!
>Attacking in a three pronged manner, this plan is used to encircle an opponent and pressure their flanks as well as their center.
>R2: Copper
The Sleepers take in interest in how copper is able to draw lightning from storms and clouds. After smelting it and sleep into one, they discover it acts as a sort of container for the lightning!
>Batteries invented!
>>
Rolled 54 (1d100)

>Rolling for GM event
DROZEN STATS:
>Population (Minotaurs) 2120
>Population Growth 120
>Population (Awaken) 285
>Population Growth 15
GROK STATS
>Population (Minotaurs) 590
>Population Growth 20
>Population (Awaken) 95
>Population Growth 5

>Current head of the Magic Guild: Geomancers
List:
>Geomancy: Rocks, Walls, Earthquake
>Pyromancy: Fire balls and Fire Beam
>Lavamancy: Lava balls and Lava in general
>Hydromancy: Healing Water, Storm
>Cryomancy: Blocks of ice and ice shards
>Electromancy: Lightning bolt
Actions, rolls, and techs please!
>>
Rolled 33 (1d100)

>>39263303
Forgot to do the proper roll
>>
Rolled 67, 65, 28, 87, 72, 53 = 372 (6d100)

>>39263268
Nice Naming for the Tactic!
I'll do all the actions, and if someone else comes witha better one, ill point to it
A1: Brakla Trains in all the new forms of Magic That has been poping up
A2: Increase the Amount of Farms in Grok
A3: Retry Find new forms of Food
A4: Re-retry for Crossbow
R1: Electomancy Spells!
R2: We have raw, ingot, dust and Liquid form of Sleep, can we make gas Form?
>>
>>39263472
>This has to be the longest time we've had without Child death. Celebration?
>>
Rolled 59 (1d100)

>>39263472
Thank you my good man!
>A1: Brakla
>67: Success!
With his master nearing the end of his life, Brakla takes it upon himself to learn as much Magic as possible, locking himself in the training field. Many, many explosions are heard, as well as bright flashes, storm clouds, pillars of earth, and massive fire balls are all seen coming from the training grounds. Brakla emerges at the peak of all know forms of Magic.
>Brakla has become a master in all current forms of magic!

>A2: Grok farms
>65: Success!
The hilly nature of Grok has so far stopped extensive farming efforts, but with the Awaken, soon enough land is either flattened or raised to create fertile farmland!
>Grok population growth +30!

>A3: New food
>28+10 = 38: Failure!
The scouts swear they have looked under every rock in the wastes, but they just can't seem to find food!
>Evil laughter is heard, carried on the gales.

>A4: Re-retry for crossbow
>87: Great success!
The creative blacksmith, sick of his invention constantly breaking, or killing someone, devises an iron crossbow, clears the firing range, levels his aim, checks again to make sure the firing range is clear, then pulls the trigger. The bolt hits a bulls eye.
>Iron crossbows invented!
>>39263503
Don't tempt me
>Research incoming
>>
>>39263670
>I DON'T LIKE THE LAUGHTER
>>
File: ColeMacgrath.jpg (67 KB, 456x252)
67 KB
67 KB JPG
>>39263472
>BACK TO SPELLS!
>R1: Electromancy
>72: Above average success!
The Electromancers are soon able to summon not one, not two, but a whole storm's worth of lightning!
>Lightning Arc discovered!
>Though far less accurate than a bolt, the arc provides a good, "Shotgun" style attack for Electromancers

>R2: Gas Sleep
>53: Average!
One night, one of the Sleepers stays up, trying to heat up Liquid Sleep into a gas. After roughly an hour trying to heat it, he is about ready to give up. Then, he notices a noxious smell in the air. It smells like rotten...Like rotten...*THUD*
>Gas Sleep discovered!
>The gas is lethal to anyone exposed to it for too long, and, shortly after this was discovered, it is also very flammable. A tell-tale sign of it is the smell of rotten Hypersheep meat.
>>39263697
GOOD!
>>
>>39263795
Nice tie-in with the Sleep-Sheep!
Should I wait for the Event You've been rolling for, or keep going?
>>
Rolled 16 (1d100)

>Rolling for GM event
DROZEN STATS:
>Population (Minotaurs) 2240
>Population Growth 120
>Population (Awaken) 300
>Population Growth 15
GROK STATS
>Population (Minotaurs) 640
>Population Growth 50
>Population (Awaken) 100
>Population Growth 5

>Current head of the Magic Guild: Geomancers
List:
>Geomancy: Rocks, Walls, Earthquake
>Pyromancy: Fire balls and Fire Beam
>Lavamancy: Lava balls and Lava in general
>Hydromancy: Healing Water, Storm
>Cryomancy: Blocks of ice and ice shards
>Electromancy: Lightning bolt, Lightning Arc
Actions, rolls, and techs please!
>>39263841
Keep going, I'm rolling til I hit something below a 10
>>
Rolled 24 (1d100)

Elections for head of the Magic Guild!
>>
>>39263899
Pyromancers are now the head of the Magic Guild!
>>
>>39263841
? Where did you go?
>>
Rolled 41, 68, 18, 80, 39, 83 = 329 (6d100)

>>39263857
>I dont like the sound of tha-
OH WELL
A1: Upgrade the Sleep Labs
A2: More Tactics, But for Magic Guild Battle Tactics
>sorry Civvie if this worksm you'll need more names
A3: Upgrade Walls
A4: Find Human Settements, We know they Exist, Lets Find them
R1: Make Robes That Chanel Magic
R2: Investigate Cooper some more
>Sorry it took so long, running out of idea, LURKERS HELP PLZ
>>
File: alchlab.jpg (33 KB, 564x428)
33 KB
33 KB JPG
Rolled 1 (1d100)

>>39264133
>IMNOTALONE.jpg

>A1: Sleep Labs
>41: Average!
After the funeral for the Sleeper, the labs are upgraded to have extensive ventilation systems (AKA Massive bloody holes in the wall). This allows fresh air in, and will provide a +5 bonus to any roll involving experimentation with Gas Sleep

>A2: Tactics
>68: Success!
One night, a Militia commander gets drunk off his ass, finds a wall, then starts writing and drawing all over it. After waking out from his blackout, he finds, besides a massive hangover, a brilliant new battle plan. He dubs it
"The Crashing Wall"
>Crashing Wall tactic invented!
>Troops are arranged in an arrowhead formation, with the pointy bit aimed towards the enemy. Moving as one, they charge into the enemy, then as the center takes the brunt of the force, the sides wrap around, collapsing inwards on the enemy. Hence the name, "Crashing Wall"

>A3: Upgrade the Walls
>18: Complete failure!
The walls that have protected you since the time of Munhal and Drozak stand tall, and your people wish to keep it that way. Geomancers attempt to reinforce the walls, but end up only widening the moat around them. Or, at least you think that's what they did. All you know is the hole surrounding your walls is a lot bigger now.

>A4: Human settlements
>80+10 from William = 90: Amazing success!
William, feeling uneasy for whatever reason, speaks to Brakla, asking if he could have an escort to help him find his way back to the human settlements. He happily agrees, and soon William is on his way with a small party to find the human settlements.
>They will arrive next turn
>Research incoming
>>
>>39264411
This is Epic!
>NO NOT A 1! ANYTHING BUT BELOW 10
>ohgodwhy.jpg
>>
>>39264411
>1
>Evil Laughter
You can hear it. Marching. Something is coming for your people. Judging from the sound, whatever it is will arrive soon.
>5 turns remain before whatever it is is upon you.

>R1: Magic Robes
>39: Failure!
The Mages, thinking that the blacksmiths won't be able to work the wool and make Magic robes, attempt to do it themselves. All they do is give themselves a bad shock.

>R2: Copper
>83: Great success!
After the oddity that was batteries, the blacksmiths are curious as to whether or not the stored lightning could be transferred somewhere. After smelting down some copper into a wire, they run it from one battery to another, this one empty. The charge moves!
>You have invented copper wiring!
>>
File: Joker.jpg (66 KB, 1024x768)
66 KB
66 KB JPG
>>39264484

>MFW
DROZEN STATS:
>Population (Minotaurs) 2260
>Population Growth 120
>Population (Awaken) 315
>Population Growth 15
GROK STATS
>Population (Minotaurs) 690
>Population Growth 50
>Population (Awaken) 105
>Population Growth 5

>Current head of the Magic Guild: Geomancers
List:
>Geomancy: Rocks, Walls, Earthquake
>Pyromancy: Fire balls and Fire Beam
>Lavamancy: Lava balls and Lava in general
>Hydromancy: Healing Water, Storm
>Cryomancy: Blocks of ice and ice shards
>Electromancy: Lightning bolt, Lightning Arc
Actions, rolls, and techs please!
>The marching grows closer. Five turns remain
>William and his escort have arrived at the human settlement!
>>
>>39264583
Actions, or Settlement time?
>>
>>39264605
Actions and tech, then settlement.
>>
Rolled 9, 43, 34, 55, 38, 89 = 268 (6d100)

>>39264634
OK LETS DO THIS
A1: Pour Lava Into the Trenches out side the wall, and Make a Iron Drawbridge
A2: Train People in Crossbow's
A3: Upgrade the Wheel
A4: Defense Tactics
R1: The Top Elecromancer Makes a Large AOE Spell, but tests outside the village!
R2: Retry Magic Robes
>captcha staze
>>
>>39264745
>SHIT, A CHILD DIES
>STEVE, RESTART THE TURN-WITHOUT-CHILD-DEATH COUNTER!
>>
hey guys, can I get a summary of events occurring since I left please?
>>
>>39264917
>are you drunk like last nigt-
Ok, when did you leave?
>>
>>39264976
Just before the split to Grok. Reading slowly, but I wanna take part now.

Too bad about that young apprentice boy :( did we get another?
>>
File: Lava-moat-1600-1200.jpg (863 KB, 1600x1200)
863 KB
863 KB JPG
>>39264745
>A1: Lava Moat
>9: Make that six dead children Alex.
The Lavamancers see it as their duty to defend the village, and as such, pour lava down the sides of the walls, hoping to fill up the moat. Little did they know that the hole actually had a small tunnel leading inside, where an adventurous young calf would often crawl inside of to see the outside world. His body will likely never be found.
>You've gotten a (somewhat) haunted lava moat!
>The bridge comes as a bonus because I don't want to kill more children.

>A2: Crossbow training
>42: Average!
The Militia goes around both towns, warning of the "Massive bloody noise" in case anyone hadn't noticed. They begin to distribute the iron crossbows to volunteers. Some of them are crack shots, while others, well, there's always room in the center division.
>Crossbows added to the Militia arsenal!

>A3: Wheel
>34: Failure!
Despite how everything needs to be done right bloody now, and how wheels would most certainly help that, nobody wants to spend the time to make a better wheel.

>A4: Defense tactics
>55: Average!
The Militia begins to think of new ways to use their new toys. Thinking back to the way a blacksmith's ways, a new way of fighting defensively. The Kickback had been created.
>"Kickback" tactic developed!
>Focusing on delaying action, melee troops are to hold back an enemy while ranged (both Magic and Crossbow) pepper them with whatever they can!
>>39264996
Yep, he's pretty much Nightwing
>>
>>39264996
Yes! and Hes like the avatar!
We Created Grok,Invented Hydomancy and Cryomancy, Lots of speels for all schools of magic,Electro-Gloves, Sleep-armor for Brakla
And Going to the Human Settlement!
More happened, but cant remember the Specifics
>>
>>39265028
Well at lest the village didnt burn down :)
>BRIGHT-SIDE DAMN IT
>>
>>39265065
Finally some god damn allies. William and Ahdrag's apprentice (name?) should be our ambassadors. Also, who leads Grok. Is it Grak?
>>
>>39265112
I guess Grak? It's implied
And we reach the Human Settlement after the turn
OH YEAH AND A HUGE ARMY IS GOING TO KILL US IN 4 TURNS AFTER THE NEXT
>>
>>39265112
Also, tell me we exiled those damned pacifists, ancestors damn it. They'll be the end of us

Our civ is far too young for pacifism to work. This ain't the 21st century
>>
>>39265165
There not Exiled, but there are very small, and all their magic are healing and Summoning a rain Storm
A Magic Guild Was Formed, Combining all Schools of Magic
>>
>>39265154
Huge army of what?

That's bull. We'll create a wall of permafrost with cryomancy and geomancy, then send lava lakes under their feet.

Also, we need to find a way to summon Whites to join us in battle.

>realization
Oh, is THAT why we're going to the humans? Are the snow elves attacking?

We need human infiltrators to free their slaves. Historically, slaves usually outnumber masters by a ton. That'll be a huge boon to our forces, and it'll disrupt them at home. The best defense is a good offense. You never wanna be fighting on te home front. How can the enemy attack if they're getting a hand fucking chopped off?
>>
>>39265250
No, we were going to the Humans, then Civvie rolled for the an Army to attack, we dont know who it is yet, Civvie might Suprize us
>>
File: RyuHadouken.png (279 KB, 617x392)
279 KB
279 KB PNG
>>39264745
>R1: AoE Electromancy
>38+5 = 43: Average!
The best of the Electromancers, after heading out of Drozen, takes a deep breath.
>Ancestors help me.
He summons a mighty bolt, and channels it through his body. The lightning courses through his veins, and soon, his eyes begin to glow like heroes of the past. With a mighty yell, he unleashes a ball of pure electricity on a nearby boulder. Nothing is left. He collapse onto his knees, then trudges back to Drozen.
>Hadouken invented!
>A destructive charge of electricity!
>It takes a round of combat to charge, but utterly destroys anything in it's path.

>R2: Magic Robes retry
>89: Great success!
The Mages fear that they will be vulnerable during the coming battle, they (finally) ask the blacksmiths for help, and after a round of laughing from the smiths, are given fine Iron-Wool armor, with Sleep embedded in strategic places to channel Magic!
>Magic robes invented!
>These robes allow ease of movement, provide excellent protection, and look fucking fabulous.

>Sorry for the long break had to deal with dogs.

>Entering human settlement now
>>
>>39265250
Building on this, we seriously have to hit them first. We need to geomancy-erect a fort elsewhere so we have some kind of damn warning. With a lava moat. And spikes. And lavamancers ready at the walls to pour magma on invading forces. Plus cryomancers to deflect frost magic and archers. And warriors in the castle, I guess, but once they breach the walls, I'd rather the army escape thru a tunnel system and then collapse the tunnel. Better to hit and run than lose forces.

Also, what are the Lightning gloves? Can we set a trap with water mages and use them to electrocute a ton of motherfukers?
>>
>>39265322
Just saying this right now, your enemy is not the kind of thing you can build a fort against
>>
>>39265322
Also, we need to keep the bodies of our enemies and take prisoners. We'll crucify them for intimidation, living or dead. Living ones closer to forts or towns so we can kill them with Fire if the enemy approaches
>>
>>39265311
Elecromancer name: Garric
>>39265322
Elcrto-Gloves Incrase the Effectiveness of Electromancers
>why do you hate the water mages? they havent been all pacify-y since the start
>>
>>39265365
Well fuck. Something that digs? Whites? Whatever it is, we need to prepare, and a fort is better than no fort.

How the fuck do we know something is coming and not know what it is?
>>
>>39265407
Giant Awaken maybe?
>>
>>39265416
That would be something I'd rather befriend
>>
>>39265458
>I dont think it Wants to be Friends...
>>
File: WilliamVillage.jpg (29 KB, 446x251)
29 KB
29 KB JPG
The village can be seen from a mile away. The smoke from their fires drifts into the night sky and you can see they have stone walls like your own, though much more carved. They also look noticeably older, with bits and pieces missing or ready to fall off. William approaches the guard tower (or at least what you think is a guard tower) and, after a short exchange you won't even try to understand, waves you inside. Men, women, and children all look at you in a mix of shock, awe, and primal terror. You are taken into what you can assume to be the chief's hut. The guards eye you up and down, hands on their tempered swords, then the chieftain speaks up.
>"Who in tah bloodey hell arre you?"

>>39265407
>>39265416
>>39265458
>>39265505
Remember that deal that Guth made?
>>
>>39265505
Well if we knew it was a giant awaken, we could get volunteer awaken to take part in mind control experimentation
>>
Rolled 99 (1d100)

>>39265527
>OH SHIT THE OLD GODS ARE COMING

Brakla Says
>We are The Minotaur, we Mean no harm. We just wish to speak with your Elders
>>
>>39265527
"Friends".

And no I do not remember, since I wasn't here for that
>>
>>39265592
Guth Prayed to the Old Gods for help, They get fucked and now, Think an Old God Version of Guth is Coming
>>
>>39265588
Explain to me this deal. And these "Old Gods"
>>
One moment, my type up deleted itself
>>
>>39265627
The Old Gods is a Fantasy thing, the Old Gods have their own Agenda, Very Powerful, And will Screw you over
>>
>>39265680
>GOD DAMN IT
Dont worry, we'll wait
>>
>>39265685
Well shit, what the fuck Guth?

What was the deal? Did we at least get hats out of it?
>>
>>39265685
Who else knows about this? Anyone who can make a fucking sacrifice of booze and blood? We don't have goats to kill, but sheep are the next best thing
>>
>>39265718
>kek
Now, he was fucked anyway, the Ancestors Didn't listen to his prayers, and he didnt know that his Village would be fucked to
>>39265744
No-one knows, everyone Who was in the scouting party where Guth Prayed died is Dead
>>
File: Highlander.png (1.49 MB, 1280x2240)
1.49 MB
1.49 MB PNG
Rolled 18 (1d100)

The Chief's face gets a massive look of shock on his face, surprised you can speak correctly.
>"I taught 'em to speak 'uman afterr t'ey saved mah life Chief!"
The Chief shoots William a look of approval, then returns his attention to Brakla.
>"So why da' ya come t'us? Weh ain't got much in teh way of gold. If yer lookin' for slaves I'll gut ya myself."
>What do you want?

>>39265718
Nope, he just wanted to live. It backfired.
>>39265744
Nope, the last person who knew is Guth.
>>
Rolled 10 (1d100)

>Rolled for Chief's Diplomacy roll.
>Rolling for William
>>
Rolled 66 (1d100)

>>39265772
>We wish For an Alliance, We have got to know William over the Years(Years?) and we wish the same relationship with you.
Rolling for Brakla's Diplo roll
>>
>>39265772
"All living beings have a right to be free. We have come not for war, but for peace."

*hands him a bottle of fine scotch*

"We bring gifts"
>>
>>39265819
Its so nice having another player!
>I was running out of ideas
>>
>>39265813
>brakla
Sounds like an eastern European dessert

>damn I sure could go for some braklava
>>
>>39265857
>kek
>>
>>39265888
TRIPS CHECKED
>>
>>39265888
Trips. We should get a bonus against the Old Gods

Also, I wanna build a fooking fort back home while Brakla is here. Because whether we're fighting an army or not, it's a good idea to have a damned fort
>>
File: Chief.jpg (53 KB, 442x640)
53 KB
53 KB JPG
>GOD DAMN IT
>Thank you Sleeper for writing this
"All living beings have a right to be free. We have come not for war, but for peace."

*hands him a bottle of fine scotch*

"We bring gifts"
He eyes the bottle cautiously, then grabs it and takes a long swig. Downing the bottle in one go, you see a big grin grow across his bearded face. With a mighty belch, he says
>"Tha's gud scrumpey!"
He looks at you with a wide smile on his face.
>"Ah suppose tha' since ya saved me son, we could be allies"

>>39265949
>Fortify Grok?
>>
>>39266000
Yes plz
Anything Else with the Humans? Tech trade maybe?
>>
>>39265949
Remember, we have 4 more turns until the Stomping Thing gets here
>>
>>39266037
Roll for it. The Fortification will take a roll next turn.
>>
>>39266064
yep, will link to it next turn
>>
>>39266062
Yeah but how the fuck would we prepare to fight gods anyway?

>lightbulb
WE MAKE A TON OF SPIKES VIA GEOMANCY THAT ARE TALLER THAN ALL WALLS AN BUILDINGS

They try to step on our shit, we'll make it the godly equivalent of stepping on a Lego
>>
>>39266000
You have become allies with the Human Clans!

If you call for them in battle, they will take two combat rounds to arrive.

>>39266119
The gods aren't what you should be worried about
>>
>>39266062
Yeah, but we can't prepare from a roleplaying perspective because we don't know that
>>
>>39266119
I dont think we have to Fight an WHOLE OLD GOD, We would die, Just Old God Jacked-up Guth
>>
>>39266148
You will receive no more information about your attacker unless you scout them yourselves.

Would you like Brakla and William to return to Drozen?
>>
Yoooo :v
I'm kinda confused about something, are we in highlands or some never ending tundra?
>>
>>39266197
Highland tundra. Essentially Scottish Siberia
>Captain capital strikes again!
>>
>>39266190
Brakla Returns, We will need him Magic
Also William, He will rally the Troops
Next turn?
>>
>>39266135
>>39266135
Yeah but I'm more concerned with economic alliance. We need to start trading. Our people are bored of our current food, right? Well, we got hooch to trade, and-

HOLY FUCK. Are you saying the Whites are coming?

Actually, if that's the case, even more reason to fortify. Also, we got a handle on it. Water+electricity=fucking them up. Also, lava lakes under their feet = fucking them up. Also, an instant wall of permafrost = them not fucking us up. We good man. Any army is child's play to us unless they have equal or greater magic
>>
>>39266230
Not saying they are. But they should be a concern. As they always should be.
>>39266226
This will take one turn.
>>39266230
If you want to establish trade, do it now before you leave
>>
>>39266268
Should we make the next actions?
>>
>>39266280
Any actions done now will not delay you leaving. If you want to set up trade, do it. After that you must leave and it will take a full turn to return to Drozen
>>
>>39266268
Yes establish trade. Also send fast, expendable scouts in all directions. We need to know what's coming
>>
>>39266303
Set Up Basic Trade, and head back
>>
>>39266334
Or AtLeast, Where The Things Coming
>>
Brb cigars
>>
>>39266334
>"Well, if you can get us some more of this here booze, I can send you whatever you like! Within reason, of course."
>What do you want for your beer? Food?
>>
>>39266370
We Trade Out Minotaur Grade Scotch(Brand Name?) For a New source of Food
>>
>>39266397
Scotch Brand Name: Alagor's Punch
>>
>>39266397
Brakla speaks up,
>"We call it 'Alagor's Punch'"
The Chief gives a wide smile.
>"If ya keep sendin' us this, we'll send ya ourr finest haggis!"
>If you accept, you will learn new ways to cook your food, and get barley, potatoes, and haggis as new food sources!
>>
>>39266479
>Fucking haggi-
Ok, new Actions for Drozek and Grok?
>>
>>39266479
Yes we accept
>didnt know we had to, Thought it was implied we did
>>
>>39266510
>Trade agreement signed!
>Population boom!+50 Minotaurs to each settlement!
>Population growth boom! +30 Minotaur growth per turn!

DROZEN STATS:
>Population (Minotaurs) 2460
>Population Growth 150
>Population (Awaken) 315
>Population Growth 15
GROK STATS
>Population (Minotaurs) 790
>Population Growth 50
>Population (Awaken) 105
>Population Growth 5

>Current head of the Magic Guild: Geomancers
List:
>Geomancy: Rocks, Walls, Earthquake
>Pyromancy: Fire balls and Fire Beam
>Lavamancy: Lava balls and Lava in general
>Hydromancy: Healing Water, Storm
>Cryomancy: Blocks of ice and ice shards
>Electromancy: Lightning bolt, Lightning Arc
Actions, rolls, and techs please!
>The marching grows closer. Four turns remain
>William, Brakla, and their party will arrive in one turn!
>>
>>39266593
>add Hadouken and Pyromancers being the leader and your good!
Ok!
A1: Sure up Grok's and Drozek's Defences
A2: Train the Cryomancers
A3: >>39266334 The Scout Part
A4: Make the Iron Bridge in Drozek Electrified with Cooper Wires and Batteries
R1: Gas-Sleep Uses and Containment
R2: We Have Every Form of the Spirits in Magic And more, Expect Air
Develop Air Magic( Making Name)
>>
Rolled 61, 97, 36, 61, 83, 69 = 407 (6d100)

>>39266807
Roll Didnt work
>>
>>39266807
Electricity? Damn. We're pretty fucking advanced for a 3rd gen society.

I want Ahdrag to die in a blaze of glory fighting whatever is coming to attack us, but of course he needs to succeed.
>making the Ultimate sacrifice for his people
>becoming a martyr
>minotaur Jesus
>>
>>39266841
69 OH YEAH
>AirMancy is all I got Latin for air is air
>>
>>39266841
Yaaaay!

Wait. Can we switch two of our rolls? The scouting party is kinda important...
>>
>>39266893
Its the Eletromancy, Baby! I knew it was a good idea
>captcha crize
>>
>>39266894
Aeromancy
>>
>>39266911
Cant unfortunately, But 36 Wont be To bad, Like 'the Scout Came back, Apart from the ones that went west' or something
>>
>>39266927
>fuck you do the Magic names from now
>>
>>39266955
>fuck, You do
I wasnt say fuck you :(
>DAMN COMMAS
>>
>>39266974
>I partied with hookers, Putin, and Obama
VS
>I partied with hookers, Putin and Obama
>>
File: --Elder_God--.jpg (110 KB, 1024x866)
110 KB
110 KB JPG
Just an idea as to what Guth was praying to'
>>39266807
Thank you for pointing that out!
DROZEN STATS:
>Population (Minotaurs) 2460
>Population Growth 150
>Population (Awaken) 315
>Population Growth 15
GROK STATS
>Population (Minotaurs) 790
>Population Growth 50
>Population (Awaken) 105
>Population Growth 5

>Current head of the Magic Guild: Pyromancers
List:
>Geomancy: Rocks, Walls, Earthquake
>Pyromancy: Fire balls, Hadouken, and Fire Beam
>Lavamancy: Lava balls and Lava in general
>Hydromancy: Healing Water, Storm
>Cryomancy: Blocks of ice and ice shards
>Electromancy: Lightning bolt, Lightning Arc

>>39266841
>A1: Defenses
>61: Success
The people hear the ever present marching, and as such, ask, no DEMAND, that the Geomancers shore up the defenses around the settlements. They do so, and collectively raise a massive wall around Drozen, with a "tunnel" wall leading over to Grok, then surrounding that as well. These are far stronger!
>White Beasts will no longer be able to attack travelers between the two settlements!
>+10 to defense rolls involving the walls!
>A2: Cryomancers
The Cryomancers can feel the vibrations in the ice, and with each passing step they push themselves to train harder. Soon, a young Cryomancer develops a being that can stop almost anything dead in it's tracks!
>Ice beam discovered!
>Though doing little in the way of physical damage, this stops a select target in it's tracks for 3 combat rounds!

>A3: Scouting
>36+10=46: Average!
The scouts are noticeably nervous, but head out regardless. When they return, none that head North, South, or East report anything. West however, report that the White Beings are most certainly among the incoming horde.
>White Beings verified!

>A4: Electric Bridge
>61: Success!
Your people, fearing what would happen if the gate keeper were to be knocked out of commission, have the blacksmith that created the wires and batteries rig the bridge to go up or down at the push of a lever!
>Part Two incoming
>>
>>39267032
>Wasnt Hadouken Electomancy? It doesn't matter to much, just that Garric, that guy who made it, was the best Electromancy and all
Plus, Ill have to leave soon, should we end the thread when the Beasts get here?
>>
>>39267032
Was this 'just an idea', to help sleeper get an idea on what a Old God is? or do we have to fight it
>plz no
>>
>>39267032
Bah, that thing looks like a bitch. We can handle it...

...tomorrow

I gotta go to sleep guys. Flying to LA tomorrow (last flight, I swear. I'm going home) so I may not be on til late
>>
>>39267225
Also, please delay this war until I get on

If you can't, I understand, but it would be preferable
>>
File: What-is-Mustard-Gas-2.jpg (16 KB, 300x352)
16 KB
16 KB JPG
>>39267032
>PART TWO!
>R1: Gas-Sleep
>83: Great success!
The Militia is looking for every possible option to combat this threat, and soon the topic of using the Gas-Sleep comes up. With some experimentation, a canister with an amount of the Gas Sleep inside is created, and can be fired from crossbowmen up on the walls!
>Gas weapons created!
>For two combat rounds, anything within the AoE for these bolts will start to die. If it remains in the AoE for those two rounds, it will die. If it leaves, then it will be severely weakened.
>-1 to alignment
>Kidding, mostly

>R2: Aeromancy
>69: HOT DAMN LUCKY NUMBERS!
Ahdrag and Brakla commune with best mages, and looks for holes in their Magic make up. Noticing how they have no idea how to get an aerial view, they attempt to contact the Spirit of the Air. Soon they hear a voice.
>"What the hell do you want? I'm busy!"
You didn't expect the Spirit of the Air to be so, vulgar.
>We need your help in defending our home.
>"Well I've not got a lot of shit on my plate, just ell me what to do and you'll owe me"
>Really?
>"Yeah, fuck it. You mortals amuse me."
>Okay...
Well that escalated quickly.
>You have established the School of Air!
>The Spirit of the Air will aid you in the fight!

So we agree to pick this up tomorrow?
>>
>>39267256
Ok Lets end here, I had to go soon anyway.
What time tommorow?
>>
>>39267256
Fuuuuck, I may not be able to get on tomorrow til like 10, so you can go ahead without me
>>
Yo do we have any real pikes? Judging by the ominous foreshadowing I feel as though we should start making pikes and drill the militia with them.
>>
>>39267149
This was just an idea

>>39267278
>>39267286
Could 5 work? I have shit to do til 3.
>>
>>39267275
Spirit of Air Is awesome, man
>>
>>39267314
I don't even land until 2pm pacific time. Sorry guys :( hopefully hypocrite will return to replace me. If not, we can put it off a night.
>>
>>39267358
No worries man!
>>39267317
Thank you
>>
>>39267314
Ill be at work till 5.30 GMT
>>
>>39267390
6 Gmt, Like today? or the Day after for Sleeper?
>>
If Sleeper can't get on, we can delay a day. Otherwise same time as today works perfect
>>
Email me Want we are doing and remember to archive Civvie.
Good Night!
>>
>>39267443
Got it. Have a nice night everyone!
>>39267312
To answer your question, no.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.