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Previous thread:
http://suptg.thisisnotatrueending.com/archive/39567334/
All previous threads:
http://suptg.thisisnotatrueending.com/archive.html?searchall=Minotaur+Civilization

Welcome back to the Minotaur Civilization quest!

Kicking off from last night's wildly successful sacking of the Snow Elf capital, we return to our people in a rather interesting spot. There's plenty of land to expand into, what with the southern border now secure. The problem lies in what to do with the Halflings and their ice floes.

>Techs and Stats incoming
>>
>>39591073
Hello :3
>>
>>39591073
Brakla takes a look at the recently updated maps and finds how horribly inaccurate they are. Ordering the scribes to remake them, proper names and locations are soon placed. Albeit it will take a bit of time
>Sorry I fucked up.
>>39591112
Hello again my friend
>>
>>39591073
I havent been in this civ before but damn that maps got me so interested
Gonna read up real quick
>>
>>39591156
I am glad you're interested. I could give you a short summary of the events if you would like.
>>
>>39591156
Remember to tripfag.
>>
>>39591178
That would be really helpful actually
>>
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I hope Sleeper gets here.
>>
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>>39591218
Wall of text inbound

>The Age of Munhal
Our founding era. Here we discovered the mystical element we dubbed Sleep. We also set about our tradition of unintentionally killing a child whenever someone rolls below a 10. During this period we settled down in the tundra after the brothers Drozak and Munhal set out to find water. Drozak found some first, but was promptly killed by his brother. Claiming it to be caused by a "White Beast" life went on. Until more people started to report of these White Beasts. This caused Munhal to lock himself into his hut, and eventually commit suicide. While Munhal was sniveling like a small child, we unintentionally created the Awaken, stone golems who are a part of our civilization. When we set out to explore the land around us, the traitor Guth made a deal with the Old Gods at the last second to save his life. This would later come back and bite us in the ass.

>The Age of Ahdrag
The defining era. Here we worked out how our civilization would be run, expanded our borders, and generally got shit done. We also met up with a strange man named William. Ahdrag took a liking to him and this is how we were introduced to the Highland Clans, our greatest allies. Our miners soon reported stalkers in the mines that were ghostly pale. After smashing one's skull in, we discover it was a Snow Elf. This promptly leads to a chain of events that ends with William going free from his previous slavery and an Awaken named Grak crushing another Snow Elf skull in. After that diplomatic incident, we hear the sounds of marching, and are soon faced with an army of the Elder Gods led by Guth, twisted into a mockery of life. Our armies fight valiantly against them, with Tauren and Human fighting side by side in the defense of their home. Our ancestors themselves come down to help fuck their shit up. At the end of it all, Ahdrag collapses after bitchslapping Guth, then collapsing to his death. His apprentice Brakla takes the throne.

>Part Two soon
>>
>>39591480
The Highland Clans are basically Scotsmen.
>>
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>>39591480
> The Age of Brakla
Our current era. We had recently expanded outwards towards the coast, and soon encounter the deep ones. Odd bunch they are, not really friendly but not exactly hostile either. Any dead that ended up in the water they soon consumed like appetizers. Peace was made through way of the Water Spirit and the village of Gorric was established. With this, we created a proper road network with which to traverse the wastes. After several failed attempts (and many dead children) we figure out the concept of boats and find that the ice floes near Gorric are inhabited! The Halflings are found to be very secretive, and little progress is made in diplomacy. Then we turn our attention south, where Brakla, William, and Catherine (a heroine who emerged from Gorric's militia courtesy of Port) scout out their Citadel. Brakla is captured in the process, and soon all out war is declared. Our Army marches on the city, smashing through the crystalline walls with the massive stone fists of Colossi. As Brakla is freed, William finds a small Elven child hiding inside a house. Taking her with him to safety, all of the heroes escape and proceed to Hadouken the city. This brings us to the present.
>>
DROZEN STATS:
>Population (Minotaurs) 4280
>Population Growth 150
>Population (Awaken) 410
>Population Growth 15
GROK STATS
>Population (Minotaurs) 1340
>Population Growth 50
>Population (Awaken) 170
>Population Growth 5
GORRIC STATS:
>Population (Minotaurs) 500
>Population Growth 50
>Population (Awaken) 95
>Population Growth 5
>Population (Human)640
>Population Growth 65
HALFLING OUTPOST STATS:
>Population (Minotaurs) 30
>Population Growth 0
>Population (Awaken) 5
>Population Growth 0
>Population (Human) 25
>Population Growth 0

>Current head of the Magic Guild: Electromancers
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, Hadouken
>Aeromancy: Airblast, Tornado
Techs:
>Agriculture
>Farming,
>Apple Trees
>Cabbage Trees,
>Cabbages
>Domestication,
>Hyper Sheep
>Wheat
>Beer
>Haggis
>Barley
>Fish(?)

Magic
>Geomancy
>Lavamancy,
>Pyromancy School,
>Pyromancy,
>Cryomancy
>Aeromancy
>Shouting
>Sleep, raw, liquid, ingot, and dust
Runes
>Lightning
>Frost
Tools
>Paper (+5)
>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
>Reinforced walls
Transport
>Carts
>Longboats
>Primitive Gliders
Leader
Brakla
>Essentially Nightwing/Ahdrag in one
William
>Iron Wool armor (Sleep infused)
>His personal longsword (Iron)
>Kilt
>Singed-hat
>Small snow elf child he saved during the Battle of the Citadel
Catherine
>Iron armor
>Personal spear (iron tip with wooden staff)
>Various doodles of Brakla
>Hydromancer
>Pregnant with Brakla’s child
>>
>>39591218
>>39591480
>>39591637
>>39591682
That should be everything. Any questions TJ?

Also actions, techs, and their accompanying rolls please
>>
Rolled 85, 17 = 102 (2d100)

Encourage migration and population growth in the halfling outpost.

Use the snow elf language (assuming they have one and we can use the girl) to see if it can help us understand the halflings.
>>
SORRY IM LATE, I TOTALLY FORGOT THAT THERE WAS ANOTHER
>>
>>39591788
'Ello lad. I'm still trying to make progress with the halflings. Hopefully they turn out to be really good at something.
>>
>>39591788
Plus I wont be able to stay for long, got the sleep, got to got to work in about 9 and a half hours
>>
>>39591703
Just gonna say, that sounds like a really good civ campaign. I like the fact that the leaders seem to have a pretty important role rather than the typical "You have a magic leader so extra magic" and thats it.

Also i gotta ask
Mining
>Sex Drugs?
>>
>>39591867
ORGY SEX DRUGS
>>
Rolled 54, 52 = 106 (2d100)

Research distillation (for medical alcohol and highland whiskey).

Have a highly repsected religious woman prophesize that the child born the Cath will be a great warrior, a kind never before seen. (If I roll under 10 please kill some other child.)
>>
>>39591788
No worries
>>39591781
>A1: Migration
>85: Great success!
Though the Halfling Outpost has been little more than a remote research station, several people flock to it. They see it as the next great expansion, and the Halflings as new allies (or enemies). The end result is an outpost growing to a village.
>+50 to all population in the Halfling Outpost!

>A2: Halfling Language
>17: Complete failure!
The little girl is still adapting to the new environment, considering her old one kind of got blown right the fuck up. William isn't exactly thrilled on sending her out to some remote location with possibly hostile beings either.
>>39591867
First, thank you good sir. The players make the heroes, so they should do shit. Second, that is most likely a typo I haven't fixed yet. Don't worry about it.

>>39591908
>Part two incoming
>>
>>39591955
I always assumed Sex Drugs was viagra XD
>>
>Quest with only namefaggs
Well that's not totally off putting.
>>
>>39592028
It helps us keep track of each other. If you don't like it you don't have to play.
>>
>>39591955
>>39591908
>A3: Distillation
>54: Average!
While the current drink of your people (Alagor's Punch, a fine beer made of liquified Sleep) is all fine and dandy, ideas crop up for it's uses besides the obvious intoxicator. After numerous failures (and drunken drug fueled orgies) success is finally reached! This new drink isn't as sweet as Alagor's Punch, but it is far stronger and works as a anesthiesiac.
>Anesthesia invented!

>A4: Priestess
>52: Average!
Rumors start to spread of a great hero who will be born of a human mother and a tauren father. Who it is isn't really specified by the chief spreader. All she knows is that he or she is coming.
>>39592028
It's only for the sake of organization. If you don't want to use a name then you don't have to. You can still join though.
>>
Rolled 48, 79, 88, 18, 75 = 308 (5d100)

>>39591703
>A5
Retry Elite Solider Training
>A6
Set up all the Things for the new villiage(Walls, Militia, Etc)
>R1
Research Electricity, we have wire and batteries, can we make magnets?
>R2
Get the Flyers working
>R3
Sleep Research
>>39592028
Its help Civvie Keep Track of People
>>39592067
Stop getting uppity at the newfags
>>
>>39592102
Fuckin' mangets, how do they work?
>>
>>39592152
>Chokes
>>
Rolled 86, 21, 9 = 116 (3d100)

I guess that means we have four more actions? (Considering Civvie just spoke). If so I guess I'll take 'em.

Start a new settlement to the south of Grok. Invite halflings to settle too.

Build more colossi (you can never have enough.)

Look for new herbs to start smoking. #Blazeit
>>
Rolled 11 (1d100)

>>39592272
Try to invent better colossi.
>>
>>39592272
what?
he have done
A1, A2, >>39591955
A3, A4 >>39592096
and A5,A6, R1, R2, R3, Which Civvie is probably wrighting now>>39592102
>>
>>39592339
Oh I assumed I that was one full round, my mistake.
>>
>>39592370
Thats fine
>Capthca spowc
>>
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>>39592102
>A5: Elite Soldiers
>48: Average!
The Militia leaders try again with organizing proper squadrons. In that bit they succeed. The problem lies in getting veteran soldiers together to fight as a unit. Since little to no records are kept of combat experience, few vets are found.
>Squadrons invented!
>A6: Village
>79: Above average success!
Following standard procedure, the people of the yet to be named village erect walls around the village made of solid ice. With this a small group of militia is established to protect the hamlet.
>Walls built around the Halfling Outpost!
>R1: Electricity
>88+5=93: Amazing success!
While lightning, batteries, and wires are all fine and dandy, their usefulness is limited severely by the amount of engineers on hand. Soon enough, a blacksmith takes a shot at wiring some mechanisms up, and ends up finding his equipment sticking to a hunk of ore stuck in ice. Breaking it open, he finds most metals stick right to it!
>Magnets discovered!
>Magnetic ice found in the Halfling Outpost!
>R2: Flyers
>18+5=23: Below average failure!
The gliders are seen as little more than playthings for small children. Little to no progress is made on improving their design or ability to actually glide.
>R3: Sleep
>75+5+5=85: Great success!
Many people seem eager to see how far they can push Sleep, what with the recent development of runes and all. A young Sleeper soon falls asleep with a bit of Sleep smelting in his forge. He is woken by a blinding light, and finds that a loose wire had connected to his now solid Sleep.
>Lightbulbs invented!
>>
DROZEN STATS:
>Population (Minotaurs) 4430
>Population Growth 150
>Population (Awaken) 425
>Population Growth 15
GROK STATS
>Population (Minotaurs) 1390
>Population Growth 50
>Population (Awaken) 175
>Population Growth 5
GORRIC STATS:
>Population (Minotaurs) 550
>Population Growth 50
>Population (Awaken) 100
>Population Growth 5
>Population (Human) 705
>Population Growth 65
HALFLING OUTPOST STATS:
>Population (Minotaurs) 80
>Population Growth 0
>Population (Awaken) 55
>Population Growth 0
>Population (Human) 75
>Population Growth 0

Where did TJ go?

>>39592272
>>39592316
Would you like to reroll these seeing as how they didn't count?
>>
>>39592477
Nah they were pretty shit on the fly ideas.
>>
>>39592490
Okay, half of the actions have been taken, as well as a single research. Shamed?
>>
>>39592397
Nice!
Magnetic Ice? Sounds... Awesome
>Village name
>Alagar
>>39592490
The actions will always be used, but you can reroll if Civvie allows
I vote for reroll
>>
I have an idea for later. How about learning how to summon demons? I don't know if we already tried or it's outlawed or something, but it might come in handy.
>>
Rolled 61, 97, 21, 35 = 214 (4d100)

>>39592272
>>39592316
Ok I'll reroll.
>>
>>39592581
If we do, It would be VERY later, demons would be bad if we fuck up the roll
>Captcha is/law
>>
>>39592611
SHIT TONS MORE COLOSSI YAY
>>
Rolled 89, 19, 88, 31, 29 = 256 (5d100)

>A4
Lets see what heros the Arena has made
>A5
Make a Rune Guild, For finding new runes, how they work, and how to easily find new ones
>A6
Did we build that navy? Guess not. BUILD NAVY
>R2
Try to weaponise the Magnets, like to fire something
>R3
Retry Gilders
>>
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>>39592579
Thank you.
One vote for reroll.
>>39592581
It's not outlawed, it just depends on who you summon. In this world, technically all spirits (Water, Fire, Air, etc) are demons.
>>39592611
Okay then
>A1: Settlement
>61: Success!
Though the new village of Alagar serves as prime real estate to your people, the familiar tundra is just a bit too much to give up. A small, mixed group of pilgrims set out to make their own home to the south.
>The migrants will arrive at their new home in one turn!
>A2: Colossi
>97: Amazing success!
The Militia commanders saw how devastating the Colossi were during the Battle of the Citadel. As such, they promptly ask politely (for a Minotaur) for more. Soon the total number of Colossi doubles!
>+9 Colossi!
>Side note: When not in action, many Colossi fall asleep.
>A3: Herbs
>21: A child will die of smoking
The idea of smoking things is completely alien to the people of your civilization, and when a young Tauren tries to light some weeds he found near the shore of Gorric, no one pities him when he gets horrendously sick.

>R1: Colossi
>35+5=40: Average!
While making the new Colossi, some of the masons attempt to fasten new materials to their bulks. This doesn't make anything special come about, but they are a bit tougher now.
>>
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>>39592818
Weed kills
>>
>>39592818
>Why the side note, I feel like I should be Afraid of the Side Note
>>
Ill probably leave after the next Turn, you guy carry on, but I have to wake up early tomorrow, no late nights like last time
>Last time I went to sleep at about 5am
>>
>>39592993
Yeah it can get pretty late. I'm six hours ahead of EST so now it's 53 past midnight for me.
>>
>>39593053
You an hour ahead of me! wow! And I thought everyone else on this Thread was in America
>>
>>39593109
Nah :P. It would help with times and stuff but I live in Sweden.
>>
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>>39592752
>A4: Arena
>89: Great success!
Seeing as how the arena has skyrocketed in popularity, Brakla goes and sees who the current champion is. It appears the Halflings can't stand up to the sheer strength of the Tauren or the Awaken, and the Humans are too unpredictable for their liking. They prefer to spectate, placing bets on who will win. Because of this, one of the most prominent figures in the Arena is a Halfling by the name of (your choice here). He appears to have quite the talent for working out negotiations. Whether or not you want to recruit him up to you.
>A5: Rune Guild
>19: Complete failure!
>The Runes, while useful, are luck. We shouldn't dedicate time or effort to studying them.
One of the more dimwitted Militia captains says this, and any effort to study the Runes is stopped.
>A6: Navy
>88: Great success!
With the constant back and forth between Alagar and the mainland, people grow concerned about potential threats from the water. After all, how long has it been since we talked with the Deep Ones? Soon enough, caravel patrols are regularly heading between the two settlements.
>+5 caravels!
>R2: Magnet weapons
>31+5=36: Failure!
Magnets are little more than a novelty, and your people see no use in them. No time is spent working out how they work.
>R3: Gliders
>29+5=34: Not a natural 34, so still a failure
The gliders have their accidents, so people grow a bit weary of them. After all, only Aeromancers regularly use them.
>>39592993
See ya soon man.
>>39593053
I'm sorry Port. Didn't realize it was so late for you.
>>
>>39593142
It's not very late if you consider my sleep schedule. I've been up for about 12 hours and I don't have any obligations tomorrow so I'm all free.
>>
>>39593142
>Hero Name
>Berengar
Ok, Thats it for me, Night! or Afternoon for you Civvie
>>
>>39592477
I went for a shower, wanted to let you guys start a bit so i can see how this goes.
>>
>>39593221
G'night sweet prince.
>>
DROZEN STATS:
>Population (Minotaurs) 4580
>Population Growth 150
>Population (Awaken) 440
>Population Growth 15
GROK STATS
>Population (Minotaurs) 1440
>Population Growth 50
>Population (Awaken) 180
>Population Growth 5
GORRIC STATS:
>Population (Minotaurs) 600
>Population Growth 50
>Population (Awaken) 105
>Population Growth 5
>Population (Human) 770
>Population Growth 65
ALAGAR STATS:
>Population (Minotaurs) 80
>Population Growth 0
>Population (Awaken) 55
>Population Growth 0
>Population (Human) 75
>Population Growth 0
>Alagar has become a full settlement!
>The migrants have arrived!
Eight actions and four techs with their rolls please!
>>39593195
We usually play on Saturdays/Sundays.
>>39593221
See ya soon Sleeper!
>>39593230
Ah, thank you for the clarification! Feel free to jump in or observe if you want. I'm cool with either.
>>
Rolled 75, 39 = 114 (2d100)

A1: Have our new champion Berengar teach us the elusive halfling tongue.

A2: Improve all roads.

A3: Build a grand hospital in Gorric. Recruit priests, mages, and get tons of medical alcohol in drugs in there. Hopefully it can help births and improve general health in the region.

R1: Research better military tech.
>>
Rolled 12, 29 = 41 (2d100)

>>39593365
Forgot two rolls.
>>
>>39593252
What do the Awakened run on?
>>
Rolled 7, 67 = 74 (2d100)

A4: Have the Geomancers build a dam between the shore and the settlement, to harness electricity and walk on.
R2: Invent more electrical stuff.
>>
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>>39593365
>A1: Berengar
>75: Above average success!
>"So, you vant to learn how ve Halflings speak, da?"
His accent is rather hard to understand, sounding like a mix of Highlander and Deep One speak. You get his point though, and he soon teaches Brakla how to speak proper Halfling.
>You have learned to speak halfling!
>Proper fucking diplomacy!
>A2: Roads
>39: Failure!
The current road network, while it could be improved, is viewed as too vital to mess with. How could you travel so quickly between the major settlements if you hadn't made it?

>A3: Hospital
>12: Complete failure!
Disease has always been a constant in your peoples' lives. The reason no one brought it up was mainly you had no way to fight it besides hoping for the best. Now that you have medicine in the form of alcohol to combat it, a tauren attempts to set up a hospital of sorts as a central place to fight it. It turns into a festering pit of death in less than a week.
>-100 Minotaur population from Gorric!
>-125 Human population from Gorric!

>R1: Military
>29+5=34: Failure!
The militia commanders remain dug in on their positions.
>What we have is fine!
Their helmets appear to be as thick as their skulls.
>>39593452
You have no idea. All you know is that they run.
>Part two incoming
>>
>>39593628
Berengar is a sexy beast.
>>
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>>39593530
>A4: Dam
>7: Welp, dead child time.
The thought of some kind of land route to Alagar spreads through Gorric like wildfire. Ships are fine, but nothing beats a long walk with the sea air! A lone Geomancer attempts to raise said route, and he does. The only problem is it rushes up to quickly and it comes up as jagged as can be, impaling the child who had finally come down from space on its massive spikes.
>Crude land bridge invented!

>R2: Electricity
>67+5=72: Above average success!
Th engineers grow bored of tinkering with simple batteries and wires. They long for something new and exciting to fuck about with. Soon enough, one gets the idea to try and hook up a series of bulbs with some magnets to a forge. Setting up a rotating paper fan of sorts, he turns up the heat and finds that if he adds heat, he creates electricity!
>Generators invented!
>>
Four actions and a tech remain.
>>
Rolled 95, 14, 57, 3, 66 = 235 (5d100)

>>39593937
Hot damn.
A5: Have the geomancers make the dam even better.
A6: Install dem hi-tech generators too, making it a big source of power.
A7: Tax gambling in the arena and use the money for good.
A8: Hold a harvest festival to up moral.
R3: Research biology.
>>
>>39594088
>3
Well someone's getting food poisoning.

>TJ
TJ is you're still here, I'd recommend just jumping in and rolling with it.
>>
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>>39594088
>A5: Dam
>95: Amazing success!
The Geomancers see the land bridge as an excellent alternative to ship travel, and smooth out and widen the bridge to allow for easy access!
>Alagar and Gorric have been connected by land bridge!
>A6: Generators
>14: Complete failure!
When an Engineer tries to install some generators on the bridge, thinking it will make a fine power source with the massive bloody holes in it, he finds out that heavy metal objects can't float.
>A7: Tax
>57: Average!
Brakla, after consulting with Berengar, decides that the government should get a cut of the profits from arena fights. This concept of "taxes" is completely new to your people, and, not knowing what to give, many simply give random goods. These range from Hypersheep and metals to teeth and fish.
>A8: Harvest festival
>3: Reason for death: Food poisoning
Many feel like this crop will be a good one, and as such throw a massive festival in Gorric. Unfortunately, this batch appears to be tainted with a bug! The first casualty is a young tot, barely old enough to walk.
>-50 total biological population in Gorric!
>R3: Biology
>66+5=71: Above average success!
After the recent debacle with the hospital in Gorric, understanding how life works and, well, lives, soon gets a high spot on the priority list.
>>
DROZEN STATS:
>Population (Minotaurs) 4730
>Population Growth 150
>Population (Awaken) 455
>Population Growth 15
GROK STATS
>Population (Minotaurs) 1490
>Population Growth 50
>Population (Awaken) 185
>Population Growth 5
GORRIC STATS:
>Population (Minotaurs) 500
>Population Growth 50
>Population (Awaken) 110
>Population Growth 5
>Population (Human) 660
>Population Growth 65
ALAGAR STATS:
>Population (Minotaurs) 80
>Population Growth 0
>Population (Awaken) 55
>Population Growth 0
>Population (Human) 75
>Population Growth 0

>Biology:
For the sake of how complex life is, you will get a +5 roll of your choice if it relates to biology.

Now, eight actions and four techs please!
>>
A1: Send out representatives in the settlements to see if there's anything the citizens would like to change.
A2: Build more colossi.
A3: Send fleets far across the ocean to search for new lands.
A4: Expand militia.
R1: Research gunpowder.
R2: Research better blacksmithing.
>>
>>39594625
I'm just saying this now, if you want gunpowder, you're gonna need to have the proper equipment. Sleep can be very volatile.
>>
>>39594655
Gotcha. I'll save GP for later.
>>
>>39594679
Alrighty then
>>
>>39594679

Rolls?
>>
Rolled 38, 38, 95, 98 = 269 (4d100)

Alright, I'll roll then
>>
>>39594880
Yeah I forgot to roll and then I had to poo poo, sorry.
>>
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Rolled 80, 79 = 159 (2d100)

>>39594880
>DOUBLES!
>A1 WILL GET A 78 ROLL
>A1: Representatives
>76: Above average success!
Drozen
>My king, we are content with our lot in life. However, we do have one major complaint. We've no place to bury our dead! Do they not deserve the respect we gave them in life?

Grok
>To the King Brakla
>We have run into some issues with the mines. The workers work from sun up to sun down, with no time for breaks. They're growing restless. You may need to pass some laws soon.

Gorric
>To our King Brakla
>Our people are happy, with the humans and taurens mixing well. Many young couples openly walk about the streets, and the population is steadily growing. There is the issue in that some people view this love as an abomination, and seek to ban it. How you deal with this is up to you.

Alagar
>To our High King Brakla
>The Halflings seem worried, and they express concern about our growing population on the iceberg. We may need some form of embassy here my lord.

The final settlement representative has not returned yet.
>>
>>39595120
A5: Build some graveyards in Drozen.
A6: Improve miners conditions in Grok
A7: Catherine is my moon and my sun. I found happiness and contentment with the humans, and so should all those who wish to do the same. Discrimination will not be tolerated.
A8: Form a hafling embassy.
R3: Research biological warfare.
R4: Research the history of the Highlanders.
>>
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>>39594955
Sorry man. I should have waited. Didn't mean to be an asshat.

>A2: Colossi
>38: Failure!
With the recent construction of Colossi, the masons grow tired of working on the giants. They soon cease work all together!

>A3: Ship exploration
>95: Amazing success!
Your people, despite being settled down for generations, constantly seek new land. Call it greed or wanderlust, your people just want to find somewhere new. Soon, a few brave pioneers load up a caravel, the "William", with supplies. They are given the blessing of King Brakla and the now visibly pregnant Queen Catherine. Then they set off into the great unknown!
>The ship will report back next thread

>A4: Militia
>98: Amazing success!
With the recent exodus of people from the safety of the walls, many Militia officers set about expanding the guard. Soon, checkpoints are placed periodically along the major roads outside the walls!
>Guard posts built!
>>
>>39595322
:3
>>
>>39595360
Indeed. And >>39595308 needs a few rolls. And since you can't get gunpowder yet, you can get a +5 bonus to a single research this turn, as well as the final tech.
>>
Rolled 14, 1, 10, 7, 69, 91 = 192 (6d100)

>>39595389
Oh sorry I always get too excited.
>>
Rolled 62, 70, 3, 46, 91, 81 = 353 (6d100)

>>39595407
Wow those are some disastrous rolls. Could I reroll?
>>
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>>39595407
>Pic related
>>39595425
Sure. I'll be nice
>>
>>39595425
I need one more roll. If you would like, you can use this roll to replace the three
>>
Rolled 81 (1d100)

>>39595522
please dice gods don't fail me now
>>
>>39595120
>A5: Graveyards
>62: Success!
Brakla soon realizes how bad of an idea it is to have bodies buried randomly about the capital. He himself sets out to clear some unused land, bless it, and designate it as the official burial ground for the Minotaur Civilization.
>Cemetery built in Drozen!

>A6: Miners
>70: Success!
William comes to Brakla for this, as he is the closest thing to a governor in Grok at the moment,
>"Well, ya coul' make some limits on 'ow long the boys could worrk. An' get em som' decent ligh'ing! Mah little Sophie gets terrrified of the dark ya know!"
Soon, Brakla orders the installation of proper lighting and work hours in Grok.
>Mining has resumed in Grok, and the workers will work harder with the ability to see!
>A7: Tolerance
>81: Great success!
Catherine herself, laden with child, comes down to Gorric. In a motherly voice, she speaks to a crowd on the docks.
>"My frriends, as ya can see I am heavy with child from my dear beloved Brakla. Tell me, why should we not be allowed to love? Why should you not be allowed to love?"
This, combined with Brakla's letter, quickly eliminates any bigoted problems within your borders, at least in regards to marriage.
>A8: Embassy
>46: Average!
While Catherine is in Gorric, she sets up a small building near the land bridge to try and soothe things over with the Halflings. They look at her with confusion, then promptly leave.
>Embassy established?

>R1: Blacksmiths
>3+5=8: Dead child alert
Accidents happen, some big some small.

Sometimes a fire breaks out and kills them all.

A set of twins were killed in a blacksmithing accident. Truly tragic
>R2: Biological Warfare
>91+5=96: Amazing success!
The Sleep Gas, while effective, is a bit too horrific and can backfire too easily. The Militia commanders soon look to the sick and dying for weapons of war. Seeing how the dead bodies spread disease, they take the corpses and (more or less) melt them down into liquid form.
>Part two incoming
>>
>R3: Highlander History
>81+5=86: Great success!
William is approached one day in Grok by Brakla.
>"Tell me friend, what is your people's history?"
He looks back at the man, green eyes glittering with a mix of glee and sadness.
>"Hol' on dearrie, daddy's got'a talk with the King."
He turns around and gently pats the little Snow Elf girl on the head.
>"Well, ya see Brakla, we mai'ly rremeber our past by way o' mouth. Frrom wha' ah can rrecall, my clan had always been nomads, kinda like yours. When we finally settl'd down along the Grregor Rriver, we lived as we always had. Fightin' for fun and sport. And then tah Elves came."
He pauses for a moment, looking like he's trying to restrain himself.
>"The bastards took us. Sometimes a few, otherrtimes an entirre fam'ly! Mah own ma died keepin' me from them...Didn' stop 'em from taking me a few yearrs la'er though. I was, o about 23 when t'ey came fer me. I'd barely made it out alive when I was lost wanderin' the wastes. And t'en I found you lot!"
He realizes he has told his life story.
>"Oh, uh...Sorrry 'bout that, kindo' rrambled on a bit. Welp, long storry short: We're a simple people. We live 'ow we want, love 'ow we want, and fight 'ow we want. That good?"
After he says this he returns his attention to the Snow Elf girl.
>>
DROZEN STATS:
>Population (Minotaurs) 4880
>Population Growth 150
>Population (Awaken) 460
>Population Growth 15
GROK STATS
>Population (Minotaurs) 1540
>Population Growth 50
>Population (Awaken) 190
>Population Growth 5
GORRIC STATS:
>Population (Minotaurs) 550
>Population Growth 50
>Population (Awaken) 115
>Population Growth 5
>Population (Human) 725
>Population Growth 65
ALAGAR STATS:
>Population (Minotaurs) 80
>Population Growth 0
>Population (Awaken) 55
>Population Growth 0
>Population (Human) 75
>Population Growth 0
Final rolls for the night?
>>
Port?
>>
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>>39596043
:(
A1: Send a gift to the halflings to get them to come to the embassy and calm down a bit.
A2: Build public libraries where people can read
about history, magic, medicine and language.
A3: Organize the militia further, make it more official.
A4: Create a better taxation system.
A5: Make a ton of armor.
A6: Make tiny colossi servants.
A7: Settle more people in the southern settlement.
A8: Reimburse the parents of all those dead children.
R1: Study cross-breed children to see how they're getting on.
R2: Research the telescope.
R3: Research necromancy.
>>
Rolled 12, 25, 66, 8, 98, 46, 47, 71, 12, 69, 25 = 479 (11d100)

>>39596247
Fuck forgot my rolls again.
>>39596210
Still here :3
>>
>>39596260
Want a re roll for the final actions?
>>
Rolled 56, 25, 98, 77, 85, 84, 62, 78, 14, 23, 55 = 657 (11d100)

>>39596277
Yes
>>
>>39596291
>A1: Gift
>56: Average!
Concerned by the reactions of the Halflings, Catherine orders a gift of Alagor's Punch and cabbages to the Halflings. When it arrives, a few days past before they return. They look severely hungover and wish for more of the "magic liquid" as they call it, and in return offer massive fish the size of buildings!
>Trade established with the Halflings!
>Beer for whales!
>A2: Libraries
>25: Below average failure!
Back in Drozen, Brakla becomes concerned over how intelligent his people are. Surely they should know the basics? He orders the construction of a library Drozen, and it is soon stocked to the brim with tomes. The only problem is no one can fucking read them.
>A3: Militia
>98: Amazing success!
William pulls Brakla to the side
>"Oi, Brakla. If ya wan' a good arrmy an' not a mob, ya migh' want tah get som' organization goin."
Taking this to heart, Brakla soon draws up a chain of command, regimental divisions, squad sizes, and generally makes the Militia into a proper fighting force!
>Army established!
>+5 to future Army rolls!
>A4: Taxes
>77: Above average success!
Growing tired of getting random shit for taxes, Brakla decides to establish a system of worth. He decides on copper pieces as the official currency for the Tauren kingdom. They are soon adopted, much easier to carry around than Hypersheep or ingots.
>A5: Armor
>85: Great success!
With the Militia transitioning into the Army, new standardized armor is required for them. The blacksmiths' hammers are heard throughout Drozen, and soon new armor is distributed to the Army!
>Steel-Iron Wool armor invented!
>A6: Colossi
>84: Great success!
As a pet project, a lone mason made a tiny Colossus to act as a pet. Others see this and many more are made, acting as pets for families!
>Colossi pets discovered!
>They're loyal to the end, and act very similar to dogs, only rocky-er

>Part two incoming
>>
I'm ok with this turn of events
>>
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>>39596597
>A7: Settlers
>62: Success!
When no word reaches Drozen, Brakla grows worried. Surely they've set up some kind of settlement by now?
Deciding on sending more people out, Brakla waits.
>The new migrants will arrive next thread!
>If anything, they'll make their own settlement.
>A8: Dead Children
>78: Above average success!
There seems to be a curse surrounding your people when it comes to children. Catherine, fearing for her own child to be, personally visits the grieving family and consoles them.
>The spirits have been laid to rest!
>From now on, any roll below a five will result in a child death, with 6-10 being catastrophic failures instead.
>R1: Cross-breeds
>14+5=19: Complete failure!
For reasons you don't quite understand, cross-breed children take a long time to full develop (It's been roughly 10 months since the first Tauren-Human pregnancy was announced in Gorric) and the chance for fertilization is rather low.
>R2: Telescope
>23+5=28: Below average failure!
>"MY FRIENDS! THE SKY ONLY BRINGS MISFORTUNE! WHY DO WE SEEK TO LEARN FROM IT!"
The words of the elderly man echo through the Mages' Hall. His appearance hides his booming voice quite well, and few challenge him. Any attempts made to observe the sky are quickly shot down.
>R3: Necromancy
>55+5=60: Success!
On a dark, moonlit night, one of the novice Pyromancers is locked away in his lab, working on his own little experiment. With the bones of a long dead man, he recites some magic words, waves his massive hands, and prays this works. The skeleton's eyes glow, and it soon gets up. To his disappointment, it doesn't seem capable of doing anything of note.
>Necromancy discovered?
>>
>>39596850
GG
>>
>>39596803
If you like this, pop by next this Saturday/Sunday for more. We typically play around 5:30 PM EST

GOODNIGHT EVERYBODY!
>>
>>39596904
Oh fuck I forgot my name again.
>>39596897
>>39596803
Both me
>>
>>39597048
Okay, no biggie. See you this weekend Port



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