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File: OP.png (264 KB, 870x1296)
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Good afternoon, boys and girls. It's time to resume our civ game.
Previous thread: >>46160322


Let's start with a quick recap of what we have so far.

>We are the Unseen. A race living in a massive underground cave. While physically weak and poor combatants, we're gifted diplomats and have a natural talent for learning illusion magic. Our cave opens up to a dense jungle, from which we can harvest many materials, including edible fruit and a variety of poisonous plants. We've also managed to tame some of the monkeys living in this jungle, but so far they've proven useless as anything but cute pets. We've fortified the entrance to our cave with a primitive earthen wall, and camouflaged it with leaves and illusion spells.

>During our early exploration missions, attempting to learn more about the world outside of our cave, we discovered a group of large, four-legged creatures near a river to the north. During an attempt to hunt these creatures, we unfortunately lost the life of our master illusionist. Though we've since trained a number of replacements, none of them can yet match the skill of the original.

>Our last, and perhaps most important, action in the last thread was to make contact with another sapient race, the Scorpion-People. Though the language barrier was a massive issue, the unmatched skill of our diplomats, backed up by our illusionist and the blessing of the dice gods, still managed to forge a bond of friendship between our two races. While action diplomatic negotiations are still impossible until we figure out a way to properly communicate with them, we can at least count on the Scorpion-People not to treat us with hostility.


I'll put the game rules and our current stats in the next post.
>>
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We're playing this fast and loose, so I'm keeping the rules simple:
>Everyone is free to call out suggestions on how to spend the next turn.
>The first suggestion that gets three votes will be used.
>If there are several suggestions that appear to be equal, I'll either chose one at random or call for a tie-breaker.
>There's no need to roll for actions unless I ask for it.
>When I do ask for a roll, a single d100 will usually suffice. If not, I'll specifically mention what to roll.


CURRENT STATISTICS:
>Population: Small
>Army: Insignificant
>Magic: Minimal

>Important people:
> > 1 Illusionist (weak illusion magic)
> > 12 Illusionist Trainees (very weak illusion magic)

>Technology:
> > Sharp Sticks Technology
> > Sharp Stones Technology
> > Basic Trap Making
> > Basic Spear Making
> > Basic Illusion Training
> > Poison Plant Knowledge
>Food:
> > Basic Cave Food
> > Sweet Jungle Fruit
>Trade Goods:
> > Pet Monkeys

>Diplomacy:
> > Scorpion-People: Friendly
>>
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I also made a Twitter account, because someone asked for it.

https://twitter.com/IdiotOP_DHqenRe

Don't know if it'll be much use, but I guess I'll announce any new threads here.
>>
And just for the record: Anyone is free to join in, even if you weren't in the previous thread.
>>
Since nobody is replying:

Continue training the illusionists
>>
>>46177160
I agree with this
>>
I guess I started this thread a bit too early for a weekday. Since I have the entire day to myself today I figured I might as well get started, but perhaps that wasn't the best decision. Still, glad to see there are at least a few people interested.

Anyway, >>46177160 >>46177268, training it is.


With the immediate concerns of diplomacy dealt with, your people once again turn to recovering the magic they lost with the death of the original illusionist. This time, rather than finding and instructing new trainees, your illusionists focus on mastering and expanding what little power they already have.

The elders help them by telling stories of the original illusionist's feats, and describing what they know of his magic in as much detail as they can remember. Additionally, the illusionists decide to do part of their training outside, where the blazing sunlight affects their illusions in a different way than the darkness of the cave-homes.

Though no great strides are made in increasing the illusionists' individual power, nor any new magics are discovered, the continued training does make them more confident in using their illusions under different circumstances, reducing the chance of failure when casting their spells.
>>
>>46177326
Agreed, it's too early but c'est la vie.

Perhaps we could have the illusionists stay at home and practice while we send scuots to the east accompanied by 2 illusionist trainees.
>>
>>46177428
Further to the east, like past the Scorpion village?
>>
>>46177438
Yeah, could be some cool stuff there.
>>
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You once again send your scouts to explore the area to the east of you. Though progress is slowed by the distance from your capital and the presence of the inexperienced illusionists, by now your scouts are becoming quite adept at navigating the jungle, and they can use the friendly Scorpion village to rest and resupply.

With the jungle providing constant cover, it doesn't take much for the illusionists to keep your scouts out of sight from any who might be spying on them, as well as any potentially dangerous animals. At one point you spot a Scorpion hunting party and observe them for a while. They're obviously much more adept at hunting than your own people, but besides that you don't learn anything new.

The jungle stretches on to the east, past the Scorpion village. While it's slightly less dense near the village itself, it soon returns to the same old tangle of trees, plants and vines. You locate two new small rivers crossing through the jungle here, both flowing southward just like the previous rivers.
>>
>>46177696
Man, not knowing where those cultists are is kind of shitty. Perhaps they are to the west? Let's send the same kind of party to explore.
>>
>>46177696
Why don't we follow the rivers then. Make our way southward and see where they lead
>>
>>46177780
>>46177791
More exploration! Go west from our cave-home, or follow the rivers south?

Let's have a tie breaker. First reply to this post decides where we go.
>>
>>46177878
ROLLIN
ROLLIN
ROLLING DOWN THE RIVEERRRRR
>>
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>>46177940
You instruct your scouts to follow the river south and see where it leads. Following the fast-flowing river isn't always easy since its banks are at times treacherously overgrown, but your scouts make good progress. Unfortunately, one of the scouts gets grabbed by a green creature and dragged into the river. The creature had gone unnoticed because of its natural camouflage, but now that your scouts know what to look for and are extra on guard, no further incidents follow.

Eventually, they come to the end of the river, discovering a vast body of water. Unlike the river water you've been used to, this new water has a salty taste.

Your scouts don't really know what to make of this, and return home to deliver their report.
>>
I'm gonna take a short break now. I'll probably be back in an hour or so.

Feel free to post suggestions or whatever in the meantime.
>>
>>46178143
Maybe we can find something interesting in the water. But it's too dangerous to randomly go swimming, maybe we could throw in a couple of monkeys and see what happens.
>>
>>46178143
Find out what's at the salty water. Maybe there are some useful things in or around there.
>>
>>46178401
I approve of this. Monkeys shall be our test animals. Throw monkey in the water, see what happens. Throw monkey in river, see what happens.
>>
We could safely gather some of the salty water and research it. It's possible there's more than just salt and water in the sample.
>>
All right, I'm back.

You send your scouts back to the salt water, this time carrying a bunch of pet monkeys along with them. Along the way, they try throwing a few of the monkeys into the river, just to see what happens. One of the monkeys gets grabbed by the same kind of green creature that grabbed one of your scouts earlier, and the rest get carried away by the river.

Once you arrive at the salt water, you try throwing some of the monkeys in there as well. You don't see of the green creatures here, and none of them surface to grab the monkeys either. Most of the monkeys get carried off by the current, but it's less strong than it was in the river itself, so some of them eventually manage to swim back to shore. They're wet and unhappy, but seemingly unharmed.

Finally, you take some samples of the salt water and return them to the elders inside the cave.

The elders perform several tests on the salty water, including forcing the monkeys to drink it and, carefully, tasting it themselves. Unfortunately, their only conclusion is that it is, indeed, salty water.
>>
>>46179400
Let's talk to the Scorpion people.
>>
>>46179400
Well if it isn't dangerous, then we can survey the water itself. There's sure to be things we can use down there. Perhaps a new food source or building material.
>>
>>46179526
Talk about what? Remember that you currently don't speak their language.

>>46179544
I should note here that, having lived in a cave most of their lives, Unseen can't swim.
>>
>>46179607
Let's spy on them and learn their language then!
>>
>>46179607
Then learn how. They saw the monkeys do it, right? Hell, just walk around in the waist deep water and look for stuff if you have to. At this point I just want confirmation that fish exist. We need more food sources.
>>
>>46179651
They're currently friendly, so you wouldn't have to spy on them unless you really wanted to.

>>46179661
True enough, though learning to swim is not without dangers.


Anyway, let's do another tie breaker.

What will we do, learn to swim or learn to speak Scorpion?

First to reply gets to choose, and also gets to roll a d100 for the action.
>>
Rolled 40 (1d100)

>>46179722
>learn to speak Scorpion
>>
Rolled 45 (1d100)

>>46179722
Learning to communicate with scorpions is more important right now anyway
>>
You task a handful of diplomats and elders with trying to decipher the Scorpion language. Several of the trainee illusionists accompany the group, maintaining the illusion that was used during the first contact with the Scorpions. The group sets up a humble camp near the edge of the Scorpion village in order to observe the large creatures and study their language.

It's a difficult process, and though the Scorpions don't seem to mind the presence of the scholars, they show little interest in actually helping them. Luckily, a couple of the smaller Scorpions are more curious about you than the larger ones and occasionally visit the camp in order to help out, sometimes bringing some food with them.

Food turns out to be the centerpoint of the Scorpion language. Just like much of their daily life involves hunting the local animals and foraging for edible plants, much of their language deals with food and food-based metaphors. Your scholars learn that this at least partially explains the success of your first contact with the Scorpions. They took your gift of pet monkeys for a gift of food, and giving away food is a gesture of friendship in Scorpion society.

Slowly but surely, communication with the Scorpions starts to improve. Though the way your people pronounce their words must be awful, considering Unseen throats aren't made to produce Scorpion sounds, your diplomats can now speak about simple things with the Scorpions with little effort.

>You gained the technology: Basic Scorpion Language!
>>
>>46180007
Yes perfect

Now we can try to convince them to clear some land for us. It should be easy enough if they are big into food. Just tell them about the idea to cultivate plants for more organized food production and they'll be all over that.
>>
>>46180007
>the illusion that was used during the first contact
which was? I missed it
>>46180073
seconding
>>
>>46180073
We could use monkeys and sweet fruit as bribes! Perhaps start stocking up on them for a massive gift or festival.
>>
>>46180146
I like the idea of amassing some food to have a mutual festival
>>
>>46180106
>which was? I missed it
It was towards the end of the first thread. Basically made your guys looks lightly more like Scorpion-People and slightly less like the skinny squid-faced creeps they really are.
>>
So, ask them to help right away in exchange for food, or have a big festival first and then ask them?

Either way, roll for it.
>>
Rolled 28 (1d100)

>>46180329
Festival would probably go over better

Usher in some cooperation
>>
>>46180358
Fuck. Someone else get in here so I can stop rolling for shit
>>
>>46180329
Festival sounds good.
>>
Rolled 11 (1d100)

>>46180329
>big festival
>>
Rolled 12 (1d100)

>>46180329
Let us feast and celebrate, fellow scorpion-guys!
>>
Rolled 48 (1d100)

>>46180329
Festival, then help. Gotta spend food to make it
>>
Rolled 40 (1d100)

>>46180329
Festival, go
>>
wtf is up with these rolls? we have a shitty race with shitty technologies and these rolls are not helping

god damn it
>>
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>>46180358
>>46180435
>>46180460
>>46180461
This is starting to look like a bad idea
>>
>>46176765
if possible (and not too much trouble) could you please make the honeycomb pattern thinner on the map?
current thickness makes my eyes hurt and it's hard to see the actual map.
>>
Rolled 96 (1d100)

>>4618000700
Try to teach them Unseen language, begin unifying the clans with gifts of food
>>
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>>46180358
>>46180435
>>46180460
Well, that happened.

Using your new understanding of the Scorpion language, you invite the Scorpion people over for a big feast to celebrate your friendship. Not ones to pass up the offer of free food, the Scorpion-People agree to follow your scouts back to your cave-home.

A large group of the larger Scorpions and several of the smaller ones arrive at your cave. The whole scene is carefully prepared. Uninvited Unseen are barred from going anywhere they might be seen by the Scorpion guests, and your entire team of illusionists attends the festival, making sure to maintain the illusion that makes your people less repulsive to the Scorpions. The large creatures seem to be a bit ill at ease underground, but the food you offer them makes all the difference. They greatly enjoy the fruit and monkey meat, though they don't care much for the cave-grown lichens and mushrooms that make up the majority of the Unseen diet.

Perhaps it's for the best that the Scorpions didn't like all of your food, because they devour everything they do like in record time, leaving nothing behind. It will take some time to replace your stocks of fruit, and the breeders will have to work hard to replace their monkeys if they want to keep breeding. Still, the Scorpions seem happy and the festival is a success.

Afterwards, your diplomats try to talk the Scorpions into cutting down some of the trees near your face, clearing land for cultivation. Whether it's because of a limited understanding of their language or because the idea is just too strange for the Scorpions, it seems they just don't get it. To them, the jungle is a primary source of food. They fail to see why clearing part of the jungle would bring them more food, rather than just destroying it. While they appreciate the food you've given them so far, they refuse to travel this far outside of their village to do hard work they can't see the benefit of.
>>
>>46180754
Tend to a few plants and use them as proof to the Scorpions that agriculture=more food.
>>
>>46180754
>>46180681
Lets try this
>>
>>46180754
>>46180781
Also try to accommodate them a bit. If they don't want to come to you to do the work, set up just a little test cultivation area near the scorpion village. Grow a few things near them so they can all see firsthand the results.
>>
>>46180681
>>46180797
no that's bad. what if they overhear us planning something against them.
>>
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>>46180572
Better?
>>
>>46180821
Were trying to unite the clans into one.
>>
Gonna take another break here, because I need to start on dinner.

Feel free to discuss your next course of action while I eat.
>>
>>46180797
thats a pretty nice roll
support
>>
>>46180876
so? that makes no difference to what i said.

>>46180958
see >>46180821

>>46180858
yeah a bit, but how come you cant remake the whole pattern instead of resizing just the hexes we know about? using paint?
>>
>>46180989
>how come you cant remake the whole pattern instead of resizing just the hexes we know about? using paint?
I could, but it would take more time.
>>
>>46181010
what program are you using? does it have layers?
>>
>>46180989
Why would be plannimg against our own clan? We've been benevolent to them the entire time
>>
>>46181099
>our own clan
if they are OUR clan, why are they speaking a different language?

what RACE are you talking about?
>>
>>46181147
also if they are not the same race as us, they are not OUR clan, they are just friends.
>>
>>46180781
Supporting this
>>
>>46181040
I'm using Photoshop, and yes it has layers.

The problem is that the grid isn't a vector or anything like that, so resizing it is a bit of a pain and doesn't look pretty. The better option would be redrawing it, but as I said that takes a bit more time.
>>
>>46180781
>>46180681
Lets do both of these
>>
>>46181147
he most likely merging the clans into one, and scorps for they
>>46181176
supporting this rather than >>46180958
>>
Rolled 92 (1d100)

>>46180819
>set up just a little test cultivation area near the scorpion village. Grow a few things near them so they can all see firsthand the results.
Rolling for this.
>>
>>46181175
you arent using a preset pattern so you can just delete that layer and fill a new one with the honeycombs? bro...
>https://www.dropbox.com/s/ha5yfzarfl0rwlg/hexagon-patterns-Shapes4FREE.pat?dl=0

>>46181230
if he means all the scorpion clans, it makes zero fucking sense teaching them all our own language instead of us learning their language since they probably share the same language.

and you never know when we might need to talk about shit without them overhearing us, there are fucking hundreds of reasons not to teach them our language.
>>
>>46181339
>it makes zero fucking sense teaching them all our own language
agreed.
>>
>>46181175
I think we should learn to speak their language better so we can communicate the more advanced notion of agriculture to them.
>>
What timezone do you live in, OP? It's about 11:00 A.M. over here
>>
>>46181452
CET, so it's 1900 over here.
>>
Rolled 68 (1d100)

>>46180819
I will also roll for this.

After this we must really get to some spider culting.
>>
>>46181470
So, Central Europe?
>>
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>>46181482
I'm Dutch.


Also guys, there are rules for rolling. Let's not go rolling for things before choosing an action, and I'm not going to go choose an action until I've finished my dinner.
>>
>>46181477
we already rolled 92 here
>>46181269

>>46181482
Central European Time best Time.
>>
>>46181529
Sweet. Never played with a Dutchie before.
>>
>>46181536
>There's no need to roll for actions unless I ask for it.
durr durr durr

read OP's second post >>46176809
>>
>>46180819
ill vote for this
>>
>>46181616
>durr durr durr
Anon, don't be childish.
I hope he still counts that sweet 92 roll.
>>
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>>46181819
>>
All right, let's see what we've got...

I see a bunch of suggestions to attempt to persuade the Scorpions into helping us.

Setting up a test cultivation area near their village, teaching them the Unseen language, or maybe both?

Let's do a special tie breaker, First of these options to get three votes wins. Also, roll a d100. The scores of the three winning votes count.
>>
Rolled 86 (1d100)

>>46182141
>Setting up a test cultivation area near their village
>>
Rolled 68 (1d100)

>>46182141
>>Setting up a test cultivation area near their village
We must show we're good for them.
>>
Rolled 100 (1d100)

>>46182141
Can't spell cultivation without CULT m8
you have my vote
>>
>>46182199
/thread
>>
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>>46182199
>100 + dubz
>>
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>>46182199
>those dubs
>that roll
sweet matriarch in spider pit what have i done
>>
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>>46182222
>>46182233
>>
I don't think we need to be so stingy about that 92 roll anymore desu
>>
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>>46182199
>>
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>>46182153
>>46182172
>>46182199
Nice rolls!

You send out some of your Unseen to the area just north of the Scorpion village, bringing with them a large supply of the sweet fruits. They manage to convince some of the Scorpions to help them clear an area for cultivation. As before, the smaller Scorpions are more eager to help than the larger ones, though apparently more out of curiosity than any actual desire to help. The larger scorpions mostly ignore your work.

While the Unseen aren't skilled farmers by any means, they at least understand the basic principles of "plants grow from seeds" and start buring the fruit they brought in the ground. It doesn't take long to use up all the fruit they brought with them, and when the work is done the Scorpions slowly start to lose interest.

It will take time for the fruit to grow into new trees and for those trees to start bearing fruit of their own, so a handful of Unseen stays behind in order to tend the orchard. One of the illusionist trainees chooses to stay with them and maintain the protective illusion, so they won't scare any of the Scorpions that might come to visit.


Also, I've decided to color the icons of sites we own yellow, to make it easier to tell them from sites you don't own. This will undoubtedly come in handle later, when we start adding/discovering more and more things.
>>
>>46182473
We'll see the result of those rolls eventually, i suppose.

NOW! SPIDER CULT TIME!
We need a religion. Those sun cultists may have been heretics but they sure knew how to bring out the fervor in people...
We should base our faith around spiders, poison and our underground homeland. We mustn't forget our origins.
>>
>>46182473
While we wait for that to go through, let's scout West
>>
>>46182534
>implying just because we're underground, we're somehow Drow
>>
>>46182534
Supporting this, but also the moon. The moon seems like a cool gal, protecting us at night and scaring the sun away.
>>
>>46182534
I support this but let's make the poison more like hallucination poisons than death.
>>
>>46182473
explore west
>>
Can we start a small nightwatch around our cave? I'm slightly worried about what could be to the west of us.
>>
Three votes for starting a religion, let's see a roll for that!
>>
>>46182591
>>46182616
Moon is pretty acceptable. Perhaps a duality of spider underground, moon aboveground? Aspects of the same faith and such.

Poison is the weapon for the clever and tricky. It will help us survive among those who are stronger than us, just like it lets spiders survive. We must build our new fledgling civilization like a spider builds webs, and keep track of what happens within our domain.

I like the idea of hallucinogens, perhaps a form of ritual poison intake during worship? Definitely not exclude normal poison though, it is our sword in the dark and we will need it. Might as well have the population behind us on it.
>>
Rolled 74 (1d100)

>>46182708
hope the poison moon likes us.
>>
Rolled 26 (1d100)

>>46182708
Rolling for spider cult, then.

Don't fail me now, rolls
>>
>>46182722
>>46182733
>>46182744
dem dubz doe
>>
>>46182722
>>46182733
>>46182744
>all these consecutive dubs and i still can't roll worth shit
i dun fucked up

at least we get a perfectly average result when you add those together
>>
Can we train one of the Illusionists into a priest? We could use someone in charge of our religion with good offensive/defensive magic.
>>
>>46182834
I support this idea! The magic users should definitely be initiated into the priesthood. In fact, all of them should be. Make worship interwoven with magic.
>>
>>46182834
i think it would make more sense if one or a group of them meditated (like trying to focus learn a new illusion skill) and something happened.
>>
Rolled 66 (1d100)

>>46182708
>>
>>46182733
Pretty good.

>>46182834
I'll add in this idea for free, because of the good roll.


Pondering on the strange sun-cult that popped up seemingly out of nowhere some time ago, and how to keep those things from happening in the future, one of the Unseen elders hatches a plan to start his own religion. One that could not only unify the Unseen and prevent them from coming up with crazy ideas on their own, but that could also be used as a guiding force in the times to come.

Discussing the idea with the rest of the enders as well as your illusionist, they quickly hammer out the basic guidelines for your new religion. They choose the humble spider, a common sight both in the dark caves and the jungle above, as the religion's symbol and make sure to emphasise the spider's use of poison, cunning and stealth to catch its prey. The illusionist volunteers one of his trainees for the position of head priest. Though the elders will guide the religious movement in all matters, the young illusionist would make for a fine figurehead.

When the preparations are complete, the conspirators put on a litle show of the illusionist priest to have a "divine revelation" in public. Though the Unseen aren't strangers to the magic of your illusionists and thus harder to trick, the whole show still ends up being fairly convincing. A few Unseen convert to the new faith almost immediately, though a majority remains sceptical and takes on a "wait and see" strategy. Though your religion starts out small, the seeds have been planted and with the backing of your elders, it's only a matter of time before more people are converted.
>>
STATISTICS UPDATE:
>Population: Small
>Army: Insignificant
>Magic: Minimal
>Religion: Minor (Spider Cult)

>Important sites:
> > The Cave-Homes
> > 1 Orchard

>Important people:
> > 1 Illusionist (weak illusion magic)
> > 10 Illusionist Trainees (very weak illusion magic)
> > 1 lllusionist Priest (very weak illusion magic)
> > 1 lllusionist Farmer (very weak illusion magic)

>Technology:
> > Sharp Sticks Technology
> > Sharp Stones Technology
> > Basic Trap Making
> > Basic Spear Making
> > Basic Illusion Training
> > Poison Plant Knowledge
> > Basic Scorpion Language
>Food:
> > Basic Cave Food
> > Sweet Jungle Fruit
>Trade Goods:
> > Pet Monkeys

>Diplomacy:
> > Scorpion-People: Friendly
>>
>>46183072
Looks pretty good!
Let's get back to scouting now, westward should be our next destination. In the meantime we can also try our best to train our illusionists to achieve greater power, as well as try and get more spider cultists.
>>
>>46183072
Okay, scout West now
>>
I think we should explore to the west, and around the body of water to the south.
>>
>>46183057
Let's starting practicing our illusion magic. It's supposed to be our natural expertise
>>
>>46183114
>>46183122
Agreed, we're in a good position to explore and train in magic.
>>
Improve Illusion Magic time. Start practicing.
>>
>>46183122
Could we possibly go with both scouting and illusion training in one turn? Have one of the trainees go along with the scouts as always, and have the ones remaining behind train up.
>>
All right, let's see a d100.
>>
Rolled 8 (1d100)

>>46183207
>>
Rolled 83 (1d100)

>>46183207
Here it goes
>>
Rolled 37 (1d100)

>>46183207
Come on based spider
>>
Rolled 58 (1d100)

>>46183207
>>
>>46183114
yeah scout west.
>>
>>46183207
Dice+1d100
>>
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>>46183255
>mfw someone didn't read the dicerolling sticky before posting
>>
Rolled 33 (1d100)

>>46183255
Put it in options, Anon
>>
Rolled 23 (1d100)

Sorry I'm retarded.
>>
>>46183218
Ouch.

The scouting expedition west is fast and uneventful, thanks to your experienced scouts. After a relatively short journey, they reach the western edge of the jungle and, not much further than that, they come across another large body of salt water, just like they found to the south.

On the way home, one of your scouts trips over an exposed root and breaks his ankle, but apart from that, nothing bad happens.

Back at home, your illusionists once again start training to improve their magic. They spend many long hours studying how illusion magic works, and how to make the most efficient use of it. unfortunately, no new discoveries are made. Even though the training itself certainly does your illusionists no harm, the lack of progress starts to wear on some of them, and arguments among them are becoming more frequent and more heated. During one of these arguments, one of the young trainees is apparently so insulted that he walks out and refuses to have anything further to do with illusion magic.

>You lose 1 illusionist trainee!
>>
>>46183284
Thanks.
>>
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>>46183454
Oops, forgot the map.
>>
>>46183471
Is our cave just a hole in the ground or is it a system/network of tunnels?
>>
>>46183454
Well that's rather unfortunate.

Anyways, I say we work on poisons for now.
>>
>>46183454
Maybe our scouts can attempt to spear some fish in the sea? That could lead to a steady meat supply and nets soon.
>>
>>46183471
>>46183454
This misfortune is a sign. We must sacrifice to regain the favor of the great spider spirit!

Also, develop our poisons to gain favor with the spirits. Some kind of injury poison would be #1, but a hallucinogenic or recreative sort for use in rituals would certainly be welcome as well.
>>
>>46183471
explore south/south-west
>>
>>46183532
A bit of both.

The main entrance is just a big hole in the ground, leads into a network of smaller caves and tunnels, most of which are used as living space or storage space by the Unseen.
>>
>>46183471
We're a diplomatic race, so we need to make better friends. I say we establish a permanent embassy with the scorpion people.
>>
>>46183471
Attempt to develop a system of pictography? Or do we already have that?
>>
>>46183614
We already have the orchard though.
We should wait a little, then we can start embassifying the orchard. Poisons first though.
>>
>>46183607
Have we fully explored it, or is there still unexplored bits?
If so I wanna explore the cave system.
>>
>>46183471
You know that last festival we had really lacked something. Drinks. Perhaps we could use the sweet fruit to make sweet juice and mix it with some mindnumbing herbs.
>>
>worshipping drowshit instead of something new and interesting
Come on now.
>>
>>46183622
Nope, no pictography or any form of writing.

The most complex thing in that area the Unseen have done so far is draw pictures in the sand.

>>46183654
It's fully explored. The Unseen have been living there for generations before the entrance opened up.
>>
>>46183674
This falls into the "develop poisons" spectrum, i believe.
>>
>>46183703
Hey OP, how many actions can different groups of Unseen do each turn?
>>
>>46183769
If they're different groups, I don't suppose there's a clear-set limit. However, writing out multiple actions takes more time, so I'd prefer to limit it to something reasonable like one or two, maybe three actions per turn.

Besides, it's not like I've ever taken any effort to define exactly what a "turn" is in terms of timespan. I've taken care to casually mention whether an action takes a long time or not on many occasions, but I'm not going to bother being anal about how much time passes with every turn.
>>
>>46183825
For example, if our next action would be something that takes one day, that's one turn. But if our next action would be something that takes five years, that's still one turn. The difference would be fluffwise, not crunchwise.
>>
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>>46183825
So can a group in the background work out a system of pictographs and numbers?
>>
>>46183865
I suppose so.

But I guess I should be tallying what everyone is saying, because I see a lot of suggestions but not a lot of people voting for the same things.
>>
>>46183888
There's plenty of poison development votes, just FYI.
>>46183566
>>46183534
>>46183674
>>
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>>46183750
"Poison is in everything, and no thing is without poison. The dosage makes it either a poison or a remedy."
>>
>>46183919
>>46183933
All right, let's go with that for now.

Imma need to see a d100.

Maybe two.
>>
Rolled 14 (1d100)

>>46183974
Injecting
>>
Rolled 22 (1d100)

>>46183974
Rolling for poison, then.
>>
Rolled 30 (1d100)

>>46183974
lets do it!
>>
Rolled 57 (1d100)

>>46183974
>>
Rolled 52 (1d100)

>>46183974
>>
>>46183985
>>46183987
Well, at least it didn't accidentally get into the water supply
>>
Rolled 95 (1d100)

>>46183974
Hit up that purp
>>
>>46183985
>>46183987
That went well.
>>
>>46183985
>>46183987
>>46183989
We're gonna poison ourselves, aren't we?
>>
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>>46184047
>>46184053
myeah... i think we should explore our surroundings more, maybe we can actually find a decent poison to use aswell through testing on our monkeys, instead of "DEVELOP POISON OUT OF NOTHING" route this feels like...
>>
>>46184089
We already tested what plants were poisons and weren't by feeding them to monkeys
>>
>>46184089
We already found a bunch of poisonous plants yesterday though. Tech: Poison Plant Knowledge and whatnot.
>>
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>>46183985
>>46183987
U ROLLIN: AWFUL

Curious about the properties of the poisonous plants you discovered earlier, the elders start experimenting with them. Feeding the monkeys different dosages of poisonous material, mixing different types of poison together to see what happens, and so forth.

Unfortunately, they fail to learn anything new, apart from the obvious "poison is poisonous." Worse yet, several of the elders have started getting sick lately. Though they were careful not to ingest any of the poison themselves, perhaps simply touching it, or working in a cave filled with poisonous materials, was enough affect them. It remains to be seen if they will recover, but at the moment the fact that a good half of your researchers have fallen ill at the same time is causing some unrest in your cave-homes.
>>
Maybe we can talk to the Scorpions about this sometime? They could have a medicine man or wise elder who knows a bunch of shit we don't.
>>
>>46184158
This is a good idea.

I think after our recent failures, we should try and get back to the orchard and making an embassy with the scorpions. Perhaps they know more about how to work the poisons, and perhaps even some way of healing the elders.
>>
>>46184156
Figure out how to turn vines and such into rope. Then we can use it to lash shit together for tools and structures.
>>
>>46184122
>>46184130
oh my bad.

maybe we can find some more to the south-west

also what kinds did we find?

>>46184156
move all the poison stuff outside the cave into a guarded hut.

>>46184158
+1
also scout south-west pls
>>
>>46184212
Supporting the scouting team to the southwest idea.
>>
>>46184156
Combine heavy rocks and sticks to bash and break other rocks (crude sledgehammers).
Start mining/expanding cave system.
>>
>>46184212
Strictly ingested poisons at this time. Seems like it might be something more than that based on the reactions of the elders though...
>>
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>>46184242
If miasma theory turns out to be true I am gonna lose my shit
>>
Seems like the most popular options are scouting the southwest and talking to the Scorpions some more. We can do both.

Give me the D100.
>>
Rolled 60 (1d100)

>>46184333
>>
Rolled 64 (1d100)

>>46184333
>>
Rolled 90 (1d100)

>>46184333
>a
>>
Rolled 9 (1d100)

>>46184333
>>
>>46184156
I'm all for scouting. I think we need to find a secluded cave for dangerous research.
>>
Rolled 13 (1d100)

>>46184333
>>
>>46184346
A decent roll, praise the spiders!
>>
>>46184418
More like the scorpions.
>>
>>46184333
surely the scorpions would know something regarding poison if they're poisonous themselves?

Just assuming they have some poison on their stingers otherwise I don't think we'd get much out of them.
>>
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>>46184418
Praise the Daughter of the Cosmos!
>>
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You send your scouts to the southswest along the shoreline, in order to see where it leads. Unfortunately, the shoreline just leads to more shoreline, and the salty water to the south turns out to be the same salty water as that to the west. However, you make one interesting discovery. During their journey, one of your sharp-eyed scouts spots something that appears to be land on the other side of the salty water!

Meanwhile, you send another diplomatic envoy to the Scorpion people. First they visit the orchard. While it will take a while longer for the fruit trees to grow, you can already see the first sprouts popping up above the soil. It seems like it's only a matter of time before your orchard is a success. The farmers at the orchard are slowly getting used to life above the ground. They're living in huts quite similar to the simple earth-and-sticks structures of the Scorpion-People. In fact, they explain that they straight up copied the design. While it doesn't exactly give you any particular insights in construction (sorry, no free tech here!), it at least gives your farmers a place to get out of the sun. You also learn a few new Scorpion words from the Unseen farmers who have been living so close to them.

Moving on to the Scorpion village itself, your diplomats ask the Scorpions whether they know anything about what might have happened to the elders. Though communication is difficult, because translating medical knowledge isn't something that has come up before, the Scorpions manage to explain that some potent poisons don't have to be ingested in order to kill, and that simple skin contact could be enough. They explain that they often use the venom from their own tails in order to hunt, coating their spears in it so even non-lethal wounds still end up killing their prey.

Unfortunately, they can't help you with an antidote. After all, poison isn't the same thing as venom, and Scorpions are immune to their own venom anyway.
>>
>>46184715
Apply poison to our spears.
Hurl them at the animals that have been shitting on us.
>>
>>46184715
Take poison, create poison traps, bait the green water beasts to the trap.
>>
>>46184715
>>46184780
I support this, our scorpion neighbours have thought us how to get revenge.
>>
>>46184715
If we're going to scout I'd suggest we follow the river up stream. More likely to find either the source or another civilization relying on it.

We really need to focus on enhancing our advantages; specifically our magic. I'd suggest we hold a competition of our remaining trainees and see which of them is the greatest; before focusing our attention on them alone.
>>
>>46184715
Alright, we gotta create rafts sometime to get to the other side.

I propose our workers try making ropes from vines. That way, we can strap logs together.
>>
>>46184837
agreed.

>study/meditate new magic
>explore river upstream
>>
>>46184859
third
>>
>>46184837
Which river, west or east?

Agreeing with researching new magic.
>>
>>46184780
>wasting food
>>46184715
Teach some scorpion elders our language and begin making a language both species can understand and communicate with ease along with:
>>46184837
>>
>>46184907
East.

Closest river to us, more immediate reason.
>>
>>46184913
Since we have problems making Scorpion sounds, it's likely they also have problems making Unseen noises.

Probably better to collaborate on a communication system, comprised of symbols and such.
>>
>>46184949
Exactly, that's what I mean, a language both can understand and pronounce easily and write.
>>
>>46184913
>Teach some scorpion elders our language
no no no no, i already fucking pointed out why this is a retarded idea. scroll up.

>>46184949
this

>>46184997
that's not what you wrote tho...
>>
>>46185014
Teach them a basic form, and we're doing it so we can communicate between races easily.
Theyre not going to teach the others our language because it's difficult to, while the new language would be easy for both, allowing for more diplomacy
>>
Looks like we have two options.

1) Using poisonous weapons/traps to hunt (though I should add a warning here that the Unseen, unlike the Scorpions, are not immune to their own biological warfare!)

2) Exloring the area upstream of the eastern river, while researching new magic at home.

Let's have a tie-breaker. As usualy, first reply gets to make the choice, and also get to roll for it.
>>
>>46185056
So a pidgin language?
>>
>>46185064
>2) Exloring the area upstream of the eastern river, while researching new magic at home.
>>
>>46185064
>2)
>>
>>46185066
Pretty much
>>
Rolled 57 (1d100)

>>46185064
>2
>>
Rolled 16 (1d100)

>>46185064
2, and also
>>46184913
>>46184949
>>46185056
>>
Rolled 60 (1d100)

>>46185064
Here's my late roll
>>
Rolled 52 (1d100)

>>46185123
quality roll
>>
>>46185114
Another non-horrible roll! We truly are blessed by the spiders, scorpions and cosmic horror waifu!
>>
So what are our long-term plans for the Scorpions gonna be? Do we enfold them after creating a large agricultural state, or somehow conquer them and make them our servant class?
>>
>>46185056
there's a big difference in teaching them our language and developing something common we both can use.

we should NOT teach them our own spoken language because we absolutely need to be able to keep secrets from them.
>>
>>46185184
Teaching them our language makes it easier for us to make a common language, and the elders will eventually die, leaving no scorpionmen who know our language
>>
>>46185231
That supposes that we're interested in being equals, rather than making them our future underlings.
>>
>>46185231
Shit, isn't it enough that we're learning their language? We'll figure the rest out with horrible horrible accents and shitty pronunciation.
>>
>>46185264
>>46185329
fucking this. we're god damn unseen why the fuck do people wanna play bitch-ass goody-good....

>>46185183
gain control of them however we can, either friendly or through illusion magic (maybe we can fake being their god or something to give them orders)....
>>
>>46185329
Efficiency is key, friend.
>>46185264
What does that have to deal with language?>>46185339
Because then we'd be not!drows with illusions
>>
>>46185183
Perhaps they could be our vassals in the future or somesuch.
>>
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>>46185114
That's a pretty safe roll.


Your scouts start exploring along the twin rivers to the east. The bigger of the two eventually turns into two smaller rivers. However, the smaller of the two rivers leads to something more interesting! You've discovered a small, primitive village. Your scouts stealthily observe it for a while, and much to their surprise the village is inhabited by Unseen! You've found the missing sun cultists!

Back at the cave-home, your remaining illusionists start experimenting with different types of magic. Since most of them have only barely managed to get the hang of regular illusion magic, it's hard for them to come up with anything new.

However, by a stroke of luck one of the trainees discovers that, by manipulating the light used in many visual illusions, it's possible to create a small flame! Unfortunately, the other illusionists prove to be incapable of copying this feat.

>gained the technology: Basic Pyromancy Training!


>>46185184
I'd like to give just a little bit of advice here. While working with other races is definitely one of the strengths of the Unseen, it might be unwise to work with them -too- closely. After all, if we hang around them all the time, we're just one disastrous roll away from somehow fucking up the protective illusion and revealing who we really are, which, as per the race description, would give us a diplomatic penalty.

I'm not going to say you should or shouldn't do something with this info. Just pointing out that caution might be a good idea.


Also, a heads-up: The next suggestion will be the last for now. Unlike today, I have lots of shit to do tomorrow, so I want to get to bed early. I probably won't be on all day tomorrow, but I'll definitely be back Thursday afternoon/evening.
>>
>>46185372
>What does that have to deal with language?
Because them learning our language suggests equal cooperation, rather than the Unseen being their overlords.

It's all about separation of the races and classes man.
>>
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>>46185372
this has fucking everthing to do with language, if the people we are supposed to control know our language it is a fucking big pain in the ass since we can only talk when we are sure no one else is around.
>>
>>46185410
STATISTICS UPDATE:
>Population: Small
>Army: Insignificant
>Magic: Minimal
>Religion: Minor (Spider Cult)

>Important sites:
> > The Cave-Homes
> > 1 Orchard

>Important people:
> > 1 Illusionist (weak illusion magic)
> > 1 Illusionist/Pyromancer Trainee (very weak illusion + very weak fire magic)
> > 8 Illusionist Trainees (very weak illusion magic)
> > 1 lllusionist Priest (very weak illusion magic)
> > 1 lllusionist Farmer (very weak illusion magic)

>Technology:
> > Sharp Sticks Technology
> > Sharp Stones Technology
> > Basic Trap Making
> > Basic Spear Making
> > Basic Illusion Training
> > Basic Pyromancy Training
> > Poison Plant Knowledge
> > Basic Scorpion Language
>Food:
> > Basic Cave Food
> > Sweet Jungle Fruit
>Trade Goods:
> > Pet Monkeys

>Diplomacy:
> > Scorpion-People: Friendly
> > Sun Cultists: ???
>>
Are any of our poisons paralytics/anesthetics? Or are they all of the 'You Died' type?
>>
>>46185410
This >>46184913
>>46185423
They're currently superior than us, because we only got illusion magic and shitty pyrokinesis
>>46185452
>>46185231
>>
>>46185410
Get our pyormancer to stay in his home and practice this feat to perfection. Then he can train the others.
>>
>>46185410
Practice what magic we know.
>>
>>46185410
We should have spies permanently keeping an eye on those heathens. They could know something cool we don't. They could also be a threat, they know where our mailbox is.
>>
>>46185410
Just have the pyromancer and illusionists train up for now.
>>
>>46185410
>>46185478
>>46185504
these two
>>
>>46185478
They're currently superior to us

But do the Scorps know that? And are you seriously suggesting that the plan is for us to be licking their heels?
>>
Clearly magic is too unreliable to explore right now as we have failed to improve our illusionist magic after multiple attempts. Fire magic will see similar success i imagine but we could advance our tech, even if it is not our species strength, to a greater level. Allowing for us to sustain greater numbers of people to preform our efforts.
>>
>>46185524
Supporting spying
>>
>>46185531
>being equals is licking their heels
wew lad
>>
>>46185478
Gonna support
>>
Let's go out with a bang.

Give me three rolls.
>>
Rolled 96, 37, 46 = 179 (3d100)

>>46185615
>>
Rolled 90 (1d100)

>>46185615
Oh boy...
>>
Rolled 71 (1d100)

>>46185615
Heeeeere we go
>>
>>46185556
>being equals with anyone
wew lad

>>46185615
what are we even rolling for? i fucking hope it's not teaching them our language...

>>46185625
3 separate rolls...
>>
>>46185651
>being equals with superiors
>bad thing
Wew lad
>>
>>46185625
>>46185626
>>46185642
Dang that's some sweet rolls.

>>46185651
>what are we even rolling for?
1) Teach them our language
2) Train our mages
3) Spy on the Sun Cult
>>
>>46185672
>not using our advantages to trick them into doing our bidding
why are you even in this thread if you're not gonna play like Unseen?

>>46185717
anything but 1 is good
>>
>>46185748
We're a poor roll away from blowing our cover, mate.
>>
>>46185717
neat
>>46185748
Calm down tripfag
>>
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>>46185672
>Not planning to make our superiors our inferiors
>>
>>46185823
>>46185779
>>
>>46163105
Remember to keep the general alive, friends.
>>
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>>46185779
that's exactly why we should improve our illusion and stop being god damn hugging them all the time, not teaching them our language.

>>46185804
>>46185830


i guess this is why unseen are never really picked, because dipshits dont know how to play.
>>
We could just git good with poison, poison all the adult scorpions and "save" the children. This would give us a chance to take them under our wing and raise them as second class citizens. Alas, that would take alot of planning and time.
>>
>>46185856
You're really fucking obnoxious.
>Wah wah muh badwrongfun!!!
>>
>>46185883
Hallucinogens and drug addiction would probably help with our plans
>>
>>46185883
They'd most likely have a resistance towards it
>>
>>46185910
and you're really fucking retarded
>wah wah muh goody-good feelings
>>
>>46185804
>>46185856
>>46185910
Let's keep it civil, amigos. This is a multi-player game, and you can't always get what you want. But we can at least try to keep it fun for everyone, even if things don't go your way.

In the end, odd decisions and disastrous rolls just make things more interesting!
>>
>>46185883
...Or, and this is just a suggestion, we could NOT be assholes to other people. More importantly not the ones whom are stronger and inherently more deadly.
>>
>>46185943
>implying I voted for it
No, you're just a massive faggot with a stick up your ass
>>
>>46185916
>Drug addicted scorpion caste of warriors and workers
I love it.
>>46185928
I don't think they would? It's not their venom after all. But possibly, we could test it out first.
>>
>>46185977
Yeah, I agree, it's much safer to just ally with the scorpions
>>
>>46185977
>No fun allowed
Come one, senpai. We're doing it for the greater good.
>>
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>>46185982
>>
>>46185977
>>46186067
we could try to be benevolent rules working to unite all the races from the shadows
>>
>>46186067
Allying is safer, no chance of a revolution, and we still get strong warriors
>>
>>46186098
>literally bitching about us being goody good posts earlier
>>
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>>46186098
Being the conspiracy? I support this motion.
>>
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>>46186116
and the fact you cant understand the difference between openly goody-good and unknowingly (to them) goody-good for the greater good...
>>
>>46186098
I guess we really don't need to kill them. For now.
Tho, if we encounter hostile civs in the future, we shouldn't hesitate to use plan "Baby snatching" on them.
>>
>>46186220
Probably for the hostile civ, sneak in as an illusion of their race, and poison their food and water supply
>>
>>46185717
Great rolls lead to great results!

You send your diplomats to meet with the Scorpion elders and offer to teach them your language in order to enhance the cooperation between your two species. Most of the elders don't see the point. You're the one who wants to cooperate with them, so they don't see why they should put in the extra effort. However, several of them, once again the smaller type (your diplomats are unsure if they're simply younger Scorpion-People, or perhaps some kind of subspecies, but hesitate to inquire for fear of insulting someone), seem interested in your offer. The fact that you are already familiar with their language makes it easier to teach them. Though the Scorpions prove to be slow learners, their eagerness to learn makes up for it a bit. Slowly but surely, you teach a handful of the smaller elders the basics of your language.

>Scorpions gain the technology: Basic Unseen Language!

The discovery of a new kind of magic seems to have ignited a spark not only literally, but also sparked the imagination of your mages. With newfound energy, they dedicate themselves to their studies and experiments. Before long, this new energy pays off and one by one your mages start improving their magic skills.

At the same time, your scouts keep an eye on the Sun Cult. Their village is a poor sight, both compared to your own underground home and the peaceful huts of the Scorpion-People. Fewer in number than either of the other groups and without the benefit of skilled hunters or mages, the cultists scrape out a meager living, surviving almost entirely on a diet of fruit and the occasional scrap of meat. Still, their faith seems stronger than ever, as every day at noon they all gather in the center of their tiny village and pray to the sun. For now, it's clear that the cultists don't pose any threat to you, but your scouts will keep an eye on them nonetheless.
>>
>>46186259
Seems easy enough to sabotage the cultists if we wanted. Connect our new pyromancy with their daily worship and we can manipulate them quite easily.
>>
>>46186259
STATISTICS UPDATE:
>Population: Small
>Army: Insignificant
>Magic: Minimal
>Religion: Minor (Spider Cult)

>Important sites:
> > The Cave-Homes
> > 1 Orchard

>Important people:
> > 1 Master Illusionist (lvl3 illusion magic)
> > 1 Pyromancer/Illusionist Trainee (lvl2 fire + lvl1 illusion magic)
> > 8 Illusionists (lvl2 illusion magic)
> > 1 lllusionist/Priest (lvl1 illusion magic)
> > 1 lllusionist/Farmer (lvl1 illusion magic)

>Technology:
> > Sharp Sticks Technology
> > Sharp Stones Technology
> > Basic Trap Making
> > Basic Spear Making
> > Basic Illusion Training
> > Basic Pyromancy Training
> > Poison Plant Knowledge
> > Basic Scorpion Language
>Food:
> > Basic Cave Food
> > Sweet Jungle Fruit
>Trade Goods:
> > Pet Monkeys

>Diplomacy:
> > Scorpion-People: Friendly
> > Sun Cultists: Unknown


I decided to make the magic power a bit more abstract, so I wouldn't have to keep coming up with words describing exactly how good they are at it. Basically, lvl1 means they only know the basics, while lvl10 means they're absolute master of their magic type.
>>
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>>46186360
inb4 we send the Sun Cult off to quest somewhere
>>
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That's it for today, I hope everyone enjoyed it.

For next time, I'd just like to say that I don't mind discussions at all, but please try to stay civil even if you think someone else is being stupid. If you disagree, simply say so and leave it at that. Don't get tempted into insulting others, even if you do think their suggestions are awful. Bad behaviour is far more damaging to the thread than bad decisions. I don't have any poser to keep you from acting like an ass in my threads, so I'd just like to appeal to the decency of everyone involved. Check yourself before you wreck the thread.


As I said before, I probably won't be online tomorrow, but I'll definitely be back the day after that.

If you want to keep track of when I put up a new thread, check out the Twitter thing I made for this exact purpose: https://twitter.com/IdiotOP_DHqenRe I don't particularly like Twitter so I doubt I'll be using it much, but if there's anyone who doesn't want to miss any threads, it might be useful.
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>>46186523
>poser
power*
>>
>>46186523
Sleep tight, OP. Don't let the sun cultists get you.
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>>46186523
Have a good night OP, thanks for running



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