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File: Civ.jpg (7.36 MB, 2880x8640)
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There can never be too many Civ Quests!
>>
What's our tech level?
> Stone age
> Bronze age
> Iron age
> other

How old is the world?
> Brand new
> Somewhat old
> Ancient
> other

How powerful is magic
> Nearly non existent
> Ritualistic only
> Normal fantasy
> Powerful
> Very powerful
> other

How common are spellcasters
> Very rare
> Rare
> Common
> Ubiquitous
> other

How's the presence of the gods in the world?
> Physical avatars
> Frequent manifestations
> Rare manifestations
> Gods are silent
> Gods are dead
> other

How many gods are there
> 1
> 2
> 3
> Dozens
> Hundreds
> other

How resource rich is the world
> Scarce resources
> Resource poor
> Normal
> Resource rich
> Very rich
> other

How is the vegetation of the world
> Barren
> Scarce
> Average
> Plentiful
> Gaia
> other
>>
>>3188948
humans forest.

>stone age
>normal fantasy
>rare
>rare manifestations
>dozens
>very rich
>plentiful
>>
Insect forest
>>
>>3188951
Vampires, ruins
>What's our tech level?
Iron Age
>How old is the world?
Ancient
>How powerful is magic
Ritualistic only
>How common are spellcasters
Rare
>How's the presence of the gods in the world?
Rare manifestations
>How many gods are there
Hundreds
>How resource rich is the world
Normal
>How is the vegetation of the world
Average
>>
>>3189035
There's already a vampire thread
>>
>>3189037
Yeah, a dead thread.
>>
>>3189047
Ah my bad. There's also an insect thread so I'll change to Unseen, ruins. Haven't seen one of those in a long time.
>>
>>3189035
This but unseen instead of vampires
>>
>generic Civ quest surviving more than 1 day

>>3188948
>kobolds at ruins in middle of mangrove swamp
lizards and amphibious races would work aswell.

>stone age
>world is ancient
>ritualistic magic
>Spellcasters are rare
>gods, Rare manifestations
>hunreds gods
> Resource rich
> Plentiful vegetation
>>
Alright, so so far the consensus is as follows.

Humans, Forest - 1

Vampire, Ruins - 1

Unseen, Ruins - 2

Kobolds, Ruins - 1

Anyone else feel like voting? If not, unseen ruins it is!
>>
Ok, originally this was going to be first of three. However, if by half an hour from now there have yet been no more votes or none having reached three, it'll go to the majority (Or, if it's a tie, be rolled)
>>
Rolled 3 (1d4)

Ok, Unseen in Ruins it is! Rolling for the environment of the ruins now.

1 - Plains
2 - Forest
3 - Coastal/Island
4 - Desert
>>
File: City.jpg (3.15 MB, 2048x1337)
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Once this city was great, even now you can tell that. Great towers and temples of oily black stone reached high into the sky, wide paved roads allowed transportation throughout the place, and surrounding all this was a wall, tall and thick. It truly was a wonder of the world, a sheer jewel.

No more. Now, the roads are cracked and broken as grass grows up through it. Now the temples and towers of old are long fallen, shadows of what they once were, standing out like broken teeth jutting out of the landscape. Even the wall itself is falling apart, having collapsed entirely in certain areas. As for the city's inhabitants? Gone, dead for centuries, a great and mighty culture reduced into nothing.

Your tribe is but one of the many that exist in these ruins. Dressed in little other than simple reed skirts, you forge basic tools out of whatever scrap iron you can find, and eke out a living off of whatever escaped beasts you manage to hunt. What separates you from the other tribes though isn't any of that, but rather your kind: Unseen, creatures that for most, exist only in myths. You shield your appearance from what other tribes exist when you come into contact, but if they ever saw your true forms...

But enough of that, there are far more immediate problems for you, specifically proper shelter, food, and relations with other tribes. What shall you do?

>Population: 60 (40 male, 15 female, 5 children)
>Mages: 1 illusionist
>Spells: Glamour (Changes apparent appearance)
>Tech: Simple iron tools, kilns, simple pottery, simple construction
>Food: Low
>Base: Ruined Side-Street Houses

What will you do?
>Search for a new base
>Attempt to stabilise food supply
>Attempt to conduct diplomacy with another tribe
>Attempt to conquer another tribe
>Other
>>
File: Scan 34.jpg (2.38 MB, 3656x3652)
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Also, this is what we look like right now.
>>
>>3189225
>>Attempt to stabilise food supply
>>
>>3189275
+1
>>
>>3189275
Support
>>
Rolled 15 (1d100)

>>
After some thought, it becomes quite clear to the tribe what the priority is: food. After all, what good is shelter or good relations if you don't even have a single thing to eat? But what exactly could you eat, and use as a regular food source?

Suddenly, one of the tribesmen comes up with an idea: mushrooms! They grow just about everywhere, and although some are poisonous, there are others which are perfectly appetising. After some searching, he finds a patch of mushrooms inside the ruined house, and apparently recognising them as some of the edible ones, consumes them, as do several other tribespeople.

It only takes a few minutes for the signs to show, as they begin to get vivid hallucinations. But this is more than a bad trip. Breaking out into fits and screams, they eventually die after around an hour. It appears that these mushrooms are most certainly not edible.

(-3 tribespeople)

>Population: 57 (47 male, 15 female, 5 children)
>Mages: 1 illusionist
>Spells: Glamour (Changes apparent appearance)
>Tech: Simple iron tools, kilns, simple pottery, simple construction
>Food: Low (Runs out in 3 turns)
>Base: Ruined Side-Street Houses

What next?

>Construction (Requires resources)... (Restore your base, build fortifications, etc.)
>Foraging (What for?)
>Craft? (What, and with what?)
>Hunt (What for?)
>Scavenge (What for?)
>Research (Which technology)
>Something Else? (Write in)
>>
>>3189359
Explore:All direction, we need to find another civ to take advantage of.
>>
Anyone else feel like voting? If not, I'll just roll with >>3189386
>>
>>3189386
+1
>>3189479
Will be following the thread, so you should get votes a bit faster now.
>>
>>3189386
lets do this
>>
Rolled 96 (1d100)

Exploration it is!
>>
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>>3189556
oh yeah baby, give us that sweet info!
>>
What's our tech level?
> Bronze age
so we don't have to research the wheel and stuff

How old is the world?
> Somewhat old
Give time for advancement to make sense

How powerful is magic
> Ritualistic only
> Very powerful
Magic is very powerful, but must be pre-prepared

How common are spellcasters
> Rare
All the runes and sigils and words are hard to remember, and that's most of the difficulty

How's the presence of the gods in the world?
> Frequent manifestations
just enough to allow proof of existence

How many gods are there
> 3
Just enough to allow holy wars

How resource rich is the world
> Normal
not too hard/easy
How is the vegetation of the world
> Average
not too hard/easy
>>
>>3189589
please ignore me, I am stupid
>>
Knowledge is power, and it is clear to the tribespeople that if they are to survive, then they must first know what exactly surrounds them. Of course, they do have some level of knowledge already, such as the fact that their home is a side-street next to one of the main roads on the outskirts of the city. But other than that, their knowledge is mostly limited, which is exactly why the exploration parties were sent out.

To the east, the winding streets at first appear uninhabited up until one comes to the wall bordering the city. Here, 5 of the old watchtowers of the city are inhabited by 5 tribes of Orcs, who refer to themselves as the 'Watchers on the Wall'. Dressed in makeshift armour along with whatever they can scavenge, they appear to mainly live off of what they can hunt from outside the walls, and although it's difficult for the scouts to tell, appear to have an almost fanatic devotion to keeping whatever lies beyond the walls outside of the city.

Meanwhile to the north lies an array of old temple towers, most now dilapidated and jutting out of the cityscape like broken teeth. Living on the lower floors of these towers are a queer group of lizard folk, friendly enough to the glamour concealed scouts, but strange nonetheless. Dressing in carved wood masks and woollen robes, their religious rituals in the lower temples appear to involve the immolation of various foods and goods. Most bizarre of all though is the universal refusal they have to state what lies on the uninhabited upper floors of the towers...

To the south, the ruins grow ever more rubble strewn and the streets ever smaller, leading into what was once the slums of the city. Sadly, the scouts soon found themselves being chased out by monkeys of all things, the hairy creatures ganging up and throwing rubble and excrement on them until at last they left.

Finally, there is the west. Here, the side-street which the tribe calls home joins onto the main highway, leading all the way to the walls surrounding the city centre. Here, the tribes are more organised, with four groups of settled lizard folk meeting the scouts as they travel. Having torn down several blocks in order to turn them over to agriculture, these lizard folk primarily dwell in mud huts and patched up ruins, and are referred to collectively as Mudskins, although they themselves don't particularly like the name. Although initially cautious upon encountering the glamoured scouts, they did engage in some small scale trade of goods and information, including the fact that there is currently a rivalry between the four tribes over resources.

The scouts return home satisfied with what they found.

>New Neighbours: [Watchers on the Wall], [Temple Dwellers] and [Mudskin Tribes]

What next?

>Construction (Requires resources)... (Restore your base, build fortifications, etc.)
>Foraging (What for?)
>Craft? (What, and with what?)
>Hunt (What for?)
>Scavenge (What for?)
>Research (Which technology)
>Something Else? (Write in)
>>
>>3189687
I wanna say, construction an building that looks like an alter first.
Then, we use our magic to appear as a god that seems orcish to go to them saying well keep the monsters out of the city as long as they pay a monthly tribute of biggest kills in the hunts.
>>
>>3189687
>Hunt and forage food, animals and plants that can be eaten

The orcs seem like good folk that are best to be left alone for now.
Temple Dwellers have perfect base for our tribe, once we enslave them.
We could and should spark an war between the mudskin tribes, should be easy enough with our illusion magic.
Monkeys..well they could be our first subjects to train our enslaving magic on.
>>
>>3189687
>Foraging (What for?)
Eadible mushrooms
>>
>>3189776
>>3189769
I'll +1 to food
>>
glamour didnt work on monkeys or did we not even try?
if it does we can use it to catch some for food.

we need to find out the relationship between the lizards and the orcs. we could be the go-between them for trading lizzies agri stuff for the orc's wild game products
>>
>3189836

The glamour did work, the monkeys just don't particularly fancy anyone in their territory, no matter their appearance. Of course, there are ways you could potentially get around that...
>>
>>3189836
>>
>>3190010
alright thx

>>3189809
+2 but see if we can find a different illusion for the monkeys to catch them
>>
Rolled 71 (1d100)

>>3189769
>>3189776
>>3189809
>>3190023

Alright, food it is! Rolling now.
>>
Rolled 25 (1d100)

>>3189769
>>3189776
>>3189809
>>3190023

Alright, food it is! Rolling now.
>>
File: Mush.jpg (1.58 MB, 1902x1296)
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Whilst the death of the three previous tribespeople did of course rather scare the tribe, the fact remained that they needed food, and soon at that. And although the deceased man certainly got certain things wrong, he was most certainly correct in that there were certain kinds of mushroom that could be a most useful food source indeed.

So it is that several groups of foragers sent out, each of them containing at least a few people who knew how to recognise an edible mushroom when they saw one. With that, the harvest itself was actually quite a good one, with multiple pots having to be used to carry back the fungi gathered from where they grew on decaying buildings and plants.

However, there is also one other incidence of note. The next day, one of the tribespeople began to experience a series of vivid hallucinations after consuming a mushroom from one of the pots. Whilst the others feared the worst, thinking that they'd accidentally collected some of the poison shrooms too, the trip soon ended with no other ill side effects, other than a very confused tribesperson.

>Food level is now high.

What next?

>Construction (Requires resources)... (Restore your base, build fortifications, etc.)
>Foraging (What for?)
>Craft? (What, and with what?)
>Hunt (What for?)
>Scavenge (What for?)
>Research (Which technology)
>Something Else? (Write in)
>>
>>3192583
>Craft? (Mushroom farms, from our food supply and rooting wood and waste)
Build a stable food supply in the basement of our dwellings
>>
>>3192583
>Scavenge for building materials
>>
>>3192602
+1
>>
Rolled 80 (1d100)

>>3192602
>>3192605

Rolling for building material scavenging.
>>
>>3192666
nice. use building materials to make the shroom farm
>>
>>3192666
Satan bless
>>
File: Rubble.jpg (481 KB, 1300x1360)
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Up until now, the tribespeople have mostly made do with the ruins they've lived in, rarely making any form of constructions at all other than the most basic. Now however, a question springs to mind: what if they do need to build something? Not that there are any plans that they have quite yet, but it would still be good to have some materials standing by, just in case.

So it is that the tribe gets to work searching for materials that they could potentially use for building. Thankfully, it turns out that there is most certainly quite a few materials to use. Most of the buildings in this area are long since collapsed, and a great many old bricks and tiles of stone are collected and piled in an orderly fashion in one of the rooms in the ruined side-houses which form the tribe's base. All in all, a most productive day.

>The tribe now has plentiful stone bricks in storage.

Stats:


>Population: 57 (47 male, 15 female, 5 children)
>Mages: 1 illusionist
>Spells: Glamour (Changes apparent appearance)
>Tech: Simple iron tools, kilns, simple pottery, simple construction
>Food: High (Changes to normal in 3 turns)
>Base: Ruined Side-Street Houses
>Resources: Plentiful stone bricks

What next?

>Construction (Requires resources)... (Restore your base, build fortifications, etc.)
>Foraging (What for?)
>Craft? (What, and with what?)
>Hunt (What for?)
>Scavenge (What for?)
>Research (Which technology)
>Something Else? (Write in)
>>
>>3192815
build mushroom farms
>>
>>3192815
>Construction
Repair Ruined Side-Street Houses
>>
Hmm, anyone feel like breaking this tie we've got going on?
>>
>>3193010
In my opinion shelter is more important.
Can we build something like mushroom farms?
Can we make normal farms? Do we understand concept of farming?

If yes roll 1d2 let dice decide
>>
>>3193036
>>3193010
ill swap my vote to shelter
>>
Rolled 32 (1d100)

>>3193010

Whilst you are aware of farms, you won't be able to build any until you successfully research it. In any case, rolling for construction.
>>
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The side-street houses your tribe lives in are in complete and utter shambles, there can be little doubt about that. Weather regularly makes its way through, only a few of the rooms remain fully intact, and rubble everywhere provides a considerable obstacle. Now, with the plentiful stone bricks they have in storage, the tribe decides that it is high time they actually got around to repairing these houses.

Sadly, it doesn't go all that well. Whilst the Unseen may be good magicians and exceptional diplomats, they remain some of the weakest of the races. As such, productivity in general is particularly low, and even stops for a while after a couple of tribesmen accidentally injure themselves whilst working on repair work, although thankfully they soon recovered.

All in all, although some work has been accomplished, there is still a long way to go before your tribe's home even comes close to resembling what these houses might originally have looked like.

>Ruined Side-Street Houses are now 20% restored.

Stats:


>Population: 57 (47 male, 15 female, 5 children)
>Mages: 1 illusionist
>Spells: Glamour (Changes apparent appearance)
>Tech: Simple iron tools, kilns, simple pottery, simple construction
>Food: High (Changes to normal in 2 turns)
>Base: Partially Restored Side-Street Houses (20% complete)
>Resources: Plentiful stone bricks

What next?

>Construction (Requires resources)... (Restore your base, build fortifications, etc.)
>Foraging (What for?)
>Craft? (What, and with what?)
>Hunt (What for?)
>Scavenge (What for?)
>Research (Which technology)
>Something Else? (Write in)
>>
>>3196050
>Foraging (Food(roots, fruits, herbs))
>>
>>3196063
While we are at it we should collect mushroom that caused us hallucination. Maybe we could trade them to someone
>>
>>3196074
I'll second that, getting herbs and stuff to make elixirs
>>
Rolled 95 (1d100)

Alright, looks like foraging it is!
>>
>>3196117
whoop! not going hungry tonight lads
>>
File: Och.jpg (41 KB, 400x400)
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Your tribe has foraged for food of all kinds for as long as you've been around, and always it has served you well. At first in your recent bout of food plentifulness, a few saw little need to gather yet more, but better safe than sorry after all. More to the point, there are other things that interest your tribe, herbs and the like that can be used in the production of various elixirs. Would it not be worth it simply for those?

And so the foraging begins, as the tribespeople search through the wreckage and ruins for whatever fruits, plants and fungi can be found. Skills honed by years of this, the harvest is a particularly successful one, likely enough to keep the tribe fed for some time yet. As well as this, upon recognising them, certain tribesmen find and take back large collections of the hallucinogenic mushrooms that a few observed the last time you went out. Of course, you're not entirely certain of what they can actually be used for other than trips, but it's good to have them anyway.

Speaking of trips, yet another revelation with the hallucinogens back at home. Somehow, one of the tribespeople ended up crushing a few of them into a fine, red powder and inhaled it in. Although certainly strange, it seemed that this made the hallucinogen far more potent, taking hold sooner and lasting for longer. Certainly interesting...

>Food level is now plentiful, hallucinogenic powder discovered

Stats:


>Population: 57 (47 male, 15 female, 5 children)
>Mages: 1 illusionist
>Spells: Glamour (Changes apparent appearance)
>Tech: Simple iron tools, kilns, simple pottery, simple construction, hallucinogenic powder
>Food: Plentiful (Changes to high in 4 turns)
>Base: Ruined Side-Street Houses
>Resources: Plentiful stone bricks
>Goods: 3 bowls of hallucinogenic mushrooms

What next?

>Construction (Requires resources)... (Restore your base, build fortifications, etc.)
>Foraging (What for?)
>Craft? (What, and with what?)
>Hunt (What for?)
>Scavenge (What for?)
>Research (Which technology)
>Something Else? (Write in)
>>
>>3199205
Research:Magic, invisibility spell or something along those lines.
Sneak into orc or lizard men camp, toss the stuff in the fire, another one shows up looking like a good. Bing bang boom we got a cult
>>
>>3199205
>mix the hal powder with water and baking soda, let it boil then dry then snort the resulting substance
If we don't have access to baking soda just use concentrated mineral water. If we don't have that just use crushed and refined rocks.
>>
>>3199497
>baking soda
>concentrated mineral water
what fucking tech era do you think we are in? read the thread ffs.

>>3199483
+1 improve illusion magic (invisibility / camouflage)

i think we need to establish ourselves as traders first and gain some trust with the orcs, then we can lace some food product with the shroom powder and get mass hallucinations for better result.

if we just throw some shrooms in there only a few might try it and others will just think they're crazy and our illusion wont be as convincing.
>>
Rolled 39 (1d100)

Rolling for illusion magic.
>>
>>3199527
Do you think ancient people were retards? How hard do you think it is to gather mineral water then let it boil to increase the content of minerals?
>>
>>3199590
>Do you think ancient people were retards?
Yes
>>
>>3199590
i think you're a retard and a newfag. fuck off and lurk moar.
>>
Already acquainted with some basic forms of illusion magic in the form of the Glamour that hides your true appearances in the presence of others, the illusionist of the tribe decides to see if he can go one step further, and teach himself to make members of the tribe completely invisible.

Unfortunately, it appears that this is not something to wander into lightly. Even after a long period of experimentation, he still finds himself unable to do much, and although there is some small amount of success, it only takes a few seconds of actual observation for the illusion to break. Nonetheless, he has been able to gain valuable knowledge, should further experimentation be done.

>+10 bonus to next roll for improving illusion magic

Stats:

>Population: 57 (47 male, 15 female, 5 children)
>Mages: 1 illusionist
>Spells: Glamour (Changes apparent appearance)
>Tech: Simple iron tools, kilns, simple pottery, simple construction, hallucinogenic powder
>Food: Plentiful (Changes to high in 4 turns)
>Base: Ruined Side-Street Houses
>Resources: Plentiful stone bricks
>Goods: 3 bowls of hallucinogenic mushrooms

What next?

>Construction (Requires resources)... (Restore your base, build fortifications, etc.)
>Foraging (What for?)
>Craft? (What, and with what?)
>Hunt (What for?)
>Scavenge (What for?)
>Research (Which technology)
>Something Else? (Write in)
>>
>>3205898
>Construction (Restore your base)
>>
Migrating to a new thread, link below.

>>3205913



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