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File: ChooseYourFighter.jpg (727 KB, 2338x1836)
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Archive : https://suptg.thisisnotatrueending.com/qstarchive.html?tags=Dragon%2C+Dungeon%2C+Strategy%2C+Warhammer%2C+City+building

Sidridijika won. The dragons are home once again. This is not their story. Whims of fate are magnifying the gaze of being outside the Veil, as known as (You), on less significant beings...

Choose your own adventure in your Choose your own adventure game!

>Shade "Blackarrow" Crane adventures as an Errant Knight Arcanic Archer
Something changed deep inside (You). First, the hunt of Myvillionxarzithatrekis, the Iced Breath of the North : the fight against the Frozen Bane's guardians awoke an unsuspected Arcanic Might. Changes aggravated. (You) are now in a quest of self and meaning - Magicka is an open door to ruinous powers after all. Dark fantasy ambience.

>Agathe's White Hierophant proselythic adventure :
Travel the world with Sidridijika, the Miracle Harbringer, a Young Crystal Dragon. Strategize to spin what he's doing into holy works to gather adept, acolytes and priests. High fantasy with highly disruptive unpredictable events.

>Kreenio, 3 and a half feet, as many month, Lizard Settler
The Slann talked : Kreenio's tremendous progress growth must be used to create a new Enclave.
A lighter theme City-Builder where (You) play as a 5 year-old mental age manager to a bunch of organic robots.
>>
>>5776283
>Kreenio, 3 and a half feet, as many month, Lizard Settler
>>
>>5776283
>Kreenio, 3 and a half feet, as many month, Lizard Settler
>>
>>5776283
> Kreenio, 3 and a half feet, as many month, Lizard Settler

REJECT DRAGONITY RETURN TO LIZARD
>>
>>5776283
>Agathe's White Hierophant proselythic adventure
>>
>>5776283
>Agathe's White Hierophant proselythic adventure
>>
>>5776283
>Agathe's White Hierophant proselythic adventure

feeling a lighter theme for now.
>>
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>>5776290
>>5776304
>>5776324
>>5776365
>>5776368


You are Kreenio, a Skink from the Lizardmen. Well, Lizardfolk would be more appropriate. Right after your birth, (You) have met an albino Flyer Rider, that told you to go with a young crystal dragon. Young crystal dragon went home, left home, went back home. There was some huge fighting, that your humongous magical prowess was of course key to win.

Then, you heard voices in your head.
"Kreenio, you're a skink, able to think
travelling the world, gonna be a big name someday
You will build a city, you big hopebringer
Lording your Kin all over the place
"

And just like that, you're overflown by purpose.
Where do you want to settle?

>Some place easily accessible (Increase Commerce, Increase Trade and reinforcement from other Lizardfolk, Increase risks of attack by opposing factions)
>Some place remote (Decrease Commerce, Decrease Trade and reinforcement from other Lizardfolk, Decrease risks of attack by opposing factions)
>Some place with natural ressources (Increase Commerce, Building and Craft. Increase risks of attack by opposing factions)
>Some place barren (Decrease Commerce, Building and Craft. Decrease risks of attack by opposing factions)

Write-in encouraged and cleverness will lead to bonus.
>>
>>5776378
Sorry man, missed your input
>>
>>5776384
>Some place with natural ressources (Increase Commerce, Building and Craft. Increase risks of attack by opposing factions)
while easy to attack, it'll be better to mount defenses
>>5776385
>Sorry man, missed your input
quest has fallen, millions qms must die
>>
>>5776384
>Some place with natural ressources
>>
Also, you can combine accessibility and ressources
>>
>>5776384
>Some place with natural resources (Increase Commerce, Building and Craft. Increase risks of attack by opposing factions)
>>
>>5776384
>Some place with natural ressources (Increase Commerce, Building and Craft. Increase risks of attack by opposing factions)
We will rock the world
>>
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>>5776392
>>5776395
>>5776399
>>5776400

You ponder hard, and get to the natural conclusion that your big city will be settled near an abundance of ressources. Next step is creating your settler expedition as is...

Point-based Composition minigame!

You have a budget of 100 points.

>Slann (30 points)
Advantages :
Magic
Telecom
Disadvantages :
Require Wranglers. Heavily autistic.

>Kroxigor (4 points)
Advantages :
Raw Strength
Disadvantages :
Can't show agency

>Saurus (1 point)
Advantages :
Fighter, Law Enforcers
Disadvantages :
Will try to use violence to solve every problem

>Skink
Advantages :
Able to do precision work
Able to order other lizardfolk around
Disadvantages :
Meek

Skink Pricing :
Vanilla flavored skink : 3 for 1 point
Artisan skink (Write-in skill) : 1 for 1 point
Chameleon skink (hunters) : 1 for 1 point
Chief Skink : 1 for 10 points
Priest Skink : 1 for 10 points


Dinosaurs
Beast of burden. Makes yourself cool as soon as you pick them.
Cold one : 2 points
Terradon : 3 points
Ripperdactyl : 4 points
Troglodon : 15 points
Stegadon : 22 points
Dread Saurian : 32 points

I'd advise to specialize things like a few Stonemason skink and Dino-caretaker if you want to bring some. Then, common wisdom will advice you to replace them by more vanilla skink.
>>
>>5776433
Ah fuck, I should have voted for Agathe

1 slann

Useful if we ever need to call for help

1 chief skink
1 priest skink

Those two can deal with the slann and help us keep things organized

5 saurus

Some soldiers since we have increased risk of attack

60 normals skinks

5 artisans (mason, carpenter, farmer, herder, smith)

10 chameleon

Hunt should keep everyone feed for now, and can serve as soldiers in case of an attack

2 cold ones
2 terradons

A breeding pair of land dinosaur and flying dinosaurs
>>
>>5776459
>60 normal skinks
This seems like a solid plan, so supported. Have a quarter of them apprentice the artisans, so that each artisan has three of them.
>>
>>5776459
>>5776579
Sure, why not?

>>5776433
Support.
>>
>>5776579
That was more or less my idea, have the artisans lead the normal ones around
>>5776433
>>5776459
I just realized I forgot to add any Kroxigors
I suppose we could get rid of 12 skinks to get one.
Their raw strength could be useful outside of combat, as long as there is someone to give them orders.
>>
>>5776584
Naaah, what's the worst that could happen? We have a Slaan, anyway.
>>
>>5776459
>support
>>
>>5776459
>>5776579
>>5776582
>>5776584
>>5776599
>>5776672

Locking this composition.
>3 anon roll 1d100 for settlement
Higher is better.
Success threshold : 59/79/95
>>
Rolled 49 (1d100)

>>5776981

>>5776385
No worried i was kinda late
>>
Rolled 29 (1d100)

>>5776981
>>
Rolled 63 (1d100)

>>5776981
>>
>>5776981
>We don't know which kind of environment we're settled in
It'd be funny if we ended up by a coniferous forest lake somehow.
>>
>>5777049
>Environment
I kept things vague here >>5776384 in the hope some of you will write what you want.
As you've chosen Natural ressource +, Accessibility =, I have an idea about your territory, but haven't start working on it yet.
So if you want to write exactly what kind of environment you're trying to claim, I might take it into account.
>>
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>>5776986
>>5777025
>>5777037
After Sidridijika dropped (You) back to your homeland city, you settle your mind quite fast on your expedition composition.
Xamaniqinqu, the white skink (white again! this is the color of great leader lizard. You're quite proud your scales on your Chief Criest are taking that color) points out that you're not taking any Kroxigor.
Well, for once, you've been travelling closely to Chotkho for a while. He's dumb, and smell bad, and his not nice. So in your opinion, they are not worth taking for important things such as building a city - they're only good at getting frontline and sent upon soft fleshies.
Your caravan walks onward, in a direction you felt like it was good. Then, in a few blurry steps, you find yourself in a colder environment, in the middle of a Valley.
This seems like a great point for settlement.
Arranging your forces in a circle, your first order of business is giving 3 apprentice to each of your artisans.
Then, you send out the chameleon for scouting lands and the herder on the back of a terradon to have a quick glance over the mountains.

While you're extremely busy calming the tantrum of the Slann that despise not having a temple over his head, making sure the herdzards apprentice are not eaten by the cold ones, and prevent the saurus to just beat up other lizardfolk, you still have a bit of time to discuss with the functional ones : your chief and your priest.

>NPC Creation minigame :
Give a name and a little bit of characterization to the chief and the priest. Also,
>Choose among General, City Planner, and Foreman for the Chief
>Choose what kind of magic the Priest specialize in
Kreenio himself is proficient with Light Magic. He knows one spell : Kreenio's Radiant Dawn.

The scouts come back, and detail you the overview of the valley. No sign of sentient life were detected. The valley is covered in more or less sparse woodland, a few marshes, and is traversed by a river. The mountain ranges open North, the river calm enough to allow River transportation, although not on anything bigger than Raft for the time being. Other
Circles in Picrel indicates Stone Quarry.

>Choose a spot where the city will be built on the map.
>>
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>>5777148
>NPC Creation
I don't know much about Warhammer Fantasy lore, but I'll give this a shot.

>The chief
I don't have any ideas for names for anyone, but I imagine he's a decisive and matter-of-fact kind of lizard. He has initiative, is versed in strategy and diplomacy, and is adaptive, but is very blunt. For better or worse, he tells it like it is.

>The priest
He's intelligent, humble, and receptive, but is somewhat of a schizo. Seeing crazy shit has scarred his mind as much as it has sharpened it. A keen orator and public speaker nonetheless, despite rambling to himself when alone or in close company.

>The Slann
Resident special ed kid. Means well and is good at his job, but needs to be tard wrangled every now and then. Likes toys and making new friends. If you make a lot of noise or leave things "imprecise" in his personal space he goes ballistic.

>General
That's the Chief, although he ultimately answers to us.

>City Planner
That's us, and we'll seek advice from the Chief, Priest, and artisans frequently.

>Foreman for the Chief
He'll know what he needs.

>Priest magic specialization
Metal magic. We'll need it.

>Choose spot
In or around pic related, just behind the big peak. Water originates from this area and flows north. There aren't many trees nearby, but there is fertile land and the quarry is close by to the water source. Over time, we can optimize our roads and irrigation. Adobe or mud houses will do until we dig a complex in the mountain for a more permanent home which will be crucial for our community surviving The End Times or carve a fortress into the side of the mountain.
>>
>>5777181
To clarify : General, City Planner, and Foreman are sub-classes for the Chief, that will give a bigger bonus for roles relating to Military prowess, City construction, or Artisan tasks when the Chief will be doing that.

Other than that, most lizardmen are really, really stupid except for the ones with qualification.
>>
>>5777196
>To clarify : General, City Planner, and Foreman are sub-classes for the Chief, that will give a bigger bonus for roles relating to Military prowess, City construction, or Artisan tasks when the Chief will be doing that.
If that's the case, my vote is making him a City Planner. Despite the proximity of resources save for wood, the location will make this an infrastructural challenge.
>>
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>>5777148
>City Planner
>Lore of life.
>>
>>5777223
Skink Priests can't use life magic iirc.
>>
>>5777250
I'm not really rigid. Anything goes.
>>
>>5777148
+ 1 >>5777223
to the City location. having a defensible backland for us to expand into should be very helpful

Chief name:
Shak Tcha
Having a Chief with some initiative seems useful so we dont have to do the tard wrangeling all by ourselves.
Specialization: City Planner

Priest Name:
Zarschia
Being a bit of a scizo sounds fine for him

Lore of Magic: Metal
>>
>>5777223
>>5777277
>having a defensible backland for us to expand into should be very helpful
We'd have to build a mini Wall of Cathay in a short period of time if that's where you want to settle. Keep in mind that close access to water is almost essential for a multitude of reasons, and having control of the source of water may prove beneficial for us. There are also two gaps in the mountain range, the other just northeast of the red star.
>>
>>5777319
i dont see the other entrance..... though maybe you are right. and settling closer to water might be more beneficial to us...

>>5777148
changing vote for city placement from on the pass to closer to the waters source to the east.
>>
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>>5777148
Location:
>pic related
Chief:
>Shak Tcha the City Planner, bossy but competent and organized
Priest:
>Zarschia the Metal-Master, smart but schizophrenic
>>
>>5777323
>i dont see the other entrance
Sorry, I should clarify. It's that opening I drew a single green line going through to meet the blue line at the north end in this picture >>5777181.
>>
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So it looks like things are converging for the important skinks.
They've been drawned.
>>
Regarding location :
>>5777181
>>5777323
East
>>5777223
Pass
>>5777329
North-West

Keeping that open for now.
>>
>>5777329
I can change to this.
>>
>>5777694
Nice!
>>
>>5777823
This is me.
>>5777181
Will change to this to get the game started.
>>
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>>5777823
>>5777181
>>5777323
>>5777223
>>5777329
>>5778004

Despite the best of your efforts, you didn't managed to get the Slann to communicate his name. The poor thing is spinning wildly, and it took (You) an indescriptible time, as well as the permanent attention of 5 skinks, to understand his rambling.
All the lizardfolk enclaves must be built on Leylines nodes; your Slann is the only one with enough sensibility to detect their exact location.
(You) finally install on the east of the valley. Your future city will be leaned against the cliffs of the mountains holding the lake, source of the river irrigating the valley.
You start dispatching your expedition.
Your carpenter and his apprentices start deforest your would-be settlement location, your stonemason goes working on cutting stones in the perfect stonequarry, herder is still overwhelmed, smithy and farmer are twiddling their clawed tumbs.

>Chief City planner perks : Ask your City planner...
>To supervise building as fast as possible something livable
>To supervise building something defensible easily
>To supervise building something keeping future growth in mind

>Priest lore of metal perks : 3 anon roll 1d100 for Metal Detection

You have 15 unskilled apprentices, 45 unassigned skinks (assign them on tasks)

>Send the chameleon for more scouting or hunt?
>>
Rolled 51 (1d100)

>>5778369
>To supervise building something keeping future growth in mind

Assign 15 skinks to scout for suitable farm locations so we can get started farming. have another 15 sent to help in the Quarry as far as able.

The last 15 skinks for some training in how to handle animals. and saurus.

Chameleon should go for scouting where hunting might be a viable source of food for a while.
>>
Rolled 28 (1d100)

>>5778369
>To supervise building something keeping future growth in mind
I assume this race is good with numbers?
Send the chameleon hunting.
>Assign 15 skinks to scout for suitable farm locations so we can get started farming. have another 15 sent to help in the Quarry as far as able.
>The last 15 skinks for some training in how to handle animals. and saurus.
>>
Rolled 39 (1d100)

>>5778369
>To supervise building something keeping future growth in mind

>>5778370
>>5778387
Supported.
>>
>>5778369
>To supervise building something keeping future growth in mind
This is going to be a GREAT metropolis one day!
>Send Chameleons hunting
>>
Finished drawing and sorting out what happens in update; can't write right now (beekeeping)
I should update later in the day
>>
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>>5778370
>>5778387
>>5778422
>>5778551

One week have passed. It is now the 10th of Germinal.

Your Stonemason have made tremendous progress - in fact, among the 15 skinks assigned in addition to the apprentice, it turned out one of them was a natural stonecarver, outgrowing tremendously in skill.
>1 of your random skink grew in standing : you know have a Young Mason
Not as good as the few century old worker you embarked with, this newborn able to coordinate a few skinks on his own more than doubled the amount mined in the quarry. Then, problem starts.
Skinks are nimble, but lack in muscles. Even if many hands makes work lighter, it's still heavy for the meek lizardfolk. Despite all the help, the stonecarver team hauled only a third of the mined stone - This will turn into a problem.

Meanwhile, you constate that allowing more lizardpower to your Herder was definitely a good call. One of his apprentice is witted enough to be tasked with terradons. However, the lack of Stables (and qualified lizardpower) means that reducing the amount of allocated skinks might cause trouble.

Your Carpenter is slowly working on clearing the prospective land. Once again, that labor would clearly go faster with scaly hands more strong than dexterous.
The Chameleons had satisfacting success on their hunt. The surroundings are gamey enough that they killed (and crippled, alive meat doesn't spoil as fast) enough to eat well this week and the next without eating your packed preserved food (Around 6 weeks, meaning 2 month, worth),

At the end of the week, Shak Tcha, which gave it a lot of thought, came with a natural conclusion to the plannification of building while keeping in mind future growth :
By delimiting terrain zones, the housing to build will be made of cubic independant stone houses, instead of the instinctive heap of buildings leaning on each other with whatever material is available.
Those house would have to be extremely sturdy, and precisely positionned : the next ones will be build upon them level by level, turning the first housing into a propper Habitat Ziggurath. This plannification will even let the Ziggurath be crossed by the roads, and might be link to a water supply for a flowing, misty waterfall.
Lizards like mist and waterfall.
Of course, this great plan requires more space and base material than a quick solution, but will save time and space in the longer run. If you can pace yourself to reach the longer run.
>>
Zarschia, on his side, acted really secretive and isolated himself shrouded by winds of magic and secret in the open plains. Then, he spent the week lurking around the Quarry. Came back to the camp, glaring at hidden things he referred to as his valuables.
Of course, you went and pressure him into spilling the beans - beans that turned out being Copper Ore. Not much. According to him, there is few metal on this side of the pass - luck might be better on the other.
That's bad news : You'll need Copper for plumbing, and personal items. Also, the lack of Gold is quite bad - you'll need that for records and lithurgic items.
Speaking of bad news...
The skinks sent to check for farmland never came back.
Also, your Slann is Throwing a Tantrum : No skink were devoted to take care of him this week, by daytime the sun hurts his skin and the light hurt his eyes, by nighttime the wind is too cold, the environment is not moist enough.
Mostly, it's the lack of personal slaves that triggered him. You'll need to find a way to calm him down - a good old beat up by Saurus can do the trick, but it might be risky to hit the fat ball of old magic. Alternatively, you can give him your food surplus, or prioritize constructing him an abode.
>>
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>>5779947
Prioritize giving him a nice pond, that should do the trick.
>>
>>5779947
+1 >>5779950

so we make him an abode and put some skinks up to take care of him.
>>
================================================================================
Building :

To build :
Casern
Fence
Housing (4 units)
Shrine-Forge
Slann Abode
Stables (Cold ones)
Stables (Terradons)
Warehouse
Workshop

Carpenter cleared spot for 1 building
3 Apprentice assigned

Enough stone hauled for 1 building, Lacking a bit of Lumber for another one
>Assign Stonemason and Young mason (Quarry, settlement construction [write-in what])
3 Apprentices and 14 unskilled skinks assigned (mostly Hauling)
================================================================================

Herder :
2 Cold Ones (tame, ready)
2 Terradons (tame, ready)
3 Apprentice, 15 unskilled skinks

================================================================================
Idle :
Farmer (+3 Apprentices) : Pre-requesite not met
Smith (+3 Apprentices) : Needs Shrine-Forge

================================================================================
Chameleons :
>Hunt
>Scout
>Search and Rescue

================================================================================
Zarschia, Priest :
>Detect metal
>Create metal
>Write-In

================================================================================
Shak Tcha, City Planner Chief :
>Work on more town design
>Supervise Building
>Supervise Clearing
>Write-In

================================================================================
Slann (Tantrum):
>Beat up
>Bribe with food
>Comfort with Abode building
>Leave him be
>>
>>5779945
we could have some saurus in there to help. their muscles should make easy work of the stone that needs to be carried. just gotta be careful
>>
>>5779956
Yes, you can always reassign skinks freely (except Apprentices, who will lose the favored status); you'll have to tell which one and how much goes from were to were though
>>
>>5779958
>Search and Rescue
>Create metal
>Supervise Building
>Comfort with Abode building
>>
>>5779958
housing for Slaan

Take some skinks(5) from the masons and replace them with some saurus if we have them so the skinks can take care of the Slaan.

Herder :
see if you can put the COld ones to work by having them haul stones on sleds. to make the process easier take wooden beams and put them on the ground to reduce friction.

Chameleons :

>Search and Rescue

lets hope the fucks just got lost and not eaten.

Zarschia, Priest :
>Create metal

Shak Tcha, City Planner Chief :
>Supervise Building

we need this to go off with as few problems as possible.

Slann (Tantrum):
>Comfort with Abode building

maybe a bit of a pond. if there are marshes there should be clay here that we can use to allow for water retention without it immediatly disappearing into the ground and creating a Quagmire.
>>
>>5779633
>spoiler
Living the dream.

>>5779958
>Search and Rescue
>Create metal
>Supervise Building (Slann Abode)
>Comfort with Abode building
>Take some skinks(5) from the masons and replace them with some saurus if we have them so the skinks can take care of the Slaan
>>
Leaving the vote open for the night if anybody else wants to barge in.
Still, as it will probably not bulge...
>Taking 3 roll of 1d100 for Create Metal
>>
Rolled 48 (1d100)

>>5780182
>>
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>Forgot bonus picrel
>>
Rolled 100 (1d100)

>>5780182
>>
Rolled 13 (1d100)

>>5779958

>Chameleons
>Search and Rescue
We need to make sure we don't have bad neighbors and retain as much manpower as possible.

>Priest
>Create Metal
If we get a decent supply of copper, there's a lot we can do with it. Retain and conduct heat, fine tooling, basic electricity with a few other materials, etc. We'll have to invent new technologies to make up for what we lack. Paper, quipus, and clay tablets could be alternatives to stone documentation.

>City Planner Chief
>Supervise Building
This has to be done right as soon as it starts. Remind him to consider plumbing as well.

>Slann
>Comfort with Adobe building
Give him a pool lined with baked clay tiles.
>>
>>5780246
>100 for Create Metal
Copper is king, and so are we.
>>
>>5779959
Saurus are Warriors first and foremost. it's Kroxigor we'd have wanted for heavy duty labour.

>Search and Rescue
The Skinks looking for farmland didn't return? Time to find out what happened...

>Detect metal
Let's see what we can find before making some.

>Supervise Building

>Comfort with Abode building
Let's also assign our Smiths to tend him until we start on their forge.
>>
>>5780772
do we have any Kroxigor? if so we should use the Kroxigor instead of the Saurus.

i would still assume under direction a Saurus could also be useful for labor even if they are more used for war.
>>
>>5780795
No, we didn't bring any
>>
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"Zarschia, I'll need you to create Metal. You can do that right?
- Well, sure thing, I'll just brush that bloc of stone, and turn it into Copper, works for you?
- Wow, you can do that?
- No, that would be ridiculous! Preposterous! just a flick of the wrist and we get the king of elements?"
(You) feel The Winds circling around (You)
Under your eyes, the bloc of stone shine in deep, yellow tones.
>100 : Zarschia created a new spell - Zarschia's touch
"Congratulations."
Your Priest of Metal Passed out - and don't wake up for the rest of the week. That spell seems taxing.
>>
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Meanwhile, your Herders and Saurus are assigned to haul back the stone from the quarry.
Using thick branches and rope, the Cold ones turned out to be a great choice of Lizardpower for hauling back the stones.
Your Carpenter and his skinks keep clearing land. Directed by the Shak Tcha, they focus their work on the zone of your settlement the closest to the cliff and the lake.
Your stonemason start their work - perfectly carved blocks, lining a wide bowl-shaped pool. The required precision work for putting everything together seems to delay the realisation of the Slann's Abode - said Slann which go sourer and sourer, with an ever-increasing frown. Dangerous.
The masons begin to haul blocks for stone pillars - and get stopped in their track by the City Planner, sending them to fetch leaves and buckets and water. Instead, he gets the carpenter on board - carpenter discharged of their work by reassigning the Saurus to haul for them, as the Herder and his skinks can close the haul work of the quarry by themself.
"Wooden pillar and leaf roof. Temporary construction, while the pool isn't"
Leaves are even fold in cube-like lookalike for visual coherence. Your Slann is happily paddling in his new Abode.
>Slann Abode built!
In the end, your Chief clutched hard : you're pretty sure his dispatching smoothed things exactly the right way, turning that week in an exceedingly good one.
Exceedingly good because your scout found out the other Skinks sent away. They got lost. Each day, your scouts find one or two of the lost Skinks. On the 15 sent away, 9 are in a poor state - and will need to take a slow week
>>
File: Settlement.png (1.52 MB, 1200x1420)
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Your skinks and Saurus are slowly realising this is their life now.
Your City Planner reported that the lack of potter for tiles and watertight containers might hamper you in the long run
You now have gold. Still, you need to turn it into tablet and get someone to act as a LoreKeeper

================================================================================
Building :

Built :
Slann Abode

To build :
Casern
Fence
Housing (4 units)
Shrine-Forge
Stables (Cold ones)
Stables (Terradons)
Warehouse
Workshop

Carpenter cleared spot for 2 more buildings
3 Apprentice assigned

Enough stone hauled for almost 3 buildings,
>Assign Stonemason
>Assign Young mason
3 Apprentices and 9 unskilled skinks assigned (mostly Hauling)
Saurus sent to haul
================================================================================

Herder :
2 Cold Ones (tame, ready)
2 Terradons (tame, ready)
3 Apprentice, 15 unskilled skinks

================================================================================
Idle :
Farmer (+3 Apprentices) : Pre-requesite not met
Smith (+3 Apprentices) : Needs Shrine-Forge

6 Idle Skinks
9 Recovering Skinks

================================================================================
Chameleons :
>Hunt
>Scout

================================================================================
Saurus :
5 (policing)

================================================================================
Zarschia, Priest :
>Detect metal
>Create metal
Zarschia's touch; DC 80
>Write-In

================================================================================
Shak Tcha, City Planner Chief :
>Work on more town design
>Supervise Building
>Supervise Clearing
>Write-In

================================================================================
Slann :
5 caretakers
>Contact Metropolis for organizing trade
>Evaluate local Leylines
>Tune the Meteo for easier life of Skinks
>Write-In
>>
Rolled 80 (1d100)

I'll need that.

So, it turns out this quest takes more time than I thought. I hope you enjoy "art" (I know it's shitty) as much as I enjoy making it. I'm doing my best regarding rhythm.
>>
>>5781408
>Scout
>Detect metal
>Work on more town design
>Evaluate local Leylines
>>5781409
To be fair, we did choose the most intensive option of the three
>>
>>5781408
>Scout
>Detect metal
>Supervise Clearing
>Evaluate local Leylines
Get 6 skinks working on setting up farms.
>>
>>5781408
>Scout
>Detect metal
Find another source, or another type of metal and we won't need to work him so hard making it.
>Supervise Clearing
>Evaluate local Leylines
>>
>>5781408
>Scout
>Detect metal
>Supervise Clearing
>Evaluate local Leylines

>Assign Stonemason
>Assign Young mason

make hauled stone really ready for building
>>
>>5781411
>>5781434
>>5781440
No building?

>>5781686
>Make hauled stone really ready for building
You can. By building with them.
>>
>>5781791
I want at least 4 maybe 6 on setting up the farm, not too sure which that is, fence?
Maybe have 2 to help the recovering skinks?
>>5781434
>>
>>5781792
>Farm
You'll need to dedicate the City Planner one turn on it to (Work on more town design)
>Fence
To build a great wall at the entrance of the city, to avoid those pesky fleshies to come in
>>
>>5781793
>dedicate the City Planner one turn on it
Ok change my city planner to it, here >>5781434
We need food to grow population anons.
>>
>>5781791
alright i was under the impression they could cut the stone beforehand.

a workshop to make tools and stuff sounds useful.
>>
>1 vote for the Workshop
>Enough stone, cleared zone (and SkinkPower) to build 2 things

I'd advise to give it though

I'll take 2d100 3 time : First for Priest, second for Slann
>>
Rolled 70 (1d100)

>>5781828
>>
Rolled 64, 45 = 109 (2d100)

>>5781828
>>
Rolled 39 (1d100)

>>5781828
Forgot the second roll.

Apologies
>>
>Still missing more input for buildings
>Still missing one roll
>>
Rolled 40, 85 = 125 (2d100)

>>5781828
>>5782015
>>5781796
>>5781411
I'll change my vote support this anon with changing to city planning and build workshop
>>
File: Artisans.png (21 KB, 1400x400)
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I have quite a few things to finish drawing for the update.
Thank you for your patience, take those artisans as a bonus for waiting
>>
>>5782946
Very cute
>>
>>5782995
Thank you for the kind words. As a QM I'm a big attentionslut so praise makes me want to try even harder
>>
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You approach your Slann. His mood improved wildly thanks to the effort made for building the Above, and his personal attendants. You request him to meditate on the Leylines surrounding the place.
After an excruciating half-day spent to communicate to him, and make sure he understood what you expect of him, you leave him to his bubbling pondering, and request your Metal-Priest to work on detecting more metal.
After a quick ritual, Zarschia start walking West, to evaluate a nearby Seam, coming back 3 days later.

>Detect metal : 70
There is a promising amount of Copper available. Good news : it's near the pass. Bad news : it's on the other side than your Enclave.

>Evaluate local Leylines : 85
"Deep within the Valley lies a wondrous Geomantic marvel—a confluence where the paths of three distinct tributaries of the mystical Geomantic web gracefully intertwine, offering a glimmer of hope.
The arrangement, though favorable, calls for determined efforts to guide them to converge within the heart of the city, sanctifying its very essence as a blessed Node.
These Leylines, adorned in the auspicious hues of Metal, Life, and Space, herald a future laden with promise and potential.
This sacred Node, though requiring diligent care and unwavering dedication, shall flourish over time. With each nurturing touch, the modest meeting of energies will ascend to become a radiant beacon of immense, benevolent Power—a testament to the rewards of relentless labor and unwavering commitment.
Now, one question subside : was Zarschia sent there because of the tributary or was the tributary shaped this way to accomodate Zarschia?
"

The carpenter and his apprentices are cutting trees like madlizards, helped by the Herder using the Cold Ones to haul the wood back. You know have more Wood than Stone available.
Speaking of stone...
>>
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our Master Stonemason and the Young Stonemason start bickering about the way to pursue the building of the Workshop. The argument degenerates and they come to throwing hands.
Your Saurus intervene, and start beating up dissenters. A bit too much - putting both your qualified builders out for a couple days; delaying the completion of your Workshpp.

Your Scouts have been distracted from their task by an unusual event :
>80 Random Roll
A Giant Boar migration - those mighty beast often caught by Orks as mounts. Your Herder's Apprentice, in charge of Terradons, show his colors by catching three of them. In addition to the scout's catches, that is enough to feed your tribe for the week without opening your preserved food stockpile.

>City Planning with Shak Tcha
Asking your City Planner about long-term solution for food, he spend his days designing again.
Lizardmen are not land-scrapers like fleshies. Their food supply comes mostly form hunting-gathering -- hunting-gathering enabled by land shaping done by cities of bigger sides.
However, some cities uses the water circuit for fish-farming. Feeding fishes the scraps, it provides an all-year long larder. This will require work on the Water Circuit - not possible as long as the city have not grown more.
The Giant Boar mutation can provide an opportunity : Dedicating as much Lizardpower next week on them as possible, (You) can finally get your Farmers to work, be it by catering lifestock.
>>
It is now the first Week of Floreal

>First phasis : propose Write-in for how to capitalize the most on Boar Migration with everyone

Write-in will be integrated in the real week vote.
>>
>>5783114
try to divide some of them from the greater herd and push them into a ravine with dedicated killzones where Skinks can stone them to death if they dont have any other ranged weapons. To prevent them from running out when the assault begins block the exit by having several saurus push a large boulder there using a lever.

Then preserve most of the meat you wont require for a while.

also have the Chameleon Skink watch over the migration and see if they leave behind any particlarly interesting plants or maybe are even drawn to the confluence of magical leylines.

also the slaan just looking over the Skinks being beaten up and looking happy is kinda heartwarming..... or serial killery watching animals suffer.
>>
>>5783114
Let's build a pen and pasture, so that we can start a boar ranch!
If we make the place first, we can try to scare the boars towards that direction, so we won't need to individually capturing and bringing them there, and we can start the taming process.

Just remember to put it into a different place from where the dinos are kept, and train the flying ones to not snack on them while they are still alive.
>>
>>5783122
Anon, don't kill just them. Our chief just said that we won't be able to have consistent farming until our city is developed, and there might be a time where hunting will not be enough.
Besides, without a lot of salt, cooling or smokehouses, the meat will spoil soon, since bacteria and fungus will still get them beneath stones in a ravine
>>
>>5783129
Sorry, I meant to say "don't just kill them", not "don't kill just them."
Very different meanings
>>
>>5783113
>Write In
Capture enough giant boars so the farmers can start our own herd. We can always use them to supplement our eventual fish-farms, once we grow big enough for that to be an option-- even for war, as the Orks do.
>>
>>5783114
well if we can get a ranch set up as >>5783127
>>5783132
suggested then i would also be in favor of that.
>>
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It is now the first Week of Floreal

After a couple hours of discussion with the Scouts, the Herder and the Chief, you come down with a plan of action.

>Scouts + Skinks : Use bowpipes in a line formation to push the boars in the Enclave
>Herder : Join the hunt with Cold Ones and Terradon
>Farmer : Tend wounded boar, design which to kill and which to tend
>Carpenter : Build pen for Alive Boars caught

Your Skinks that got lost are all well. The 6 of them that were fine spent a slow week caring at the others, allowing a smooth recovery.

Unskill Skinks current assignment (Total : 44):
5 at the Slann
9 at the Stonemasons
15 at the Herder
15 Idle

>Write-in desired Vanilla Skink assignement

>Master Mason and Young Mason assignement?
They are separate entities, you can get them working on the same project (with Bonus) or different ones - Stone extraction or constructions.
I'm abstracting a good amount of crunch behind the scenes. Both them and the Saurus rolled extremely poorly despite overall really good rolls since the beginning

Slann :
>Contact Metropolis for organizing trade
>Evaluate location for a Node Realigning Ziggurath
>Tune the Meteo for easier life of Lizardfolks
>Write-In

Zarschia, Priest :
>Detect metal
>Create metal
Zarschia's touch; DC 80
>Write-In

Shak Tcha, City Planner Chief :
>Work on more town design
>Supervise Building
>Supervise Clearing
>Write-In
>>
>>5783359
>Write-in desired Vanilla Skink assignement
They all help with the Great Rodeo

>Tune the Meteo for easier life of Lizardfolks

>Detect metal

>Supervise Building
>>
>>5783386
Oh, and put the masons to finish the workshop, unless they already, but just delayed

Actually, would be helping set up the pen Clearing or Building? That's what want the Chief to do
>>
>>5783359

>Write-in desired Vanilla Skink assignement
Two more stay with the Slaan to care for them.

Five extra Skinks to the Herder for this first week

The rest of the idle Skinks are assigned to construction


>Master Mason and Young Mason assignement?

Master Mason: finish Workshop

Young mason: Build Warehouse
should be something he should be able to do relatively easily.

>Tune the Meteo for easier life of Lizardfolks

>Detect metal

>Supervise Clearing
>>
>>5783725
^just noticed a mistake i made. not Supervise clearing. But supervise Building
>>
>>5783775
Supervise building the workshop? Or the Pen?
>Five extra Skinks to the Herder for this first week
Do you mean a total of 20 vanilla skinks with the Herder and his 3 apprentices or a total of 5 skinks?
>>
Anyway, can't really work on the update until I have a tiebreak between
>They all help with the Great Rodeo
(30 with the scout, 14 with the carpenter)
or
>None help with the Great Rodeo
>>
>>5783817
a total of 20 vanilla skinks. i would imagine they are gonna need the extra Help soon with the boars.

also supervise building the pen. mostly because i think we have some parts of the workshop already so finishing it should be easier.

>>5783829
i could be conviced that the otherwise idle skinks are not assigned to construction but will help with the Rodeo.
>>
>>5783836
Alright. So your plan is :
>Unskill Skinks current assignment (Total : 44):
>7 at the Slann
>9 at the Pen
>20 at the Herder
>8 with the Scouts

Will wait for the input of one more player then we'll proceed.
>>
>>5783837
yeah sounds good to me.
>>
>>5783836
I'll support.
>>
>>5783359
>>5783386
>>5783842
>>5783844

Allright.
I'll take 3 times 2d100 (first for the priest, second for the Slann)
>>
Rolled 40, 41 = 81 (2d100)

>>5783847
>>
Rolled 80, 95 = 175 (2d100)

>>5783847
>>
Rolled 17, 8 = 25 (2d100)

>>5783847
>>
The Great Hunt went quite well
Thanks to your involved Write-Ins, a bit of luck regarding the rolls, and a clutch from Saurus and Chief
Your Scouts, assisted by your Skinks, set up a line of Beat to direct the boars toward the Enclave, where the Carpenter is building a Pen.
However, (You) feel you could have done better. Of course, (You) personnally scored a very nice kill on a runaway that force through the line, but 18 Skinks were far from enough to cover correctly the ground.
That, and your assigned Skink didn't showed any prowess with the blowgun.
But of course, this is not the whole story. Because the savior of the day are the Herder's crew.
With his mastery of his mount, the Herder scared an impressive number of Boars...

Right were the Carpenter is building his pen.
Wanting to build something "properly made", the pen is far from ready at the time of the hunt...
A chance for Shak Tcha, Skink City Planner, to show his quality. Choices are made to salvage the situation.
It's crudely made. A few wooden stakes, linked by rope. Most importantly, it works to trap the boars, scared away of exit paths by the Terradons
The Carpenter capitalize on his allocated SkinkPower (and Pressure from the Chief) to build more pen, allowing to separate the beasts for herd management purposes.
>>
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Your Farmer seems clueless about boar wellbeing. The Skinks under him start bickering - accusing him to be a Leech just eating up the community's food with no contribution whatsoever.
A bit of Saurus-style benvolent mediation later, one of the newly assigned skink take the opportunity of the knocked out useless leader to step up and live his dream - a dream of walking herd from place to graze to place to graze, a dream of freedom, a dream of riding alone in the sunset, a dream of trusting his gut and his grit to overcome challenges.
>One unnamed Skink graduated into Novice Boarskink
>>
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Meanwhile, back into town, your Masons made little to no progress - once again, suffering from the lack of Lizardpower.

>Slann : Tune the Meteo for easier life of Lizardfolks : 95
The week had a pleasant weather - hot, moist, warm and wet. Perfection for Lizardfolk. This pleases everyone.
>Effect : No moral loss of the Lizardfolk this week.
In his above, the Slann smiles as he knows the true reach of the spell he's woven will help shape the future, nudging it just a bit in the right direction.

>Zarschia's Detect metal : 80
After dancing under the misty moonlight, Zarschia's internal compass springs him west of the Enclave. (You) personally stops him - he wants to walk amidst the Boar for Kek's sake!
Plus, his wandering starts to take him a bit far away from the other lizard - for now on, you feel it will be safer to mount Expeditions instead of just letting him wandering.
>>
In the end, your tribe killed 4 boar - lots of meat for last week and this one! - and captured more than a lizard can count. .
Everyone seems happy. Thus, you ponder.
Should the Great Lizard Boar Hunt be made into a yearly event? This can help with moral, but missing, or failing it will hamper said moral.
>Proclaim the Great Lizard Boar Hunt a yearly event every Floreal
>Don't

It is now the second Week of Floreal


Your City Planner reported that the lack of potter for tiles and watertight containers might hamper you in the long run
You now have gold. Still, you need to turn it into tablet and get someone to act as a LoreKeeper - counting things is hard.

You also realize Rotating unskilled Skink could lead to hidden talent revel.

================================================================================
Zarschia, Priest :
>Lead Expedition (write-in Expedition formation)
>Create metal
Zarschia's touch; DC 80
>Write-In

================================================================================
Shak Tcha, City Planner Chief :
>Work on more town design
>Supervise Building
>Supervise Clearing
>Write-In

================================================================================
Slann :
7 caretakers
>Contact Metropolis for organizing trade
>Evaluate location for a Node Realigning Ziggurath
>Tune the Meteo for easier life of Skinks
>Write-In


Skinks current assignment (Total : 43):
7 at the Slann
8 at the Pen
20 at the Herder
8 with the Scouts

>Reassign Skinks
>>
>>5784324
>Create metal
>Work on more town design
Add 10 skinks from herder.
>Contact Metropolis for organizing trade
Do we really need 20 herders?
Take 2 Herders and put them on pottery duty.
Proclaim the Great Lizard Boar Hunt a yearly event every Floreal
>>
>>5784326
>Proclaim the Great Lizard Boar Hunt a yearly event every Floreal

Zarschia, Priest :
>Create metal

Shak Tcha, City Planner Chief :
>Supervise Building

the goddamn Workshop! so we can hopefully give the Crafters something to do. Like... become potters.

Slann:
>Evaluate location for a Node Realigning Ziggurath


Reassign 10 Skinks to help with building since i just wanted 20 of them to make sure that all Boars could be properly counted and processed.

Take 5 more skinks from the Herder and rotate them to Slaan Care and from Slaan Care to Herder to see if maybe one of them has any talents.
>>
>>5784326
>Proclaim the Great Lizard Boar Hunt a yearly event every Floreal
>Lead Expedition (write-in Expedition formation)
A couple Saurus for defence and some skinks whose hidden talents haven't yet emerged for backup, plus a couple scouts/hunters so they don't get lost.

>Supervise Building

>Tune the Meteo for easier life of Skinks
Easier to recruit people from elsewhere if our civilization has housing capacity and a good quality of life.
>>
Alright, this vote will be open for a longer timeframe.
>>
Let's use this as a Feedback opportunity.
>How do you like the quest so far?
>Is it too crunchy?
>How about the art? Too much? Right amount?
>Any feedback?
>
>>
This is me >>5784327

>>5784805
I'll change to supervise building to work on the workshop like >>5784697

And change to
>Tune the Meteo for easier life of Skinks
And
>A couple Saurus for defence and some skinks whose hidden talents haven't yet emerged for backup, plus a couple scouts/hunters so they don't get lost.
Like this anon >>5784723
Does this work or is it based on post?
>>
>>5784816
this works.
>>
>>5784808
>How do you like the quest so far?

No comment. sticking around probably says enough ;)

>Is it too crunchy?

it strikes a good balance for my taste. what is going on behind the screen is not something i necessarily wanna know about

>How about the art? Too much? Right amount?

Last one
>>
Allright. I'll need 3times 2d100.
First is for the Expedition, second for the Meteo
>>
Rolled 73, 30, 49 = 152 (3d100)

>>5784874
>>
Rolled 39, 42 = 81 (2d100)

>>5784874
Fuck, wrong dice
>>5784808
I like it
My brain is too small
It's great
Not really
>>
Rolled 71, 65 = 136 (2d100)

>>5784874
>>
>>5784808
>How do you like the quest so far?
Bit early to tell, but I enjoy the vibe and find the skinks amusing.
>Is it too crunchy?
Nah, though I do worry my lack of lore familiarity might impede my choices from being optimal.
>How about the art? Too much? Right amount?
I enjoy it. The style reminds me of Homestuck's weird newt guys from the early days of that comic, after John ended up in Sburb.
>Any feedback?
Keep it up!
>>
>Homestuck salamender
Yeah, skinks are a straight recolour of them.

Still missing one roll (dumping >>5784876
and keeping >>5784877)
>>
Rolled 39, 33 = 72 (2d100)

>>5784874
>>
Just to let you all know : can't update today nor tomorrow.
See y'all Monday.
>>
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This have been a busy week. On the settlement, the masons finished the workshop under the supervision of the City Planner.
He designed it with a huge bench, allowing multiple hands to work on large project, and several alcoves for smaller craft, to be furnished.
Said alcoves include a small potter kiln. For now, the Workshop is roofless - maybe to get extended later?
One more thoughtful addition of Shak Tcha : The doors large enough for Kroxigor to haul material through, if some join your settlement at some point.
You still have roughly enough stone hauled for building 2 more things. Mating season should start soon - You'll need Stables for benefitting of that.

Built :
Boar Pen
Slann Abode
Workshop
4 remaining spots

In Progress :

To build :
Casern
Fence (lacking Lumber)
Housing (4 units)
Shrine-Forge
Stables (Cold ones)
Stables (Terradons)
Warehouse
Write-in
>Mason : Build (write-in) or Mine stone
>Young Stonecarver : Assist Mason or Build (write-in) or Mine stone

Meanwhile, your Carpenter keeps clearing the chosen zone - over half is done. One of his apprentice gained tremendous skill with axe and lumbering
>One Carpenter Apprentice graduated into Young Woodcutter.
>Carpenter : Build wooden furniture or Fell trees
>Young Woodcutter : assist Carpenter or Fell trees

>What should Shak Tcha do?
>>
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In the meantime, Zarschia followed his inner compass toward the wetland behind the river, north-east of the main valley of the Enclave.
The expedition went quite well - the Skinks provided proved useful to build a temporary branches bridge to cross the river.
The Herder followed, mounted on his Cold one, while one of his apprentice earned the first feather of his cap : Your Terradon Rider exploited the mobility of the beast to come back and forth, keeping you updated with the expedition and potential problems.
On the good side, No such problem were reported with the expedition.
Your lizardfolk reached what the Priest felt : an half-build stone greathouse, with steel-shelled fleshies skeletons. Following a hunch, you embark on the Terradon to witness on your own eye.
You instantly recognize what the expedition found : an Equitainian moat attempt. Good stone was dug and hauled, proving a valuable and greater reserve on spot. What you recognize as 20 knights and numerous fleshies-skinks died in a fierce battle.
Stone itself open nice possibilities : An on-site reserve for outposts or esoteric Ziggurath that needs to be built on the valley, already mined stone to haul back home... But that's something for later.
The true question lies with the dead knights. With your knowledge of their custom, you know that a diplomatic expedition - if not on-sight slaughtered - could go a long way to build a relationship with knights of Equitaine.
Then, you could keep the steel of weapon and armors for yourself.
>Send a long-range expedition to contact Equitaine
>Metal-shell for Lizardfolks!
>>
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Rolled 29 (1d100)

Now, on the bad news...
First, meteo condition worsen - a clear sky, lukewarm and dry. Your lizards are complaining more and more, deploring the lack of proper habitat. Your Slann was unable to keep the hot and misty weather one more week.
But most importantly, two boar-related accidents.
First one was spotted thanks to the Terradon Rider - 4 Scouts hunting for laggard boar were badly trampled.
Second one comes from the Pen. ]Boarskink was working on taming one to become his mount. Sadly, heavy are the hooves of reality over the fruit pie of our illusions.
Good thing you have such a potent magic wielder as your Slann:
>Focus on healing Boarskink
>Focus on healing Scouts
>Attempt healing both (Higher DC)
>Natural selection. Do [Write-in] instead.

Rolling for Monthly event
>>
>>5788739
Mason: Build stables for Cold Ones
Stonecarver helps out.

Carpenter fell trees supported by young woodcutter.

Shak Tcha should oversee building.

>Send a long-range expedition to contact Equitaine
Maybe ask for some help(if we can contact White) for writing a letter explaining that you found these knights long dead and wished to return them for proper burial.

>>5788741
>Focus on healing Boarskink

The Skinks should be replaceable. People that are somewhat capable.... arent as easily replaced. and if a couple make it through maybe they learned something from their failed scouting mission.
>>
>>5788778
I'll support.
>>
>>5788778
>>5789111
Alright, looks like this course of action is winning.
I'll let you create the composition of your expedition
>Something minimal and fast (Terradons, will monopolize them less time)
>Something that can disengage easily (mainly scouts and skinks, less death in case of failure)
>Something that can impose presence long enough to get the message through (a lower DC, at the cost of higher DC for 0 loss)
>>
>>5788739
>>5788740
>>5788741
>Mason: Build stables for Cold Ones
>Young Stonecarver : Assist Mason

>Young Woodcutter: fell trees
>Carpenter: build furniture and amenities to make our civilization more livable and appealing to immigration, as well as increasing morale

>Shak Tcha: Oversee building and maintain a unified aesthetic

>Metal-shell for Lizardfolks!

>Focus on healing Boarskink
>>
>>5789168
>Something that can impose presence long enough to get the message through (a lower DC, at the cost of higher DC for 0 loss)
>>
>>5789170
Wait, nothing is written yet.
Still, propose something for the expedition, I'll end the vote in 9 hours.
>>
>>5789168
>Something that can impose presence long enough to get the message through (a lower DC, at the cost of higher DC for 0 loss)
>>
Alright, I need a roll of 2d100.
>First one is for the Slann. DC : 70/95
>Second one is for the expedition. DC : 60/85
>>
>>5789799
3 anon roll 2d100 of course
>>
Rolled 84, 55 = 139 (2d100)

>>5789799
>>
Rolled 96, 69 = 165 (2d100)

>>5789801
>>5789799
>>
>>5788740
>Send a long-range expedition to contact Equitaine
They'll know one way or another. Best to be on their best side.
>>
>>5790001
Appreciating your input: would you fancy to roll?
>>
Rolled 94, 61 = 155 (2d100)

>>5789801
>>
Rolled 66, 1 = 67 (2d100)

>>5790021
Oh, right.
>>
>>5790683
>1
It's a good thing three rolls were made already.
>>
So the curse stroke again. I've been dealing with a nasty cold for last week, and it got worse.
Head hurt, can't update today. Will do when feeling less bad.
>>
>>5791479
Get well soon!
>>
>>5791479
impossible!

get well soon QM.
>>
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You opt for contacting the Knights of Equitaine. An expedition, lead by Zarschia, leaves to the North-West. Said expedition involve all the forces you can spare : 3 Saurus, 5 Scouts, and 20 Skinks.
On the good news, your Slann saved the Boarskink, as well as 3 of the scouts : the fourth one, in a dire situation, didn't make it.
This is your first death. On one hand, it's bad for the community. On the other, you made it two month without cold one eating up someone, ennemies attacking, or a wave of cold freezing skinks to death. You decide to...
>Follow Lizardfolk tradition and eat the dead
>Inspire by your travels, build some memorial for the dead
The healed Boarskink went back into Boarriding, with lesser success. Still, he took it slow and didn't got more hurt.
Meanwhile, your Building Crew made great progress this week : the stables for the Cold Ones are completed and a good chunk of your prospective city location have been cleared of trees.
Your Herder crew is relieved of the building - skinkpower was reduced to a skeleton crew with the expedition, and the Stables will decrease their amount of work tremendously.
Speaking of Herder, the mating of the Cold Ones was started this week, as he was confident with the Stables building completion. The female already layed eggs - between 14 and 20 of them.
This combinaison of tremendous progress means one thing : building Terradon stable might be possible before the end of mating season.
Now, on the bad news...
Your skinks attempting Pottery completely failed to do anything - too brittle, misshapen earth abominations.
More concerning, your Farmer went out for gathering with his apprentice. They never come back.
>>
It is now the 2nd week of Prairial. Your lizards are complaining more and more of sleeping outside.
Due to the lack of food intake last week, you had to dive in your preserved stockpile : 5 weeks of preserved food remains. You will automatically rotate your skinks.

>Scouts : Look for Farmer or Hunt for Food?

>Builder crew :
To build :
Casern
Fence
Housing (4 units)
Shrine-Forge
Stables (Terradons)
Warehouse
Write-In

Slann :
>Contact Metropolis for organizing trade
>Evaluate location for a Node Realigning Ziggurath
>Tune the Meteo for easier life of Skinks
>Write-In


>Any other idea or Write-in accepted
>>
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Of course, I forgot Picrel
>>
>>5792705

>Builder crew :
Housing (4 units)

Some actual protection for the Winter

>Scouts : Look for Farmer or Hunt for Food?

Find the Farmer. if they got lost great we can have them back. If they got eaten... well we can eat what ate them then.

Slann :

>Evaluate location for a Node Realigning Ziggurath

some planning. next turn he should try to make things easier for the Skinks living here so we have some comforts.
>>
>>5792703

>Inspire by your travels, build some memorial for the dead

Build a memorial. Some simple fired earthenware with the Skinks name. if it had one in front of a Stony Rockface where it wont be too easy to disturb. then still eat the body. His spirit it being preserved after all and he should feel honored for helping his fellows eating fresh meat.
>>
>>5792703
>Follow Lizardfolk tradition and eat the dead
>>5792758
Supporting this.
>>
>>5792703
>>5792705

> Eat the dead.
Supporting >>5792758
>>
>>5791479
Sorry you're going through that, QM. Get well soon and don't stress yourself out.

>>5792703
>Follow Lizardfolk tradition and eat the dead
>Inspire by your travels, build some memorial for the dead
Do both. Allocate space, perhaps in a cave of sorts, for a memorial with walls or blocks bearing the names of the deceased.

>>5792758
Supported. Might I suggest making clothes out of boarhide? We should eventually construct a water mill where the lake meets the beginning of the river to generate basic electricity or automate production of certain items. This can eventually be replaced by a dam to manage water on top of converting running water into energy, but that's a very long term goal.
>>
Allright everybody
Taking 3 rolll of 1d100
>>
Rolled 16 (1d100)

>>5794875
>>
>>5794875
Also, figured I'm a retard.
What leyline do you want to align first?
>Metal
>Life
>Space
>>
Rolled 66 (1d100)

>>5794875
>>
>>5794894
Well, just have a skink to wrangle you time to time and all should be good.

What does each leyline alignment do again?
>>
Rolled 59 (1d100)

>>5794875
>>
>>5795139
Nothing much as the Slann barely failed the roll.

Constructing a Leyline-alignment rectificating ziggurath have several impacts.
>Increasing the mana density of the leylines of your settlement, which is a necessary condition of advancement to certain "stages" of city, which in turn will unlock other things No spoil yet
>Decreasing by 5 the DC of spell of the aligned leylines
>The zigguraths themselves can act as stockpiles/outposts. They makes the chameleon happy, and increase your control over the region

This is mainly that.
>>
>>5794894
> Life
>>
>>5794894
>Life
Our mother fuckers keep almost dying
>>
>>5794894
>Life
>>
>>5794894
>Life

works for me
>>
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Despite lacking one fourth of your skinkpower, you make a good deal of progress this week.
First, your building crew : while your Carpenter struggle the whole week to , your masons have not been idle : Bickering kept in order by Shak Tcha, your first Housing Unit have been completed.
It's far from enough to let everyone sleep inside - even with your relatively reduced numbers. This create a new challenge : who should sleep inside?
>Everybody on a turnover-style arrangement : An equal arrangement, at the risk of making everybody equally unhappy
>Random selection of permanent floorspace habitants!
>Reward good performance : the first floorspace will be given to the most prominent members of the community
On the bad news, you almost exhausted all your stone reserve. With the cold ones buzy and most Saurus gone, the hauling will prove challenging
>Assign stonemason and young stonecarver

To build :
Casern
Fence
Housing (3 units)
Shrine-Forge
Stables (Terradons)
Warehouse


On the pen side, your Boarskink stepped up his game and got his revenge on the boar that trampled him - until he get it under reasonnably good control.
>Get the boars to graze
>Train other boarskinks
>Help with hauling

But one of the good surprise of the week is the great reveal of the work of the first Lizardfolk Designer, K'rrl Daggerfelt
His boar-pelt work is inspired by the scale-motives of importants skinks of the community - mainly Shak Tcha.
>>
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Your Slann deeply meditated regarding leylines. He didn't left his trance yet.
All your skinks tried their hand at pottery. You stopped them - you're fairly sure some of the most horrendous attempts could have reached behind the Veil.
Regarding your missing Farmer crew...
Your chameleon skink came back with all of the missing lizardfolks. They report the presence of a Ratmen camp - located near the North-West carry.
Their leader, Irohkwa Pli-Skink, infiltrated in the ratmen camp, freed the lizardfolk, strangled to death a couple skaven, and made it out of there with every lizard unscathed.
The skaven are numerous. They seem to be there since way before your installation. Detecting them right at the moment a fair bit of your forces is away is at the very least unfortunate.

It is now the third week of Prairial. 4 weeks of preserved food remains.
What should you do regarding Skavens?
>This is your place. You won't let scum dictate your life. Keep business as usual.
>Send your Scouts in guerilla warfare! If you are 10 against 100, always fight 10 against 1.
>Concerned by the situation, you better get none of your skink going out. Lockdown time.


Skinks current assignment (Total : 42):
4 at the Slann
8 at the Stonemason
6 at the Herder
4 at the Pen
20 at the Expedition
>>
>>5797497
>Reward good performance : the first floorspace will be given to the most prominent members of the community
>Assign stonemason and young stonecarver to build Stables.
>Help with hauling
>Concerned by the situation, you better get none of your skink going out. Lockdown time.
>>
>>5797497
>Reward good performance : the first floorspace will be given to the most prominent members of the community
Incentives to do better should help with productivity.
>Train other boarskinks

if the boars are tame enough they should be able to help with hauling as well as the Cold Ones.

>>5797499
>Concerned by the situation, you better get none of your skink going out. Lockdown time.

till our forces are back we should keep our heads down until we have our warriors back again.
>>
>>5797522
I can change to training more boarskinks.
>>
I'll take 3 set of 2d100

>Dice 1 is for moral
>Dice 2 is for Slann's effort for Leyline's alignment calculus
>>
Rolled 61, 25 = 86 (2d100)

>>5798118
>>
Rolled 58, 60 = 118 (2d100)

>>5798118
>>
Rolled 22, 81 = 103 (2d100)

>>5798118
>>
>>5797497
>Reward good performance : the first floorspace will be given to the most prominent members of the community
>Assign stonemason and young stonecarver to build Stables.
>Train other boarskinks

>>5797499

>This is your place. You won't let scum dictate your life. Keep business as usual.
>>
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You order a Lockdown - with several consequences.
First, it doesn't do well for moral. Well, to be more precise, your little lizard society is starting to split into three categories : Skilled, hard workers and lazies.
This is more a graduate scale than hard categories : Young Stonecarver and Young Treecutter are seen less skilled than their respective craftmasters of course, and apprentices? Depends on who asks.
Hard Workers are of course valued members of the community - and they all hope to step up in skill, become unique assets and not remain into anonymity.
But anonymity is better than infamy. Infamy such as the Lazies : The Farmer, the Smith, and their apprentice have not even once shown a skilled contribution to the society.
Resent grows toward these useless mouths to feed, and from those that feel their skills are not used to their full potential - no forge-shrine, and lockdown prevent farmers to go gather.
Second, the masons ran out of stone almost immediately. With the standing order of no one allowed to leave the valley, they are effectively stuck in their work.
Speaking of no one leaving the valley, there was one exception : the Boarskink, arguing that the boar will all die if left unattended, went to fetch them.
The lose boars in the city could have proven an issue and hazardous, but recruiting twelve skinks and the scouts for the transhumance, everything went smoothly.
More than smoothly : in addition to absolutely no problem caused by the boars this week - despite not being as well fed as they would like - the tough skink made the boar that maimed him a few week earlier his mount.
Named Horny-broadtusk, the dominant male contribute to keep the herd in order. Such order that 3 other skinks became BoarRiders.
Moved by the courage of the BoarSkinks, K'rrl Daggerfelt dedicated this week to create a clothing element for this novelty among lizardfolks.
>Write-in what would be traditional cloth of Boarskinks (Suggestion : Stetson, Ponchos, Fringed Perfecto, or whatever you like)

Meanwhile, your Carpenters, maybe motivated by the comfortable housing, worked like a madlad. Not only did they completely cleaned the zone of all trees, but they ordered around all the Lazies (and Furlough'd stonemasons) to help setting up fence.
Resent might grow among Lazies, but putting them to work resulted into nice progress for said fence : in a couple days, one-tenth of it have been built - you expect at least 3 weeks dedicated to it to build it completely, but you might lack wood.
>>
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Near the Slab erected to honor the dead (a plain block of rock, nobody knows how to write in your colony, you really need a BookKeeper)
Your Slann emerged from his meditation. After listening to his rambling for a couple hours, you understand where you shoud build the Leyline-rectifying Ziggurath.
It will take an ample amount of stone. It will take the on-site presence of the Slann. It might not be an immediate priority. But you know where it is.

Finally, two events punctuate the end of your week :
First, the cold one eggs seems to be hatching, taking a fair bit of herder attention. Second, your Young Teradon Rider notice a column of lizardmen walking back, in the company of fleshies.
>Expedition : Rolled 69 - Success but losses

3 Saurus, 1 Scout and 19 Skink made it back - meaning a loss of 4 scouts and 1 Skink.
Overall, it's still losses. But in the grand scheme of things, they are very limited. Good.
The fleshies outnumbers your lizards. Most impressive, 10 fleshies in metal-flesh, riding the taller, slimmer, nobler boar-things you think are called Rorses.
With them, an ample number of fleshy-skink : meeks but skilled with their hands and numerous. 2O fleshy-scout with their stringed blowpipes.
>Point the Expedition toward the Skaven's carry (opportunity is too good)
>Point the Expedition toward the moat's ruins (what they're comming for, right?)
>Point the Expedition toward your city (Diplomatic ties before all)

Sun rises higher in the sky. The weather is hoter (which is good) and dryer (which is bad).
You just passed the summer's solstice, meaning it is now the first week of Fructidor
>Lockdown status : strict, moderate, released

>What should the Slann do? (Contact Metropolis for organizing trade; Evaluate location for a Node Realigning Ziggurath; Tune the Meteo for easier life of Skinks; Write-In)
>>
>>5799967
>Poncho as traditional clothing, giddy up.
>>5799978
>Point the Expedition toward the moat's ruins
I know this is Warhammer and they are more likely to want to purge us but having a friend could be helpful.
>Ease up on the lockdown.
>Slann contact Metropolis for organizing trade.
>>
>>5799967
Ponchos sound fun

>>5799978
>Point the Expedition toward the moat's ruins
>Lockdown status : moderate
>What should the Slann do? Tune the Meteo for easier life of Skinks

still think that we dont have anything worth trading. aside from some gold.

gotten sick so it took longer than usual to get into this.
>>
>>5800777
>Tune the Meteo for easier life of Skinks
I'll back this.
>>
Rolled 99, 17 = 116 (2d100)

Open roll on how well things are going with the knight.
Due to previous success and current choice, this is Best of 2
>>
>>5801009
looks like they really like their new lizard neighbors.
>>
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You jump on the back of the Terradon, rallying the North of the Valley. There, you guide the Knights toward the attempt of moat building.
>99
On the way, you notice the Knights seems to like the Skinks, offering a ride to several of them. Yeah, that makes the loss of your Expedition good investment for future diplomatical relations.
Upon investigating the mass grave, a Fleshy-skink in black (probably a farmer due to the crop-gathering tool he carries) reaches a natural conclusion : burns through wooden shields, marks of claws and gnawed bones, position of injuries : telltale sign of furry-fleshy or fungy-fleshy
The Knights are extremely grateful. They use hard words, but you think they want to give you a coin of a metal you don't know, Honor, which worth is more than gold.
You quite don't get why a gold coin would be better that a rock one - you don't write things on coin, do you?

What do you want to spend your Honor Coin on?
>Give you the land (and mostly Stones) of the moat
>Take skinks as Squire
>Give you peasants
>Give you title of Baron
>They send every year a Trade Caravan
>Keep it preciously
>Write-In

You can also maybe sell other things for more Honor coins
>Give baby cold ones!
>Take care of the dead can-fleshies like your owns
>Write-in
>>
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This week's weather was extremely nice - high humidity with nice warm temperature.
The Slann smiles in his above as he knows what this truly encompass, and how gratifying holding up the summer's first downpour did to the colony :
his third sight and succesful effort managed to prevent a bloody conflict - resent of the Hard Worker toward the Lazies, envy toward the Skilled, and living condition like those of fungy-fleshy really start to grind the lizard's gear.
With the more pleasant weather, in addition to a small release of the lockdown, the Boarskinks, proudly arboring Ponchos, sent the hungry herd grazing. The Herder let the hatchling take their first step just outside of your Valley.
14 of them. They have room to grow, but the mating was succesful beyond your wildest dream. Of course, not all of them will reach adulthood - a good year, an exceptional Herders bring through the six first months around 3 out of 5 Hatchlings.
This mean you have at least two things that might interrest another lizarmen Enclave for trade. Good.
Your mason and Carpenter made virtually no progress on their respective constructions. You can, as often, blame that particular problem on the Farmer.
Sick of the accusation of "being an useless mouth to feed" and "a paradoxical drain of food where one expect a faucet", he recruited as much Skinks as he could for a greath Gathering of late-spring wild plants.
The little rascale bringed back one month worth of food.
>Feast! Invite the Knights! (good for morale)
>Attempt to Preserve the excessive food for Winter (risk of messing up)
>Do not turn the farmer doing his job properly into a big community event (ensure no risk of shortage next week)
>>
>>5802293
>Give you the land (and mostly Stones) of the moat

Offer that you might be able to trade in the future but you are only just getting set up.

>Feast! Invite the Knights!
>(ask first how the prefer their meat and food wouldnt want the to leave with a bad impression of our hospitality)
>>
>>5802952
I'll support.
>>
>>5802952
Supported. We can always make the abandoned fortress a trade outpost to meet with our new knightly friends, and perhaps leave an engraved stone in memory of the guards that fell there. They'd likely appreciate that, and diplomatic relations can always be built over time, especially with a small feast.
>>
Blogpost time :
I just started my new job. The job got amazing conditions, including full remote, but I'm in [Other city] for one week of onboarding.
This quest takes quite an investment of time with what's running behind the scene (4-6 hours /update), and the workdays will be mentally heavy for the start. So I'll archive and will update when I can - knowing I've still not defended my PhD thesis; this might decrease the post frequency.
>>
>>5805197
Good luck.
>>
>>5805197
hope things go well for you. Fingers crossed



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