we can continue a previous zombie apocalypse thread with human survivors rebuilding and trying to survive, or start a total new thread, up to you guys
A group of refugees from a castle overrun by zombies made their way hundreds of miles north unto an abandoned village in the middle of a vast sea of plains. They chose a lord's former Spymaster as their leader, skilled in diplomacy, economy and subterfuge. The village was located on top of a hill with a small river running alongside it and a well at the center of the village. They constructed farms on the base of the hill and an irrigation system to reduce the labor requirements. At point one the Human leader (spymaster) sliced a fucking bears enck open. Don't ask. Eventually he founded the Pyrus Sanctus cult, with himself being donned Lucius Ferrus, Light Bringer, by a villager turned "priest" by reading a bunch of old scrolls found in the abandoned village temple. Wandering zombies killed a farmer on the outskirts of town, but the incident was covered up to prevent panic. Eventually another lone undead causes some trouble and people are currently starting to panic. A mining expedition wen't missing after looking for ore in the mountains to the east. The forest to the north is currently stable and our only source of lumber and leather. We have a pop of 257 with about 30 warriors, 2 assistant bureaucrats and we just finished a small council chamber for village leaders to... council in and shit.
Would you like to continue where this civ left off?
I just wrote the entire first post and then accidentally hit refresh and lost everything.
Gonna go back to solely using word and then copying and pasting it on to here
Sorry guys, you're gonna have to wait another 6 minutes
>villagers are becoming irritant following increased sightings of lone undead wandering their way to our settlement. They fear another zombie horde could come to New Haven and result in a slaughter the likes seen at the castle that was not too long ago a place of hope and safety, only to be overrun by a zombie horde. Some villagers speak of travelling north and abandoning the village, lest they meet the same fate that fell their friends and family.
>you call a meeting in the newly built council chamber, the first you've called since it’s creation. Present at the meeting are you, the former Spymaster and head of your established cult the Pyrus Sanctus, the Priest of your religion, Sigismund (Captain of the Guard), the Foreman of the builders, and your two assistants; who hold no nominal power but exist to execute your will.
>the Priest suggests sacrificing a dissident on a pyre to warn other villagers against treasonous behavior, with a sense of glee and mania in his eye.
>The Captain of the Guard surprisingly motions to not make any hasty decisions, arguing that the inhabitants of the village are hardy survivors and have made their way this far in the face of a cruel and harsh world where death lies in every corner, and it's best to let them do what they please.
>Your assistants notify you of the only council member who's absent, the leader of the farmers.
>how do you quell the rising unrest in your village, if at all?
>food is stable and so is economy. There still lies the issue of the missing mining expedition.
Build a wall, or some defense, give the people something to make them feel safer.
Lead a search party for the missing, take a couple hunters for tracking and 6 warriors for combat
>right before you can announce your plan of action to your councilmember's, you hear commotion outside and you and captain Sigismund go outside to discover the cause. The Foreman of the farmers is giving a speech to all the gathered farmers on the outskirts of the village. He tells the farmers (who number in about 60) that they must abandon New Haven and travel north if they are to survive, claiming that they'll just serve as bait for the undead hordes under your leadership. They are non-violent currently, but the Foreman is advocating many villagers to abandon New Haven.
>how do you respond to the allegations of the Farmer Foreman and his attempts to instigate villagers to abandon your rule?
>the Captain of the Guard is at your side, silent and waiting for your orders.
My friend, I've been here since this town started a long time ago (heck, I even proposed the current name), and zombies haven't been a problem so far, we prepare for them but by the Pyrus we do NOT ask for them!
zombies??? did someone say zombies??? RUN!
>the attitude of your villagers right now, don't scare them
And where would they go? Inthe forest? Who know what the terror is, or if they would even find another safe place. We are currently the safest place around, and if you leave now, you abandon all this work for what some spineless farmer tells you at the sight of one zombie!
>You grab the foreman of the farmers by his collar and toss him to the ground. You scold him for his licentiousness and ridicule him for his foolhardiness. What does a farmer know of defending a city and it's inhabitants? Where would you go? Hide in the forests like vermin? Become one with the trees like Dryads? You scoff at his ludicrous speech giving, expelling him from New Haven and telling him he can be allowed reentry if he can survive the week by himself in the forest, if he believes himself to be such a resolute leader. The farmers go back to their labor, the situation successfully deescalating. You reinsure the farmers of their safety and the future prosperity of New Haven, at this point the whole village is listening as well, coming to have witness the standoff between you and the foreman moments ago.
>the villagers find new faith in your inspiring yet homely words, all talks of dissent and abandonment dissipating as quickly as they came. The Priest is disgruntled over the lack of sacrifices by fire however, but this registers as no concern to you.
>Over the next week more and more bands of refugees from the zombie onslaught make their way to your village, your numbers totaling almost 300 inhabitants at this point.
>Captain Sigismund of the Guard reiterates that the number of villagers is becoming too much for his meager number of guard to handle alone (numbering 30 currently). There's still the matter of the missing mining expedition to attend to as well. Your assistants oversee the farming operations personally until a new Foreman of the farmers is appointed.
>how do you handle the lacking number of guard, if at all? Do you press the concern of the missing mining expedition to the mountains east of you? You have enough lumber to build a granary, where you can store large amounts of food in case of shortages, or build a wall encircling the village, a minor defense fortification typically called a palisade.
>You tell the Foreman of the builders to assign his men to construct a palisade around the perimeter of the village, giving them about a week until completion. You tell Captain Sigismund to go through the farmers and vet the most able bodied (and loyal) and pick 10 suitable for membership in the New Haven Guard. You visit the farm patches with your assistants and inform them to keep an eye open for new potential candidates for Foreman, given the unlikelihood of the prior one returning from the forest. For the time being, your two assistants will serve as foreman until they nominate a suitable replacement.
>The clouds grow dark over New Haven, your Priest becoming frantic with the lack of illumination over the village. This is clearly a symbol of impending rain, but he sees it as an omen of doom. He begs you to light a pyre in the middle of the village to appease the Pyrus Sanctus and spare his wrath. Your other councilors are becoming increasingly wary and contemptuous of this so called "priest".
>the main issue at hand is the missing mining team and their absence for the past week. You decide to send a group to follow up on their whereabouts, but who will this party consist of? do you give in to the Priests demands?
he wishes to light a Pyre in the center of the village to, according to him, appease the Pyrus Sanctus, the Holy Fire
the priest is a relatively unpopular individual whose only claim to authority is a claim to connection with a great fire being, he's named you Prophet of the Lord of Fire (supposed magical god being)
>a wild boar was seen trifling in the wheat patches, and right as it's taken back to the village to be slaughtered and devoured you stop the farmers and demand the swine. You allow the Priest to have his pyre and sacrifice. Visually gleeful at the offering to the Pyrus Sanctus, the Priest's skin starts emitting a strange orange glow. His hands become engulfed in flames, but they do not spread and he is apparently unharmed. You and the villagers are aghast at the eldritch display, taken back in awe of such superhuman mysticism. The Priest is now skilled in basic level flame magic, learning to conjure fireball's at a whim. (check magic chart posted above). You ask whether the Priest intended the given results or not, but he simply replies that the Pyrus Sanctus intends whatever the Pyrus Sanctus intends. (the priest is now a level 1 fire mage)
>you decide to send a party consisting of yourself, 7 guardsmen and a young farmer, claimed to be the fastest runner in the village, lest something go wrong.
>do you proceed to the mountains? how do you deal with the priests newfound abilities, if at all? What do you instruct your councilmember's to due in the event of your permanent absence, or even death?
Circle the priest in private with the guards, Demand how he learned the magic and teach spymaster if he doesnt you have the guard kill him. We dont need a seemingly sacrifice crazy man with magic around
Yeah, I made a story and use pictures from Skyrim to animate it.. lacking the words would make it harder to understand hehe
We need to know what happened around us, we should continue to head towards the mountains.
I still don't trust the priest, don't give him any power in the government.
Proceed to the mountains.
Bring the priest along. His abilities might be useful and it probably wouldn't be wise to leave him out of our sight.
The guard captain should take over if we don't come back. At least until an election can be held.
>instruct him to teach them to you (the Holy prophet rights may be a good argument)
>determine that in his absence the council has full power, in case of death,.the best diplomat must ascend
We keep a spy on the priest AND congratulate him, give him a special counceling position and order an assistant to help him with his priestly tasks, with discovering and getting used to his abilities and maybe learn from him/the Pyrus legends
Better be safe, but awesome.
Yeah, I think you are toooo trusting... The Gods might not be benevolent.
they might not be, but are we ? Are we power freaks,or machiavelian good leaders, or are we absolutely good ? Because witch hunts, religion and sacrifice sound like easy control.
>You instruct your council that in the event of your departure from this world, they must elect a new leader amongst themselves to guide your people. In the event of the priests new abilities, you order him to accompany you to find the missing expedition. You assign your assistant to keep a close eye on him until your departure.
>At the crack of dawn the following morning, the group heads out east to discover the fate of the mining explorers. They trek for hours until they finally reach the base of the mountain, the sun already setting. You would have made camp and settled for the night if it weren't for your priests ability to illuminate your way up the mountains with his fire magic enabling you to traverse the way with his artificial light. One of the guardsmen discerns the path the missing team must've took based on what must be their tracks. Being well into the night, your group of ten arrives at the entrance of what seems a rather large cave, stretching farther than even your priests magic can delve into without entering. Not one for the disheartened, you and the group ventures into the cave.
>Bones and carcasses of various animals litter the cave floor, the sheer squalor and unsanitary conditions enough to churn any normal man's stomach. The young farmer who was supposed to serve as a runner pukes at the stench and grossly-decayed flesh littering the cave. As you make it deeper you finally come across the inhabitants of this cave. Rat-like creatures with matted fur, stained and twisted with patches of dried blood. They used to be called Skaven, these vile creatures. Pure madness radiates from their eyes, and as soon as they noticed your presence, they lunged at you.
>Numbering in the multiple dozens, do you defend and attempt to make your way back to the cave entrance, or do you push your way forward, deeper into the cave?
Maybe they captured the men? Some might be alive. Push through!
Yeah, the fire mage probably will scare the shit out of the skeevers!
I'm this guy! Maybe the pictures are making it obvious...
>You quickly order the guardsmen to form a testudo formation with you and the priest at it's center, ordering them to advance and stab anything that gets too close. The Priest unleashes a relentless barrage of fire bolts at the rampant skaven, immolating them in their decrepit filth and illuminating the cave with their blaze. The fire ignites the unwashed feces on the floor and in a quick burst of flame engulfes a dozen or so skaven. Your guardsmen cut down with extreme prejudice any unlucky enough to still be alive and rolling on the floor, covered in burned skin. About 30 of them fall in a matter of minutes, with not one of your men harmed.
>As you delve deeper into the cave you find 4 cages, 3 survivors of the original mining party and 1 unknown inhabitant. After inquiring you discover this lone prisoner is in fact the only surviving original inhabitant of the village before you and your refugees moved in. In a coarse and weary voice he tells the story of how his entire village was raised as levy to go fight for their lord or repopulate his lost serfs at the beginning of the undead epidemic, down to the last woman and child. He and a few other's ran away to the mountains to escape conscription. The Skaven killed most, with himself being their prisoner for the past 16 years, various wounds and disfigurations being inflicted on him over time. He is too weak to leave, he only begs you to put him out of his misery.
>do you grant the dying man's request?
>With the cave now clear, you can now begin mining operations and put the smithy into production. Upon returning home, your people are rejoiced to meet your arrival back unharmed and victorious. Your assistants have picked a new foreman for the farmers named Hectus, and the palisade is almost complete.
>(did you grant the dying man's request or did you take him back with you? Answer while I keep writing
a good leader knows when to rely on his team. At best we need some magic that has strategic value imho. Like from the acoustic or the divine tree of magic from this : >>580483326
I say lets kill the guy. Mine like a mother fucker and spymaster trys to learn magic. Train your guards better fighting tactics and maybe have the leader of the guards learn the magoc and be a paladin
Modified 7base natural, for red heads body.
Redhead is Ningheim
Shlongs of Skyrim for the penis.
SG hair pack
High Poly Feet and Hands for UNP Bodies
Many HD texture mods
Somber 3 ENB
To name a few LOL
If he wants to die, let him die.
Welcome new friend, i was there i that get thread, too bad one of our giants got dragged into a demonic pit to be raped and ripped to pieces at the same time, I mean ouch right?
>with the smithy in full production and a steady stream of lumber and iron, you arm all your guardsmen with Bardiches, long pole-axes that excel in slaying from a safe distance, suitable for undead or unruly citizens. The palisade is completed, food is aplenty, safety is guaranteed, it seems as if there wasn't any downfall of civilization to begin with. You are beginning to become so large the village walls cannot hold all your inhabitants, you start the construction of housing outside the walls, your settlements safety and prosperity echoing for miles in every direction. Travelers bring news of great success made against the undead onslaught by the Orcish tribes far to the deserts of the south, while other's bring forlorn news of the Dwarven kingdoms in their mountain homes and their valiant defenses, only to fall one by one to the ever increasing hordes.
>weeks pass by with relative grace, nothing upsetting the status quo or production of the now small town. It's inhabitants have doubled, it's numbers reaching half a thousand members and the Guard swelling to about a hundred strong.
>The priest explains to you that the abandoned temple wasn't in fact a temple at all, it was a magic chamber and the scrolls were instructions on how to obtain power in magic. After studying and practicing, all he needed was a sacrifice to awaken his magical abilities, but how to advance beyond this point in ability is beyond him. Without further knowledge the priest is stuck at basic level fire bolt casting.
(cont, too long)
Not sure, think they get banished on what normally is death... They can never truly die, but destroying their bodies is as good as being dead. Someone would have summon the demon again...
>One day, New Haven receives it’s first visitors. Not of the human type, for those were aplenty, but these were of the reptilian type.
>A diplomatic envoy of Lizard-folk have made their way south from the jungles apparently a hundred miles east of you, according to the cold blooded creatures. They speak of their strange kingdom far to the west and it's very strange sounding ways, speaking of their allegiance to a god-serpent. They represent a small upstart settlement, and their leader fears your people will lure the zombie hordes to his people. He respectfully requests you do not proceed more than 20 miles west of you, establishing that as the border between your two people's.
>how do you respond to your guests requests? What do you actually do? Are you true to your word? What response do you send back to this lizard ruler? Communication between you two will be sparse, whatever words you choose will be profound in their effect
i'd bargain for 50 miles, treat the envoy well, and tell him we wish our neighbours well. What do we have that could be a good gift ? Maybe we could start trade going. Also i'm curious of the serpent god. Send a diplomatic envoy with him to bring the gift and also inquire secretly about their miltary strength and potential for alliance.
Make it 30 miles. Try to set up a caravan route to and from their settlement. Maybe one caravan journey every 3 months? That way we get trade and can send protected diplomats and messangers, all at the same time.
we literally still have a cellar full of beer lmfao we kinda just left it there. We have barley hopp seeds but we haven't allocated any fields to planting them yet. With them we make more beer.
I agree with their terms on borders, ask if we can trade in materials and knowledge, allies would be best in light of the zombie hordes. Train troops to learn fireballs or make new battlemages
Treat him well. Follow the agreed treaty.
Mark the boundary with posts. That way you can avoid mishaps on both sides.
I'm going to end the thread here and take the decisions into account for next time, you guys are the best and extremely creative bunch I've ever fucking seen. I'll do my best to start again tomorrow night and thank you guys for all your help and support.