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World Conquering Megaquest

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Thread replies: 63
Thread images: 18

File: map.png (20KB, 1990x1496px) Image search: [Google]
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Rules:
You start with 1d4 worth of territory.
Each round you get an additional 1d4 + bonus of territory in the direction you want to expand.
Bonuses are determined by narrative elements.
Expanding into another player's territory erases their territory and replaces it with nothing.
Traveling a sea converts territorial expansion into 2x movement.

To join:
Post the name of your territory.
Post fluff.
Post starting location.
Post your color.

Narrative:
The goal is to create a world with a history of epic battles and empires.
Each round is 5 years.
>>
File: mm.png (10KB, 174x197px) Image search: [Google]
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Rolled 1 (1d4)

>>1091264
name: min h'
fluff: the inhabitants of min h' are curious small goblin-like creatures (pic related). They live in big towers mad from mud and clay. The higher you live in these towers, the more important you are. they worship the swamp and trees.
starting loctation: around the small lake (mid-south continent)
color: dark yellow
>>
File: aliens.png (27KB, 968x676px) Image search: [Google]
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Rolled 3 (1d4)

>>1091264
>Post the name of your territory.
Alien Colony
>Post fluff.
Oh no! A few aliens accidently got sucked into orbit and their ship is now beyond repair. Thankfully they have a bunch of iSurvivalGuides and laser guns.
>Post starting location.
Roll it for me bro
>Post your color.
Acid Green
>>
Rolled 4 (1d4)

name: Serinda (Sarindians)
Post fluff: A society based on forestry and agriculture, the citizens of this small island enjoy peaceful lives mostly due to the King's Rangers. The King's Rangers are the most elite archers and espionage units in the world. The rest of the Kings army is standardly trained in normal sword and shield combat.
They are known for their boats, while lacking warships their boats are designed to be sleek and fast as possible in even roughest seas.
starting location: bottom right island
Post your color: Forest Green

Leader is: King Maskell Forden
>>
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>>1091328
>>1093206
>>1093518
Sorry, on another computer. I randomly determined that the aliens crashed on the western side of the south-center island.

The first civilizations spring up in this great realm. Due to activity on a planet previously lacking intelligent life, a group of curious aliens were attracted to the land. However, their travel goes awry, they lose control and crash. The people of Min h' witness this event from their towers.

Aliens get a +1 bonus to their 2 next rolls as the technology found in their ship helps them set up.

The kingdom of Sarindians is enjoying a peaceful time, the King's Rangers are enough to save them from most trouble.
>>
>>1094469
Oh apparently I started the campaign with this ID, no biggie then.
>>
Rolled 3 (1d4)

>>1094469
The group of aliens deploy a makeshift flag and start surveying around their land.
>>
>>1094469
People of min h' try to conquer land around the lake
>>
>>1094711
Are you original min h' anon? Your ID is different. Also you should include a roll.
>>
Rolled 3 (1d4)

>>1094722
Yeah i am, but im in a different place right now.

Oops my phone has automatical capital letters so the dice didn't work
>>
Rolled 3 (1d4)

My phone has dynamic IP.

The Seridans will begin exploring the island to the west following the call of the ocean.
>>
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>>1094569
>>1094724
>>1094778
The aliens expand peacefully without any major complications, the supplies from their saucers are enough to last them.

However, they are observed by some min h' surveyors spread across the land. The people of min h' now face a great choice, should they introduce themselves to the aliens and if so, how should they represent themselves.

The king of the Sarindians is facing an illness after an accident. It is important to look for failsafes in the extremely unfortunate case he dies.
>>
The chart of the stars is leading to the cored wood with arms is my right eye
The answer of 3301
Mohab gharieb
-----------------------
A versed logic of the same quest isThe chart of the stars is leading to the cored wood with arms is my right eye
The answer of 3301
Mohab gharieb
>>
>>1094784
I think you're in the wrong thread buddy.
>>
File: Drik.png (13KB, 1152x648px) Image search: [Google]
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Rolled 3 (1d4)

>>1091264
Name: The Drik
Fluff: A parasitic sea creature has latches onto it's host organism and rapidly assumes control, while they cannot survive long without a host, they can adapt favorable attributes from those infected for the next generation. Migrating onto land via amphibians, and controlled by a queen (adapted from infecting an ant hill)
Starting location: eastern shore of the mid-north continent
color: Purple
>>
Rolled 2 (1d4)

>>1094781
we send one person to them and observe the meeting..
>>
The King has a son in the Royal Rangers, in case of his death power will transfer to him, this will lead to an increase in Rangers and their activity while diminishing the garrison at castles if he assumes control.
>>
Rolled 3 (1d4)

We will continue seeking the eastern ocean in hopes of setting up a harbor and scouting any lands around the island.
>>
File: hrutlings.png (73KB, 631x500px) Image search: [Google]
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Rolled 2 (1d4)

>>1091264
Name: Hom
Fluff: Once a humble farming community the "Hrut" have become a land filled with gruesome misshapen mutants and toxic radiation. Legends tells of a burning metal god descending from the skies above and gave the people of Hom the "Gift of Change"; A roaring metallic artifact filled with tendrils of rubber and metal that shoots out lightning and filled with the glowing green "Essence of Change" which it continuously spews forth from its jagged mouth until the land is utterly warped. Plant life grew wild and fauna grew more dangerous than ever before. Their once prosperous cities burned to the ground from the chaos. Out of the maelstrom of ruination comes a prophet only known as "The Enlightened One". He teaches the suffering people of Hrut to embrace the change rather than curse it as it is the "path to bodily ascendance" and that the suffering is merely a test from the gods. Those who are fortunate enough to have survived were blessed with unnatural physical traits while "the Unworthy" have mutated into wriggling lumps of extra body parts and meat. The unworthy are then used as cancerous livestock to feed the new generation of Hrutling to redeem themselves from the eyes of the Enlightened One.
Starting location: In the middle of the South Eastern Continent.
Color: Purple
>>
>>1094834
Right maybe not purple.
>>1094860
>>1091264
How about shit brown?
>>
>>1094861
I don't know why this made me laugh so much

>>1094834
Infect fungus, trees & birds/birds nests to allow flight & reproduction from spores to spray over the environment, this should let the infestation spread more rapidly
>>
Name:Followers of the sea god

Leader:Nozmos a immortal and powerful water wizard

Starting territory:many small islands across the northern seas

Fluff:they are a large cult which worships a powerful and ancient creature which they dubbed as aqua the sea god. Aqua is a island sized snake with the wings of a angel and has the power to control water and the whether and many other supernatural abilities . The cults goal is the convert the world to their religion by conquering it

Pros and cons:Naturally from the nature of their religion they have developed advance navel technology and great water magic.
The cult is made up many species and their leader Nozmos can be very violent and unpredictable at times, this combination cause this fraction to have fairly poor diplomatic skills.
They have the ability to convert prisoners to their cause with enough time.
They are very prudish society so they have lower population growth
Their leader can summon aqua with prep time to fight their enemies but they cannot control it so it has the tendency to attack them as well and the surrounding area before going back to the sea and Nozmos needs a few months to cool down before he can this again

Colour: Dark blue
>>
>>1096390
please roll a d4 in your post
>>
Rolled 4 (1d4)

The Aliens expand westwards.
>>
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>>1096390
>>1096956
>>1096225
>>1094861
>>1094855
>>1094845
Rolled a 3 for the followers of the sea god.
New civilizations pop up in this great realm, with the sea god and the drik emerging from the seas, could this be just a coincidence?

It seems that the alien crash was not contained in the crash site, but some part of their craft created the hom.

The min h' and the aliens are about to meet one another as the min h' send a representative to observe the aliens more closely.

The king has recovered but his health is not what it once was, it's questionable if he can still serve as a proper leader.
>>
Rolled 1 (1d4)

The sea is so close, eastward!

The King's Son is returning from his position of command in the rangers to learn the subtlety of leading and diplomacy alongside his expert combat and espionage training.
>>
File: tegaki.png (10KB, 400x400px) Image search: [Google]
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>>1091264
Name: mŋ shɜ
Fluff: Believed to have descended from a group of min h' who built their towers too high, destroying a large portion of their village when their they collapsed and were cursed never to set foot upon earth again, these somewhat fish-man-ish creatures abide in the oceans of surrounding the island of wt wt. They dwell in burrows at the ocean floor and are currently worshipping something that just fell from the sky (or the ocean surface from their perspective), killing their previous god, a crab.
Location: Between the mid-north and mid-south landmasses. The ocean surrounding the larger island of 14 pixels in area to the west.
Colour: navy blue
>>
File: tegaki.png (11KB, 400x400px) Image search: [Google]
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>>1097994
Whoop's that might be a bit too similar to the 'Followers of the Sea God'. Let's make the colour
>dark turquoise
instead.
>>
Rolled 3 (1d4)

>>1093206
That Feel's To Inteligentia
Feel after being subjugated by Pepe for so long has rebeled with the inteligentest wojaks to crumble his memempire
Around the lake in the big island
White
>>
File: tegaki.png (16KB, 400x400px) Image search: [Google]
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Rolled 4 (1d4)

>βluβ βluβ! The god tells us that the crabs were false gods!
'βluβ βluβ'ed the prophet who first announced the idea to deify the foreign object. A high ranking priest and renown in being a̶ ̶c̶o̶m̶p̶l̶e̶t̶e̶ ̶l̶o̶o̶n̶y̶ able to communicate with the divine.
>It tells us that they abide at the beaches. Purify them!
>>
Rolled 1 (1d4)

>>1097773
The drik expands inland and begins adapting a powerful toxin from venomous organisms, infecting plants and animals alike
>>
Rolled 1 (1d4)

>>1097773
The Min h' meet an alien. It threatingly points its weapon at the ambassador.
>>
File: encounter.png (36KB, 1260x774px) Image search: [Google]
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>>
Rolled 2 (1d4)

>>1091264

Name: Sinh

Fluff: The followers of the demon god of war, Ara'k. The Sinh are a marauding group of halflings that date back to the age of yore.

They believe that the world is nothing but a crucible of violence created by their god and that it is their duty as her servants to promote this cycle of violence and to never let it end through conquest and murder.

The Sinh live in vast dark holds in the tundras of the Northern Lands.

Being in the Northern Lands, the Sinh are also hardy individuals, as they're raised to outlast the harsh weather they live in.

They're also great praticioners of dark magic, a forbidden school of the arcane that deals with the very essence of life itself, in which they believe is a gift from their god, Ara'k, herself.

Starting Location: Northern Lands

Color: Crimson
>>
Rolled 2 (1d4)

>>1097773
Home clears a section of wildlife for a new settlement.

Hom expand northwards.
>>
Rolled 3 (1d4)

>>1097773
>>1098317
the min'h doesn't understand that the thing the alien is holding is a weapon so begins to talk to him, expecting him to know his language.
>>
>>1098335
The Alien fires a warning shot.
>>
>name
The Sea Peoples

>fluff
A confederation of 9 different tribes/species, each being a different aquatic humanoid species, the Sea People are unified in their shared belief of a common Sea-God ancestor, whom they worship. The original Sea People, once strong and plentiful, have been wracked by disease and now only a small population remains.
Each species of Sea-People have different strengths and weaknesses, but each share a culture respecting scholarship, mercantilism, and magic (is there is magic in this setting?).

>starting location
The water in the straights between the two large central landmasses

>colour
Dark-yellow/gold
>>
File: Selkie.jpg (238KB, 1000x731px) Image search: [Google]
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Rolled 1 (1d4)

>>1098765
forgot pic and dice
>>
>>1096390
Skipping followers of the sea god as they seem to be inactive, if they ever return they get a +2 for their first roll.
>>1097934
The sarindians' expansion is slowing down, could this be due to the health of the king?
>>1097994
>>1098765
Two aquatic civilizations in close proximity appear between the two central continents, could this be a sign of something larger?
>>1098335
>>1098339
Finally two peoples of different civilizations meet. Hopefully the min h' and the aliens do not escalate the situation further.
>>1098332
>>1098326
>>1098077
>>1098289
The hom, Drik, Feels and Sinh are all expanding and establishing themselves without any major complications. However the hom are detecting signs of nearby civilization.
>>
Rolled 1 (1d4)

>>1099246
The Drik starts expanding east across the sea, towards the peninsula & large island , infecting everything it comes into contact with
>>
Rolled 4 (1d4)

>>1099246
North.
Try taming some of them mutated wildlife.
>>
File: year15.png (21KB, 1990x1496px) Image search: [Google]
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>>1099246
Whoops the map didn't go through, here it is.
>>
File: selkie 2.jpg (210KB, 640x451px) Image search: [Google]
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Rolled 1 (1d4)

>>1099246
>Two aquatic civilizations in close proximity
Shit. Did not notice that.

>>1099567
The Sea Peoples expand west-ward, without coming closer to their new neighbours.

>>1097994
>>1098119
We send to the Mŋ Shɜ a Selkie emissary, bearing gifts of river-pearls and seaweed-cloth, as well as messages of friendship, non-aggression, and mutual dislike of the surface-dwellers.
>>
Rolled 4 (1d4)

>>1099246

The Sinh expand south-ward, pillaging small towns in the process.
>>
Rolled 1 (1d4)

Our final push east to the ocean and begin setting up a quiet costal village. The King's Son, Tyir, finds his training in deception and intrigue from the Rangers help him grow his diplomatic skills.
>>
File: tegaki.png (23KB, 400x400px) Image search: [Google]
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>>1099602
βluβ βluβ!
The mŋ shɜ can't understand a word of what this creature is saying and don't have a clue of what to do with the shiny balls, but are delighted by the seaweed cloth and promptly sink their jaws into it.
>delicious!
Others are called over, including the prophet who starts waving both their new god rather uncomfortably close to the Selkie's face.
>perhaps this is a messenger of our god!
βluβ βluβ!
Suddenly, mŋ shɜ start torpedoing all across their village; darting into burrows, pulling up seaweed, scraping the ground, scraping each other. Eventually they stand before the angel, each bearing... gifts*. Well, they all appear rather pleased with themselves and seem friendly enough (although the fine line between this and unconditional loyalty is difficult to pin-point), and at least they tried. Perhaps this could be the beginning of a grand... friendship?
>>
>>1104166
*seaweed, rocks and other house appliances, piles of sand, broken pottery, sticks, fish, old boots (or hats as they call them), the dead crab, bits and bobs, bits of metal, bits of shipwrecks, bits of people...
>>
Rolled 4 (1d4)

>>1104166
Oh, and almost forgot the role.
>>
>>1104201
I was about to mention it, thanks for remembering!
>>
>>1099246
Huh? I rolled a 3, but my territory only expanded by 1 point?
>>
Rolled 4 (1d4)

>>1104599
Nevermind, I forgot to roll, I'm a dumbass
>>
>>1099567
Drik expands East towards the peninsula and large island, attempting to adapt birds, fish and fungus for faster spreading
>>
Rolled 4 (1d4)

>>1104781
>>1099567
Forgot to roll
>>
Rolled 14 (1d20)

>>1104166
>>1104196
Initial confusion by the mŋ shɜ quickly grows to fascination. The Selkie, who is named Shara, returns to her people and gives her report to the Council of Nine, its ruling body. "They are such fascinating creatures, these mŋ shɜ. I would like to stay with them longer, and see if I may translate any part of their language - even a few words."
After excessive deliberation, the Council agrees to this decision

>>1104210
Rolling to see how much of the language I can decipher in one turn. This is a thing I can do, right?
>>
Rolled 2 (1d4)

>>1105041
Rolling a d4 in case d20s don't count.
>>
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>>1104599
>>1104201
>>1104781
>>1103462
>>1099602
>>1101086
>>1099538
>>1099510
>>1098335
>>1098077
Skipping feels and min h' they will get a +2 bonus to their next rolls if they return

The Sinh pillage multiple towns, immersing the entire landscape in brutal destruction as their empire expands. However their forces of dark magic are having strange effects on them, random changes to their age and physical condition are becoming more common.

The Drik have adapted fish and get +1 to their next roll to move across water.

The Sea Peoples and the mn she are gettin acquainted with one another, it seems like a start of a mutually beneficial relationship. They are gradually learning to communicate.

The hom have mild success taming mutated wildlife but the wildlife seems to not be able to reach bodily ascendance and keep mutating into unworthy.

The Serinda finally reach the sea after a long and arduous process of expansion and are in the process of setting up a coastal village, due to the fast boat technology serinda get +1 while travelling over water.

The aliens sense an inactivity in the min h' suddenly there seems to be no activity coming from that direction.
>>
Rolled 1 (1d4)

We will go up the coast to the north. We want to try and develop telescopes to view the faint continent we see across the ocean.
>>
Rolled 2 (1d4)

>>1110859
i have returned wow

go north11!!
>>
Rolled 1 (1d4)

>>1110859
βluβ βluβ!
ʊŋ!

>Assured of their noble efforts, the mŋ shɜ continue to surround the island (travelling clockwise, whatever a clock is), with the long term goal of storming it from all sides.
>>
Rolled 1 (1d4)

>>1110859

The Sinh expanded to the frozen tundras up north, putting to work all of the men they've gathered in the villages they've pillaged.

In the battle for the southern town of Last Hearth, a young magus by the name of Merric Underbough developed solid black rods on his back.

Witnessess during the event mentioned that the black rods violently jutted out of the back of the young magus after he had casted an amplified Decay spell.

A few weeks after the event, the arch-magus, Amranth Overhill, addressed the situation. Stating that the incident was due to "life burn" or in more simpler terms, due to overuse of dark magic.

She mentioned that the concept of dark magic is different to other arcane forms. In that instead of using the replenishable Mana, practicioners of the dark arts use a more potent and irreplenishable source of magic, which is the magus' life essence.

The protrusions, in which she called Chains of Ara'k, show up when the life essence of a magus has reached its critical point in which a magus is no longer able to trade his essence for any dark magic.

In the announcement, the arch-magus also mentioned disappointment towards the young magus, Merric Underbough. Stating that control of one's life essence is one of the initial lessons that the Academy teaches to aspiring Magi. She also mentioned that due to this incident, the Academy will now start to conduct a more stricter training curriculum to all its students.
>>
Rolled 4 (1d4)

>>1110859
The Sea Peoples expand north, just enough to go one square onto dry land; perhaps our more amphibious species would enjoy the beach
all other expansion will be in waters to the west.
>>
>>1091328
>>1093206
>>1093518
>>1094834
>>1094860
>>1096390
>>1097994
>>1098077
>>1098326
>>1098765

New thread >>1116052
Thread posts: 63
Thread images: 18


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