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Civ thread

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You are the 337th son of the world lord, Telshan.
You have outshined your brothers and sisters to be the fourth to be given the distinction of world lord. You throw aside your appearance, your name, and all of your ways to become the immortal walking god of a people. You must build their civilization up from the mud on this virgin world and ascend into greatness.

There are many species on this world(see image below.) You must choose which you will take the form of to lead and where you will start your mighty civilization.

First idea seconded gets picked, we need race and climate (map location if you wish).
>>
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>>111874
>>
>>111888
Humanity
>>
>>111897
Great, have a climate preference? and will anyone second humans?
>>
dwarves
>>
>>111916
>>111897
any third person want to break the tie?
>>
>>111916
Seconding Dwarves

But in the desert
>>
>>111916
or I'd also be down for lizard folk swamp for lizard folk and mountains for dwarves
>>
>>111925
seconding desert as well i guess didnt see that before i typed >>111932
>>
>>111897
Supporting
>>
>>111925
It is decided.

You feel your body shrink, you temper raise, and a lust for booze grow within you. A long growth of something called hair extends down your face. You collect a band of dwarven nomads and lead them to a lean desert. They set up a simple hut from collected rocks in the area. Mountains loom to the west and expanse of desert in every other direction.

Population 20
Needs: Water, food, shelter, booze, purpose

Every turn, pick a focus and an addition command, if you roll a d100 the higher the score, the more successful. If you do not roll it counts as 40.

Addition commands can be any idea, most effective if address a current need. Focus tree expanses throughout the game

Focus options:
>Military
>Resources
>Exploration
North
East
South
West
Culture
Religon
Magic
>>
Rolled 22 (1d100)

>>111957
>Resources
Gotta find a water source
>>
>>111957
>Exploration
West
>>
Rolled 33 (1d100)

>>111966
Supporting, water will lead to booze and the rest will fall into place
>>
Rolled 23 (1d100)

>>111957
>>Exploration North
Maybe we will get lucky and find water. From there fish or other foods.
>>
Rolled 35 (1d100)

>>111957
so is it the first roll that goes or, or the highest, or most votes or what op? also rolling for resources and move to the desert mountains, find shelter in a cave/ begin building into mountain face
>>
>>111966
>>111977
The God of Dubs agrees both in our posts and our rolls
>>
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>>111957
The drawves are dry hot and mad and have low moral. The grumble about choosing to live in a dam desert but do what dwarves do, the dig. Simple pickaxes work poorly against the sands. Simple shovels are chiseled out and speed up progress but no water is found, merely more sand.
The western mountains are prime territory, mountains with many caves and mineral deposits.
Some type of feral goats range the sparse grasses and make quite a meal

Focus options:
>Military
>Resources
Well search
mountain
>Exploration
North
East
South
West
Mountain
>Culture
>Religon
>Magic

Updated to here>>111975
>>
>>111988
>Build tools
Prepare to mine
>>
>>111981
All IDs get 1 roll per update

>>111977
>>111980
>>111981
>>111993

The new shovels have finally hit a sandstone base beneath the desert. Simple walls are built and a small well is found, water supply is adequate.
An explorer is sent north but does not return
Exploration into the mountain gives better results. A large cavern filled with workable ore is found. Without a source of flame, metals cannot be made, stone tools are perfected but can only do so much.

Population 22
Needs:Source of fire, booze, purpose
Focus options:
>Military
>Resources
Well
Tools
>Exploration
North(dangerous)
East
South
West
Mountain
>Culture
>Religon
>Magic
>>
Rolled 62 (1d100)

>>111988
>Resources
Roundup some of those goats for our own herd, also follow some of the wild ones to see where they get their water from
>>
>>112005
no I meant how do you choose the option we go with? is it the first person to say something or what?
>>
Rolled 18 (1d100)

>>112005
going for rescources and to find a home in the cave so that later on we can have a place to dig farther into and live (and mine)
>>
Rolled 89 (1d100)

>>112005
>>Exploration cavern
We don't have farming, but maybe we can get food from mushrooms.
>>
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>>112010
All ideas are done, the success of the idea depended on how many points it gets. If three people say to do one thing, its much more successful.
>>112006
Goats are collected and shepherded. A mountain stream is found where the gather. Water supply is now great, but buckets must be carried to interior of cave.
The cave is coming along nicely, stone beds are comfortable and more than enough space. Mining is slow going without better tools. A simple gate is set up.
The dwarves are still restless and seek purpose in life, they choose slate blue for their banner colors, made from the powder of rocks surrounding the cave.

Population 29
Needs:Source of fire, booze, purpose
Focus options:
>Military
Cave gate
>Resources
Well
River
Tools
>Exploration
North(dangerous)
East
South
West
Mountain
>Culture
Powder rocks

updated to here>>112022

>Religon
>Magic
>>
Rolled 62 (1d100)

>>112005
>research fire magic
One step closer to booze magic
>>
Rolled 55 (1d100)

>>112033
>Religon
Make our faith stronger.
>>
>>112034
Create a hearthstone/everburning Rock to be specific
>>
>>112031
>>112034
A drawf declares himself a mycomancer, claiming a fevered dream led him to sleepwalk toward a trove of mushrooms that let him gain magical energy from spores. He quickly locates and expands a trove of mushrooms nearby, food supple is ample but goat ribs and mushroom stew will grow boring soon.

Another drawf inspired by this, claims to have discovered simple fire magic that only works with a belly full of coal. The Coaleater class is born. Smelting is quickly underway and metal tools are produced.
>>112037
The two great mages give speeches and declare themselves the 2 eyes of the mountain. A new religion is started, focus on the duality of hot dry fire and the damp cool shrooms.
The idle hands are told to be a sin of this religion.

Population 41
Needs: booze, purpose, craftmanship
Focus options:
>Military
Cave gate
>Resources
Well
River
Metal Tools
>Exploration
North(dangerous)
East
South
West
Mountain
>Culture
Powder rocks
>Religon
The eyes of the mountain
>Magic
Coal Eaters
Mycomancers
>>
Rolled 73 (1d100)

>>112034
I wonder if earth magic would be better. Say for finding coal. Granted we could use fire it to find lava to use, maybe.
>>
Rolled 10 (1d100)

>>112049
>culture
Create stories
>>
>>112038
The Coal eater begins work on a holy relic, a fiery stone that will near extinquish, he says with a water source, the steam from this rock will power many machines. He will need 300 points of support before this is complete.

Incorporation of earth magic into the mycomancer allows him to create veins of Mycelium throughout the mountain, expanding his strength when near it and allowing him to detect danger. He says he feels a dry dark presence in the north.
A story hall is carved out and tales of the old nomads before the light of the two eyes are shared. Spirits rise.


Population 41
Needs: booze, purpose, craftmanship

Focus options:
>Military
Cave gate
Fungal scouting
>Resources
Well
River
Metal Tools
>Exploration
Fungal exploration
North(dangerous)
East
South
West
Mountain
>Culture
Powder rocks
Stories
>Religon
The eyes of the mountain
>Magic
Coal Eaters
Mycomancers
>Great works
Everburning stone(300 points remain)

to here>>112057
>>
>>112049
use the fire magic to create artificial light and use water from our water sources to irrigate soil inside the cave and farm with hydroponics
>>
Rolled 48 (1d100)

>>112073
also roll
>>
I don't believe that we're a bunch of quiters leaving the desert. I think our purpose should be to spread out from this mountain underground into our desert and build a vast empire in the sandstone beneath the sands. We will brew our ale in every oasis and all trade and travel will answer to us. What do you guys think of this as a purpose?
>>
>>112073
also we can use grain we farm to produce ale
>>
>>112078
I'm not so sure we should brew our ale in all of our oasis. We have to have pure water for other stuff.
>>
>>111874
Holy shit, OP where did you find this map? Wasn't there an MS paint version of it?
>>
Rolled 45 (1d100)

>>112072
I wonder if mushrooms could make alcohol. It would be worth a try I think.
>>
>>112088
Well not directly in the oasis pools, but in the oases, how nice would it be to have a fresh tankard of different brew at each oasis tavern.
>>
Veins of Mycelium growth without aid, expanding our view. The mycomancer continues to warn of this strange northern dryness.
Small lights made of firecrystals light our passageways. A hole is dug to direct water from the stream above to further dampen our mushroom fields.
Grain is planted freely now that artificial light is available, ale stations are built and much rejoicing is had. Mushroom ale is attempted and foul poison is discovered by luck. Inspired, the interior of the cave is marked with story engravings.
Desert work is expanded a tunnel is dug from the mountain to the desert well, but our fungal veins will not follow.

Population 41
Needs: purpose

Focus options:
>Military
Cave gate
Fungal scouting
Foul poison
>Resources
Well
River
Metal Tools
Fungal farms
Grain farms
Ale houses
>Exploration
Fungal exploration
North(dangerous)
East
South
West
Mountain
>Culture
Powder rocks
Stories
Engravings
>Religon
The eyes of the mountain
>Magic
Coal Eaters
Mycomancers
>Great works
Everburning stone(300 points remain)

>>112097
I drew it in PS
to here
>>112086
>>
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Forgot pic
>>
>>112113
>Culture
Songs.
>>
Rolled 5 (1d100)

>>112113
Let's send some scouts with water to explore further east into the desert. Our mushrooms will not let us see that way and who knows how far it stretches or if anything of use is within it
>>
Rolled 13 (1d100)

>>112113
I want to help get that great work started.
>>
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>>112102
An oasis is found in the desert and with much work, heat resistant fungus grows freely there. Ale stations are also expanded. explorers head east, but are very drunk, they reports great wings naked women there with troves of honeyed hams growing from the ground. The mapwriter is dubious
Songs are drunkenly sung in the alehouses and a small militia is formed. To the north, clouds of ash billow.

New color code:Fungal creep green, buildings blue, tunnels gray.

Veins of Mycelium growth without aid, expanding our view. The mycomancer continues to warn of this strange northern dryness.
Small lights made of firecrystals light our passageways. A hole is dug to direct water from the stream above to further dampen our mushroom fields.
Grain is planted freely now that artificial light is available, ale stations are built and much rejoicing is had. Mushroom ale is attempted and foul poison is discovered by luck. Inspired, the interior of the cave is marked with story engravings.
Desert work is expanded a tunnel is dug from the mountain to the desert well, but our fungal veins will not follow.

Population 89
Needs: purpose

Focus options:
>Military
Cave gate
Fungal scouting
Foul poison
Militia
>Resources
Well
River
Metal Tools
Fungal farms
Grain farms
Ale houses
>Exploration
Fungal exploration
North(dangerous)
East
South
West
Mountain
>Culture
Powder rocks
Stories
Engravings
Songs
>Religon
The eyes of the mountain
>Magic
Coal Eaters
Mycomancers
>Great works
Everburning stone(300 points remain)
>>
>>112149
>Religion
Make a bible-like book to write down our beliefs.
>>
dice+1d100
Create metal weapons.
Hopefully we can learn to enchant them with fire magic soon.
>>
Rolled 64 (1d100)

>>112156
>>112158
Options, good sir.
>>
Rolled 74 (1d100)

>>112156
Make it of stone. Then place small pocket of spores in it. We can use them to seed their growth in new areas.
>>
Work begins on the everburning stone. A temple is carved to house it. The Coaleater has trained several apprentices to help. A large book made of impossibly thin stone pages details the tenant of our religon, this tome is cleverly called StoneBook and holds the spores of creation, can only be weilded by a cleric but greater expands fungal growth in new areas.
Metal tools are hones to perfections. Hand drills make quick work of building. A fire enchant is suggested but the Coal eater refuses to work on anything but the everburning stone.
Strange beasts of fire march to the north. Many vote to hide due to our weak army. They seem to not notice us due to the underground entrances covered by fungus.
Population 96
Needs: purpose, safety
Focus options:
>Military
Cave gate
Fungal scouting
Foul poison
Militia
>Resources
Well
River
Metal Tools
Fungal farms
Grain farms
Ale houses
Oasis
>Exploration
Fungal exploration
North(dangerous)
East
South
West
Mountain
>Culture
Powder rocks
Stories
Engravings
Songs
>Religon
The eyes of the mountain
StoneBook
Clerics
>Magic
Coal Eaters
Mycomancers
>Great works
Everburning stone(287 points remain)

to here>>112170
>>
Rolled 46 (1d100)

>>112149
Send the same drunken explorers out with a sled full of ale and mushrooms pulled by a couple of goats looking to trade with the great winged women and their magic hams. If they're mad then good riddance if it's true they might return
>>
Rolled 76 (1d100)

>>112181
>Magic
Try to research illusion magic. We are in a desert; why not create mirages?
>>
Rolled 63 (1d100)

a sacred order of religous Templars is founded called "The Knights of Muh'sharoom"
>>
>>112181
>Militia
We need some protection. Maybe we can use spore weapons to weaken the enemy.
>>
>>112193
also maybe they are skilled in magic (known to us)
>>
>>112181
The everburning stone shall be our salvation.
>>
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Rolled 84 (1d100)

>>112197
Forgot the dice.
>>
Rolled 43 (1d100)

>>112202
Dice don't wanna work.
>>
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>>112181
The drunken scouts return believe it or not, with a wagon of hams and several delicate tools of crystal, perfect for engraving. Moral improves with the feast and engravings improves on the walls interiors with small grooves incorporating fungus to allow color.
>>112191
The mycomancer, without a great work, is busy studying the effects of mushrooms and creates simple illusion auras, immediately using them to further mask our entrances from the fire men.
The Knights of Muh'sharoom are founded to protect the StoneBook and the spores of creation at any cost. They will always be where the book is.
Spore based weapons are created and the militia are armed, swords that regrow, bows with sticky arrow trails to pin enemies.
The evergrowing stone progresses, though few are allowed in the temple.


Population 139
Needs: purpose, safety
Focus options:
>Military
Cave gate
Fungal scouting
Foul poison
Militia
>Resources
Well
River
Metal Tools
Fungal farms
Grain farms
Ale houses
Oasis
>Exploration
Fungal exploration
North(dangerous)
East (ham and winged women?)
South
West
Mountain
>Culture
Powder rocks
Stories
Engravings
Songs
>Religon
The eyes of the mountain
StoneBook
Clerics
The Knights of Muh'sharoom
>Magic
Coal Eaters
Mycomancers
Illusion
>Great works
Everburning stone(243 points remain)
>>
>>112216
>Culture
Make beautiful jewelry.
>>
Rolled 9 (1d100)

>>112221
Seconded, all dwarves need a hoard.
>>
Rolled 61 (1d100)

Build defenses and name the capital something... The only thing I can think of is Fungburgh
>>
Rolled 25 (1d100)

>>112216
>Military:Make more soldiers and start making mushroom people breed for war.
>>
>>112231
+1
>>
Rolled 63 (1d100)

>>112221
>>
>>112221
>>112225
Engraved Stone tablets inlaid with fire crystal and fungus worn around the neck and as rings and such
>>
Rolled 72 (1d100)

>>112216
Back to working on the great work.
>>
The capital is named Fungburgh and a defense gate is strengthed at all entrances with stone and fungus.
Mushroom men are bred as cannon fodder in fear of impending war, they can burrow under the sand and travel quickly through any fungal creep. They are experts with fungal weapons but require water saturation every night to live.
The leader of the militia approaches you. You have spend years in the dwarf body now, and have come to enjoy it. In your chambers, the leader of the militia demands war with the fire men. He says if you do not allow it, his militia will revolt and deal with them alone.
How to you respond to this insult?
Do you publicly execute him, agree to fight the fire men, both? your call.

Beautiful jewerly is made, Engraved Stone tablets inlaid with fire crystal and fungus worn around the neck and as rings and such and a class system is developed with mages and clerics at the top, then craftman, then ale men, then the rest.

Population 159
Needs: purpose, safety, unity
Focus options:
>Military
Entrance gates
Fungal scouting
Foul poison
Militia
Fungal Weapons
MushMen
>Resources
Well
River
Metal Tools
Fungal farms
Grain farms
Ale houses
Oasis
>Exploration
Fungal exploration
North(dangerous)
East (ham and winged women?)
South
West
Mountain
>Culture
Powder rocks
Stories
Engravings
Songs
Jewelry
Class system
>Religon
The eyes of the mountain
StoneBook
Clerics
The Knights of Muh'sharoom
>Magic
Coal Eaters
Mycomancers
Illusion
>Great works
Everburning stone(243 points remain)
>>
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>>112221
>>112225
Jewelry dump
>>
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>>112249
We have blue stone that we make powder out of. Thus the blue on everything
>>
>>111874
dice+2d6
>>
>>112245
>Magic
Research nature (especially water) magic. Tell the militia man, we will help but give us time.
>>
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>>112254
>>
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>>112264
>>
Rolled 95 (1d100)

>>112245
Don't fight in fear of the unknown. We need to learn about them. If we have a chance then we can fight or make peace.

Fungal exploration work on heading north and strengthen for fire/heat.
>>
Rolled 33 (1d100)

>>112245
We are build for defense, not conquest. Tell the militia man that we need to wait for the fire mem to come to us. Then we fuck them up with poison and illusions.
>>
Rolled 61 (1d100)

>>112259
>>
Rolled 50 (1d100)

>>112274
this but also this >>112259
>>
>>112241
Work is further on the EverStone. The energy begins to radiate throughout the caves. Many worry this may attract the fire men.
Jewelry is improved and basic illusion magic is incorporated into each piece, allowing upperclass citizens to stealth if near fungal creep.
The leader of the militia cowers as you approach, an ageless world lord of oblivion with a 100 lifetimes to your name, you are not intimidated. "We will fight, when we are ready." He gulps and agrees, leaving your presence.

Fungal creep is made more heat resistant, further spreading into the sands now and in theory, more study against fire men. Fungal scout finds the fire men, the Daresh talking, they seem to desperately be seeking someone. They do not seem violent.

Water magic, a core component of mycomancy is expanded, aqueducts can now be built of fungal tubes, redirecting water,

Population 159
Needs: purpose, safety, unity
Focus options:
>Military
Entrance gates
Fungal scouting
Foul poison
Militia
Fungal Weapons
MushMen
>Resources
Well
River
Metal Tools
Fungal farms
Grain farms
Ale houses
Oasis
aqueduct
>Exploration
Fungal exploration
North(dangerous)
East (ham and winged women?)
South
West
Mountain
>Culture
Powder rocks
Stories
Engravings
Songs
Jewelry
Class system
>Religon
The eyes of the mountain
StoneBook
Clerics
The Knights of Muh'sharoom
>Magic
Coal Eaters
Mycomancers
Illusion
>Great works
Everburning stone(171 points remain)
>World Lord
intimidation
>Diplomacy
Deresh(Fire men)
>>
>>112311
>Culture
High fashion clothes
>>
Rolled 60 (1d100)

>>112245
The drunks seem to have a good ability at dealing with the winged women. Trade them jewelry and more of the same and this time ask for a diplomat to return with them to speak at the capital. See what they think of the firemen.
>>
Rolled 61 (1d100)

>>112316
>>
Rolled 31 (1d100)

>>112319
This
Also work on our own diplomatic skills, we just be able to reason with the fire men.
>>
Rolled 44 (1d100)

>>112311
Watch the Daresh. Wait to see if they are trying something. We can try talking when we know it's safe.

>>112319
Yeah we could see if they know anything.
>>
Rolled 58 (1d100)

>>112311
Find some large goats/rams from where we usually hunt and attempt to domesticate them (make stables in the caves) so they can be used as working animals for farms and/or cavalry
>>
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>>112319
The drunks deal with trade to the winged women again, but a sober member of the militia heads out with them and has a worrying report. The women and the ham and more are there but they appeared from nothing in the blink of eye. He does not trust them. A winged diplomat approaches and you experience the same thing. She is there but seems to blink into existance at first. She claims the fire men are a menace and must be destroyed before they kill us all, she refuses to elaborate. Many of the militia agree and grow more restless.

Many wish to deal peacefully with the fire men and a diplomatic party is sent, none of the militia agree to go.
The firemen meet excitedly with us and claim they look for the Woshane, some type of parasitic brood mother who escaped this way. They claim to sense its children inside the diplomats.

New fancy clothes are developed, incorporating the same fungal magic, allowing high citizens to travel quickly across creep.
The largest goats are bred into oxen like work animals. The militia suggests wargoats be rode into battle.

Population 159
Needs: purpose, safety, unity
Focus options:
>Military
Entrance gates
Fungal scouting
Foul poison
Militia
Fungal Weapons
MushMen
>Resources
Large goats
Well
River
Metal Tools
Fungal farms
Grain farms
Ale houses
Oasis
aqueduct
>Exploration
Fungal exploration
North(dangerous)
East (ham and winged women?)
South
West
Mountain
>Culture
Powder rocks
Stories
Engravings
Songs
Jewelry
Class system
Clothes
>Religon
The eyes of the mountain
StoneBook
Clerics
The Knights of Muh'sharoom
>Magic
Coal Eaters
Mycomancers
Illusion
>Great works
Everburning stone(171 points remain)
>World Lord
intimidation
>Diplomacy
Deresh(Fire men)
Winged women
>>
Rolled 75 (1d100)

>>112355
Research medicine
I want to know more about these parasites inside us.
>>
Rolled 68 (1d100)

>>112355
begin producing mass amounts of armor and weapons for the militia and their mounts as well as incorporating the fungus into said things in order to gain protection and some mycomancy attunement bonuses
>>
Rolled 87 (1d100)

>>112355
>Resources:Build a man made river and lagoon for our mushy people

Also can we work for a sentinet mushroom people?
>>
>>112359
Medicinal herbs are grown, attempts are made to create purgative toxins to clear any worms, but the militia declares this a ruse to attempt to poison us and the only parasites are the fire men.
A herbologist works in secret and tests his potions on himself. He claims feeling less animosity to the fire men and growing suspicion something has been wrong for some time. He fears these parasites are controlling our minds.
The potion is mass produced and many take it, including all of the drunken scouts, militiamen who take grow calmer and more open to diplomacy. Should we attempt to give potion to everyone? Or wait and find out more.
The drunk scouts are at it again, having gone off on their own to the south. The return with small golden dragons as pets. The blink into existence similar to the winged women.

Full scale military supply is enable, with large armor made for all militia and wargoats. All bonuses of fungal jewelry and clothes is incoporated, including mushmen spores and poison coatings.
A large aqueduct is constructed, allowing quick access to water in the central desert.
Work towards intelligent mushmen is started. The first word the new smart mushmen say? Slave.

Population 300
Needs: purpose, safety, unity
Focus options:
>Military
Wargoats
Entrance gates
Fungal scouting
Foul poison
Militia
Fungal Weapons
MushMen
>Resources
Large goats
Well
River
Metal Tools
Fungal farms
Grain farms
Ale houses
Oasis
aqueduct
>Exploration
Fungal exploration
North(dangerous)
East (ham and winged women?)
South
West
Mountain
>Culture
Powder rocks
Stories
Engravings
Songs
Jewelry
Class system
Clothes
>Religon
The eyes of the mountain
StoneBook
Clerics
The Knights of Muh'sharoom
>Magic
Coal Eaters
Mycomancers
Illusion
>Great works
Everburning stone(171 points remain)
>World Lord
intimidation
>Diplomacy
Deresh(Fire men)
Winged women
>>
Rolled 89 (1d100)

>>112380
Hm... attempt communication with the fungi. I think they are of the brood.
>>
Rolled 8 (1d100)

>>112380
mass produce potions and make it a sacred code of our religion to have potion injections once every 6 months so we dont all turn into shroom zombies or something
>>
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>>112385
Attempting to communicate with the fungi yeilds interesting results. Its seems whatever parasite is infecting the dwarves effects them as well, but they are able to communicate whatever influence the parasite has directly. "Destory fire men, grow east, eat ham, slave" is repeated over and over again at a slow interval. You feel a strange desire to eat ham while the mushman speaks.
>>
Rolled 54 (1d100)

>>112385
Make the mushroom people equal but dwarfs are more equal.
>diplomacy:Ask the winged woman if she would like a lucrative trade agreement between our two factions/people?
>>
Rolled 44 (1d100)

>>112380
I'm distrustful of the winged women. Refuse to contact them until the potential threat of the fire men is dealt with. Continue administering the potion but be prepared for war nevertheless. Speak softly and carry a big stick.
>>
Rolled 33 (1d100)

>>112403
Aw hell. Those wing people are assholes. Time to drink up and cure us.

Putting some in the beer for those heavy infected. That way they will not know.
>>
>>112400
The potion is mass produced and purity from parasites is suggested as a tenant of the religion. The militia refuse this.
The winged women are strange to talk to. They act almost like a drunk dwarf's fantasy of a woman. The agree to the prospect of deal.

The fire men approach and claim to have found the burrow of their enemy, the Woshane. They ask for help in defeating it. The militia froth at the mouth and refuse to eat talk with the fire men.
The militia are force fed potion, 1/3 die, but the rest recover.
The drunken scouts return from the east with more ham, it does look delicious.

Do we aid the fire men, do we investigate the winged women further?

Population 335
Needs: purpose, safety, unity
Focus options:
>Military
Wargoats
Entrance gates
Fungal scouting
Foul poison
Militia
Fungal Weapons
MushMen
>Resources
Large goats
Well
River
Metal Tools
Fungal farms
Grain farms
Ale houses
Oasis
aqueduct
>Exploration
Fungal exploration
North(dangerous)
East (ham and winged women?)
South
West
Mountain
>Culture
Powder rocks
Stories
Engravings
Songs
Jewelry
Class system
Clothes
>Religon
The eyes of the mountain
StoneBook
Clerics
The Knights of Muh'sharoom
>Magic
Coal Eaters
Mycomancers
Illusion
>Great works
Everburning stone(171 points remain)
>World Lord
intimidation
>Diplomacy
Deresh(Fire men)
Winged women
>>
Rolled 26 (1d100)

>>112413
this but feed it to the shrooms as well
>>
Rolled 55 (1d100)

>>112425
scrub this, im rolling for a speech to unite Fungburgh against the winged women and help fire men
>>
Rolled 45 (1d100)

>>112421
>Military:Build up our dwarf forces.
Send a mushroom people forces under the command of a dwarf and the smartest mushroom person, Mushrall, to help our fire friends.
We need to stay back tho, I might be a ambush.
>>
Rolled 66 (1d100)

>>112421
Do the winged women drink the ale we bring them? If they fit our fantasies they should... If they do drink then spike the next batch with some of the anti-parasite medicine and observe what happens when they drink it
>>
Rolled 87 (1d100)

>>112431
I don't trust the fire men but I trust the women even less. I stand with this anon.
>>
Rolled 98 (1d100)

>>112431
Yup.
>>
>>112425
Potion is given to all of the mushmen but one, who continues to repeat the same message. He now says a new command. Do not head east.

When the last dwarf is cleared of the parasite, the hams change appearance, now coated with maggots. A drunken scout belches loudly and a golden dragon appears before him and destroys the ham. It appears the drunken scouts have some sort of summoning magic. It appears the winged women were created by unwitting drunken use of this magic. Perhaps it was subverted by the parasites to get us to eat parasite infested ham. This will need to be looked into further.
A team of mushmen led by a mycomancer and Mushall, the smartest mushman to aid the fire men. The report no signs of ham but several winged women acting seductively near the burrow. As they approach, A huge worm burst from the ground, covered in gaping holes birthing maggots. A strong psychic force emenates from the worm to lay down and die, but the mushmen have grown inoculated and the fire men are immune. The mycomancer kills himself as the battle begins.

Every roll>50 helps us, every roll <50 hurts. Roll as much as you want
>>
>>112456
>>
Rolled 52 (1d100)

>>112456
For FUNGBURGH!!!
>>
Rolled 97 (1d100)

>>112456
rolling to fuck em up
>>
>>112463
HUZZZZZAH!! FOR FUNGBURGH!!! FOR VICTORY
>>112462
>>
Rolled 38 (1d100)

>>112456
Our time it now.
>>
Rolled 78 (1d100)

>>112456
Burp
>>
>>112458
The firemen have prepared for this menace and launch flaming arrows into its hide. The foul beast undulates and hissing pus puts out the flames.
>>112463
Mushall leads a charge aginst the belly of the beast with the call of "Get on your goddamn feet". Poison spores enter through the birthing holes, visibly sickening the creature. Mushall climbs into the hole himself.
>>112466
The worm burrows into the ground and rises back up under the fire men, extinguishing many in the sands.
>>112470
Using a collective effort, a large shield of illusion spores are set up, disorienting the worm.
>>
Rolled 47 (1d100)

>>112476
Keep at it. We're winning
>>
>>112479
The worm curls in on itself, shaking aggressively as pus and spawn sprew with force from its many pores, forming a protective coating.
>>
Rolled 100 (1d100)

>>112476
>>
Rolled 85 (1d100)

>>112476
What's our battle cry? I like "For The Stone" personally
>>
>>112488
I feel like this should be a major blow, if not victory.
>>
Rolled 87 (1d100)

>>112476
Round 2!

>>112488
Unless that won it.
>>
>>112488
The beast lets out a bloodcurding scream has it face breaks open. Slick with gore, Mushall springs forth from the expanding gash, having grown his fungal sacks with the liquids of the creature. He drags a fat mass with him. Its the creatures brain. He pulls it completely free as the worm and all its spawn go limp. He eats the brain while producing a roar like sound with his undulating sacs.
>>112489
Mushall grows larger, and small holes sprout in his form. He has absorbed the power of the dead worm.
>>112500
The beast is dead but the drunken scouts come in as reinforcement and the shit out of its corpse.
>>
>>112509
Time to claim spoils. (If there are any)
>>
>>112509
Brutal
>>
>>112509
You watch eagerly through the sprawl fungal creep allowing you to see this great victory. A vison appears before you. It is your father, the greatest world lord. He is terrible to look upon in his true form, but he takes the shape of a man and stands before you.
What have you done in this life, my 4th true son?
I have led a small group of nomad into a sprawling fungal city. I have made allies of a race of fire demons, and have discovered many forms of magic. My people have defeated and collected the power of a great enemy.

You have done well son, but there is much left to do. You mat select one ring of mine as a boon.
Choose one bonus to the world lord
first choice seconded gets it
1.Ring of might:The WL is an unstoppable force in battle, as strong as 20 men and resurrects the next day if killed.
2.Ring of Riches:The WL has the power to summon gold and precious gems at will
3.:Ring of plague:The WL can release a plague that will kill all of an enemy race at the expense of 1/4th of his civilization.
4:Ring of wonders: The WL can construct great spires that touch the sky or great barrows that touch the magma core.
5:Accept no boon from your father, forge your own path.
>>
Rolled 41 (1d100)

>>112509
make the first order of business when we get back to build a shrine in memory of the fallen and in the mycomancer's memory build a college of divine arts to further our magical abilities and medical abilities so we a) get more mycomancers and b) stop crap like this from happening again
>>
>>112547
>4:Ring of wonders: The WL can construct great spires that touch the sky or great barrows that touch the magma core.
We Babylon now.
>>
>>112547
My vote is for might. But I'd like to hear other people's arguments, I'm pretty new to quests, and tg stuff in general.
>>
It all sounds a bit op to me, maybe the wonder ring for easy tunneling and making mountains
>>
The Ring of Wonders sounds pretty good so that's my pick as well
>>
>>112598
>>112582
>>112566
+1
>>
>>112582
The difficulty goes way up now, so a strong WL is another resource to be allocated.
>>112566
The wonder ring appears on your hand. You feel the burning cinders of the earth below you and can form god stone, an ideal building material.

Each turn we must assign the WL something to do from now on.

The beast is slain and there is little to be found in plunder in the burrow but the worm had dug a large cavern system, which may make for an ideal second city.
A shrine in memory of the fallen and in the mycomancer's memory. A large college is carved into the mountain using god stone. Many mycomancers and healers will now be raised.

New areas must now be discovered. The Dean of Fungus, the head of the new college says a great fungal burst can be sent in some direction, which should it be?
>>
Population 399
Needs: purpose, unity, adventure, expansion(population crowding)
Focus options:
>Military
Wargoats
Entrance gates
Fungal scouting
Foul poison
Militia
Fungal Weapons
MushMen
>Resources
Large goats
Well
River
Metal Tools
Fungal farms
Grain farms
Ale houses
Oasis
aqueduct
>Exploration
Fungal exploration
North(dangerous)
East (ham and winged women?)
South
West
Mountain
>Culture
Powder rocks
Stories
Engravings
Songs
Jewelry
Class system
Clothes
Monument to battle of the burrow
>Religon
The eyes of the mountain
StoneBook
Clerics
The Knights of Muh'sharoom
>Magic
Coal Eaters
Mycomancers
Illusion
College of mushrooms and medicine(college of M&M)
>Great works
Everburning stone(171 points remain)
>World Lord
intimidation
Ring of Wonders
>Diplomacy
Deresh(Fire men)
Winged women
>Heroes
Mushall, Worm Slayer, Mind Eater, Brood mother
>>
Send the fungal line North, it could aid us against whatever future danger lies that way
>>
Sorry 1d100 (I'm bad with this haha)
>>
>>112636
>Culture
Drama and Comedy (plays)
>>
Rolled 49 (1d100)

>>112653
>>
Rolled 38 (1d100)

>>112615
To the east to home of the enemy's den.

>>112636
Finish work on the great work.

Have the lord make a tunnel to the new home. Unless it can only build up or down.
>>
Rolled 77 (1d100)

>>112636
Everburning stone
>>
Rolled 92 (1d100)

>>112636
>Military:Have Mushall go and start breeding to give a new generation of mushroom people maggot powers.

What can the WL do?
>>
Rolled 46 (1d100)

>>112653
>>112670
this but maybe seperate the populous into castes i.e. Warrior caste, Mage Caste , Production caste, and entertainment caste to give people purpose and culture
>>
>>112702
Op here. On mobile.
A comedy play is held by the drunken scouts, who use their strange summoning abilities to put on raunchy retellings of battle.
Dramas begin as well, sad stories drawing tears from many.
Expansion is done in to northern mountains. Goblins and halfling live there. The goblin caverns are promising.
Mushall breeds loyal mushroom children capable of infecting others minds
Building projects or produce god stone for other uses.
>>
>>112730
Convince the goblins and Halflings to trade with us. Halflings are good farmers, right?
>>
>>112706
I think that happened when we created jewelry to show which Caste each dwarf is in.
>>
Rolled 53 (1d100)

>>112730
Come on great work. We got things to build.
>>
Rolled 13 (1d100)

>>112730
Send some mush people and dwarf settled to go make a underground fortress for mining and dank mushroom growth rooms.
>>
The great work is finally complete. The coal eaters leave the temple and hold a white stone billowing smoke and the haze of heat. A great source of power this will be should. 2 uses have been proposed, the heart of a great steamwork giant or the center of a grand factory.
>>
>>112861
A new fortress is founded to the north focusing on diplomacy and farming. The halflings quickly are friends and trade us pipe weed. The goblins have avoided by retreating and collapsing tunnels. They leave behind strange dolls shaped like dwarves.
>>
>>112868
Grand factory
>>
>>112868
Grand factory
>>
Rolled 37 (1d100)

>>112868
Aw yeah Iron giant. We can even give regen with our magic.

Now I'm thinking we make a spore tunneler or air ship.
>>
Rolled 564 (1d1000)

>>112868
>>112879
Grand factory of Mushall!
>The mushroom people are the main working forces while dwarfs are the foreman and such.

>We should start making machines or constructs.
>>
Rolled 54 (1d100)

>>112913
Oops sorry about that.
>>
>>112890
A grand factory is quickly assembled and the everstone powers it all. We can make any simple metal item 1000 times very quickly. Pickaxes of the highest order are made for each citizen. It is worked by mushroom men while the dwarves further perfect clothing, making thick helmets for all citizens engraved with their own history
>>
>>112936
Give mushmen nice clothes as well, smart battle uniforms
>>
>>112936
>Culture
Make paintings/cravings
>>
>>112936
Okay, now we stay inside out town/settlements and build our culture, sciences and Technology.

>college of mushroom medicine Will be our new focus.
>>
>>112975
The college expands its influence and several new fields of mycology and medicine are being researched including battle healing, bezerker spores and fungal fast travel tubes. Several halflings have asked to enroll in the college, should we let them?
Mushmen now have military ranking and uniforms produced by grand factory.
Culture expression has reached a new height with grand murals in every great hall adorning the walls depicting many aspects of dwarven life. Many are estastic, this is a boom time for our nation.

Population
849 dwarves
216 Mushmen
Needs: purpose, unity, adventure, expansion(population crowding)
Focus options:
>Military
Wargoats
Entrance gates
Fungal scouting
Foul poison
Militia
Fungal Weapons
MushMen
>Resources
Large goats
Well
River
Metal Tools
Fungal farms
Grain farms
Ale houses
Oasis
aqueduct
Grand Factory
>Exploration
Fungal exploration
North(dangerous)
East (ham and winged women?)
South
West
Mountain
>Culture
Powder rocks
Stories
Engravings
Songs
Jewelry
Class system
Clothes
Monument to battle of the burrow
Drama and Comedy
Epic helmets
Paintings/carvings
>Religon
The eyes of the mountain
StoneBook
Clerics
The Knights of Muh'sharoom
>Magic
Coal Eaters
Mycomancers
Illusion
College of mushrooms and medicine(college of M&M)
>Great works
Everburning stone
>World Lord
intimidation
Ring of Wonders
>Diplomacy
Deresh(Fire men)
Winged women
Halflings
Golbins
>Heroes
Mushall, Worm Slayer, Mind Eater, Brood mother
>>
>>113023
>Religion
Spread the words to the other races. Allow the Halflings to enroll.
>>
>>113023
It is time! We allow people to come live in our towns, then they can use our colleges and our mushroom polices protection.
>Tell the halflings only if the people who go agree to work/live in our towns for a few years after.
>Also build up defences and study cannons.
>>
Rolled 79 (1d100)

>>113045
>Exploration East
Clear the land and make a new town. We need room for people.

Allow the halfings.

I wonder if the WL could make god stone golems.
>>
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>>113045
The halflings enroll in force, they are lackidasical workers but have an innate talent for farmcraft. The quickly rise in the ranks, The clerics and the knights have decided to take stonebook north to make converts of the other races, fungal growth explodes.
>>
>>113076
>>113023
Whoops linked to the wrong post.

But still down to back religion spread as well.
>>
>>113071
We tell the halflings they can immigrate but they have to do it legally. They must live in our society for 3 years after graduation.
The coaleaters have been tinkering with cannons which fire god bricks or stones to decimate enemies at medium range.
The Wl, works on large god stone golems, the are basically mindless mushmen with the fungus acting as muscles and tendons on the god brick frames.
The barrow tunnel system is made into a new city. Halflings flock there to be a part of our society but with less constant dwarven culture.
>>
>>113114
>>113077
Alright, hold a games now.
>Let's have fights, showing off new tech and Sciences from our College along with integrated of the three cultures of mush, dwarf and halfling.
>>
>>113159
A new tradition is started, the yearly HarDMode games. Halflings, dwarves and mushmen compete for glory.
Contests include feild plowing, axe throwing, tree eating, ale drinking, pipe smoking, and walking fast without looking like you're in a hurry race.
The event is a huge success with a young dwarf Helmy Sandsure taking home the golden flame.
>>
Rolled 16 (1d100)

>>113195
Hm I want to have the WL work on skills. See if they can make tunnels lined with spores from the ring.

The send small group of people out to talk with the Goblins.
>>
>>113195
>Magic
Research Necromancy. Not to revive the dead but to talk to spirits and ward off evil eternal things.
>>
Rolled 96 (1d100)

>>113248
Do what this anon says with the WL.
>But build up defences and beff our military with mush infantry, dwarf archers/rifles with halfling artillery.
>>
>>113260
Dwarven warlocks emerge after being booted from academy. The begin research on spirtual contact.
The WL helps the fast travel tunnels, building quick access between our three cities.
Golbin contact is attempted again, the retreat but one is cornered and begs our forgiveness and acts in awe towards us. He passes out as we escort him back to Fungburgh. When he awakes, he explains his people worship dwarves as vengeful gods and prophecy fortells of a great dwarven army that will scour the land of the undeserving. Should we feed into, tell him we are just dwarves, or tell them the truth about WL(father will dislike this)?
>>
>>113328
>Magic
More spiritual contact. Have some Clerics guards them if any nasties come. Also, feed into the dwarves gods.
>>
>>113328
I say tell them they can please us if they bring us tribute of precious metals, troops and other goods.
>If they are really good we will give them godly tools.
>>
Rolled 34 (1d100)

>>113328
>>113416
Also study better tools senpia~
>>
Rolled 51 (1d100)

>>113328
Tell the Goblin we are just dwarves trying to make a living. Give them some cloths and food. Let them hang around if they want.

I believe our people want some adventure. So make 4 groups to head out into the world. One to the north, south, east and west.
>>
>>113443
4 great adventure groups are assembled from the hdm game winners. One in each direction. The explore strange lands on the frontier. We tell the goblins we are just dwarves, they are shaken to their core and undergo internal anarchy, incapable of diplomacy as they seek to find themselves, they are also vulnerable to influence.
Necromancy is further and spirtual contact is acheived. Some claiming to be dwarven ancestors offer wisdom. They claim a great ancient dwarven city lies on an island to the west
>>
>>113543
Send mushroom people to explore for the lost city along with halfing scientist for scientific discoveries.
>Send Mushall to lead the Goblins until they can be integrated.
>>
>>113543
Check this out with holy men to make sure they're not demons ticking us.
>>
Rolled 45 (1d100)

>>113543
Well then if they are vulnerable to influence. Let us ask Mushall to send some spore control. Offer aid to others that can't fight, kids and the like.
>>
>>113590
Mushmen, halfling scientists and clerics search south for the lost city. With dirextions they find it quickly but it is completely inpenetrable. It appears to be some type of zeppelin, but incredibly large. The xlerics warn it is sorrounded with demonic energies but cannot clense it as it seems to eminate e evil.
Mushall tests his mind control on the goblins. They are now a slave caste but they discover something. A large beast hides within the mountain and is fed by the goblins. It seems the mountain is grown around it, how ancient it must be. Do we continue to feed it?
>>
>>113635
>Religion
Build more temples
Also, give it food.
>>
Rolled 9 (1d100)

>>113635
Let us talk to the beast. I want to get to know it over dinner.
>>
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>>113635
>Start breeding the Goblins and mush so we have a massive poulation of both them.

Send some elders to go see this beast and try to reason with it.

Can we send some scollares our to learn about lands and inventions far away?
>>
>>113652
Temples are built in all cities in honor of the two eyes of the mountain.
We talk with the beast and it says it has been many years since it has spoke. It says its wishes to speak to the one of the false face.

The goblins are bred into the caste system, large brood farms greatly expand numbers.
The southern explorers led by helmy sandsure return with a strange curver hollow horn giving off a foul odor for miles. They claim it is loot but many disagree
>>
>>113840
Purify that horn and I guess allow one of the "false race" to speak to it.
>>
Rolled 50 (1d100)

>>113840
Look into that horn before it hurts someone.

WL better have a guard just in case.
>>
First thing first, we need to set up who's on top?
>Personally, I vote for a mushy overlords.
>Start building up our other mining settlement with our goblins and mush people.
>>
>>113635
Have Mushall feed it, while trying to control it.
>>
>>113917
On top of what? I would like to think our races mix in just find.
>>
Rolled 13 (1d100)

>>113962
Forgot my dice
>>
>>113917
>Dwarves
>Mush
>Halfiings
>Goblins
>Everyone else
>>
>>113967
>>113979
On top as in who holds the most power and lets have a high court of a few of them all.
>But mushy and dwarf with hold the most power for the founders.
Mushy and dwarf in that order.
>>
>>114010
But we can't have the race we made be more powerful than the dwarves.
>>
>>114028
Agreed, the Dwarves are the highest rank. The religion clearly describes two dwarves leading the way.
>>
>>114028
>>114040
Fine the dwarves can stay in command.
>But we need to make mush people more smarter!
>>
>>114070
No. The masters must the smartest. What kind of creator makes his creation better than he is?
>>
>>114087
>duality of hot dry fire and the damp cool shrooms.
We are equal and work as one. Each a part that makes a greater whole.
>>
Create your own setting and races in this game of murder and politicking! >>114001
>>
>>114135
Alright I can agree to this, equals.
>>
>>113851
An attempt is made to purify the horn buts its magic is not understood. A cleric devotes all his time to studying it and gains the name of the tainted preist.
A group of bodyguards is assembled for the wl
The mines are expanded in the north. The mushmen dominate the goblin race
Mushall feeds the beast. It eats and wishes to speak to the leader alone.
Mushmen begin to be regarded as equals to the dwarves. A group of human sailors are spotted to the far western ocean
>>
>>114216
>Culture
Invent elaborate hair/beard styles and check on those sailors.
>>
Rolled 42 (1d100)

>>114216
Whelp WL we will be standing by.

While they are talking we can send some people to say hi to the humans.
>>
Rolled 54 (1d100)

>>114216
Send Mushall and the appointed dwarf leader to speak to the beast.
>Send some goblins to spy on humans to see why they are here.
>Study the biology of our people to know more about our people.
>>
>>114254
Elaborate hair atyles are developed with specific braids for each walk of life with metal bands to denote hallmarks of achievement.
Goblins are sent to interact with human. They brutally kill and crucify the golbins to the mast of a ship.
Complex understand of dwarven biology improves the lifespan of dwarves and increases fertility.
The world lord meets with the creature.
He addresses you by your old name, unpronouncable with your dwarven tongue. He claims to be your brother, a fellow world lord who raised a civilization of dragons and attempted to kill your father. He was barely defeated. As an immortal, your father imprisoned him in this mountain.
He offers a deal to you. Together we can kill the father and take all his many treasures won through the years and put an end to his tyranny. What do you do?
>>
>>114353
>Diplomacy
Talk to the fire men and say no to your "brother"
>>
>>114353
Meta: im winding down what ill be able to do today update wise. I'm new to oping these threads. Any advice, things you'd like more of, or criticism of anything is welcome.
>>
>>114388
I like it earlier when you had the long list of options and it's super cool you let people do culture and multiple things at once.
>>114353
>Send dwarfs and mushroom people armed with one of Mushall children to become a new mushroom commander to the sailors.
We don't take kindly to people kill our slaves.
>>
Rolled 96 (1d100)

>>114417
Yup.

>>114353
I feel like saying we have no plans to kill dad. Yet we will still get you food and water.

>>114388
It's been fun. Like the other one said I like the big updates as well. Yet I can understand it being a pain. Your keeping a great speed.
>>
>>114417
You tell your brother no and he laughs strangely as you leave.
The daresh are happy to see you and surprised by your cowing of the goblins . They are wary of your use of a brood mother and warn it could get out of hand. They explain they are plan to explore south, where rumors of large birdmen exist. They disdain the idea of birdmen for some reason. The request the southern exploration party join them.
A contigent of mushmen approach the human. They refuse to speak and fight to the death. One human, infected with a mushall child remains in your custody. You also took the human ship intact. Many other human ships are in the distance.
>>
>>114470
>Culture
Create a holiday for the founding of this great civilization.
>>
>>114470
Alright this is gonna get shitty quickly. We should try not to go to war just yet.

For the exploitation to the south.
>Send mostly dwarfs and halfing scientists and settlers with mushroom Guardians with.

With the humans.
>Bring the human back to our capital and try to get as much info as we can from him.
>Start a port city building identical ship to those of the humans while also building cannons and other tools of war.
>>
>>114483
Sand Day is celebrated with the building of the old well, the first building of our race. Much celebration is had in the mead hall.
Small balls of a thin membrane filled with ink litter the lower mines.
You are visited again by your father. He claims the dragon brother was a lie to test you and offers a reward for passing, a pet companion.
1. Loyal dog with a bark that wards from evil.
2. A snake that can see through any lie
3. A bird that you can see through the eyes of.
4. A cat that can open any door

The search for the bird men is fruitless. You have searched to the southern shore but daresh demand you go further.
A human is brought back and explains the fierce zenophobia of the sea faring humans and says they are led by a mermaid that grows stronger with each non human they kill.
The factory is put to work making human ship replicas and floats down the aqueducts to the western coast. You have 40 ships.
>>
>>114604
>1. Loyal dog with a bark that wards from evil.
Pupper for the win.
>Magic
Alchemy
>>
>>114604
2.The Snake. Lies can kill.

>Also throw up another port city in the south but only send halfling and goblins making it into a production and repair only port, not for shipping and trading.
>>
>>114604
Also can you update the map, our population and stuff if it isn't a hassle..?
>>
>>114663
this
>>
File: Capture.jpg (70KB, 745x827px) Image search: [Google]
Capture.jpg
70KB, 745x827px
>>114622
After much deliberation, you choose the snake. A large Cobra joins you. An efficient port city is built in the south and occupied by halflings and goblin slaves. Alchemy is looked in and a means of turning crystal into gold is discovered. Crystal is worth as much as gold but baby steps.

Jale Thornboot the tainted preist claims the horn is requesting to go to a volcano in the north and he wishes to take it there. The snake hisses contently, no lies here. Jale drops the horn and it rolls out of the room and he scurries after it and repeats his request from the hallway, relief clear on his face. The smell of both him and the horn are like rotting carcass.
Population
1718 dwarves
642 Mushmen
900 Goblins
112 Halflings
1 Human
Needs: purpose, adventure, vengeance on humans
Focus options:
>Military
Wargoats
Entrance gates
Fungal scouting
Foul poison
Militia
Fungal Weapons
MushMen
Stone golems
Cannons
Human ships
>Resources
Large goats
Well
River
Metal Tools
Fungal farms
Grain farms
Ale houses
Oasis
aqueduct
Grand Factory
>Exploration
Fungal exploration
North
East
South
West
Mountain
Ancient city
Birdmen to the far south?
>Culture
Powder rocks
Stories
Engravings
Songs
Jewelry
Class system
Clothes
Monument to battle of the burrow
Drama and Comedy
Epic helmets
Paintings/carvings
HarDMode games
Hair braiding
>Religon
The eyes of the mountain
StoneBook
Clerics
The Knights of Muh'sharoom
Strange Horn
>Magic
Coal Eaters
Mycomancers
Illusion
College of mushrooms and medicine (college of M&M)
Necromancy
Alchemy
>Great works
Everburning stone
>World Lord
intimidation
Ring of Wonders
>Diplomacy
Deresh(Fire men)
Winged women
Halflings
Goblins
Humans
>Heroes
Mushall: Worm Slayer, Mind Eater, Brood mother
Helmy Sandsure: explorer, game winner, drunk scout
Jale Thornboot: Tainted preist, holder of horn
>>
>>114737
>Military
Make that militia in proper fighters and allow Jale to go to the volcano
>>
>>114737
>Military.
Build artililery and cannons for our ships.

Start making epic helmets and war paint for a mushy fighters.
>>
Rolled 13 (1d100)

>>114737
Hey necro- warlocks what do you think of this horn? I think we could have another adventure.
>>
>>114737
Also send Mushall and Jale to map the rest over our land/island?
>Mushall goes south east
>Jale goes north west
>>
File: 1454990042549.png (492KB, 1000x488px) Image search: [Google]
1454990042549.png
492KB, 1000x488px
>>114835
I mean Hemely not Jale.
>>
Bump :c
>>
Hey guys, Its been a while since I've updated so lets do a vote.
Should I continue this game or start a new one?
>>
>>131069
Start new thread but keep the story.
>>
>>131069
It was fun. If you want to restart with what you learn running I would be down.
Thread posts: 222
Thread images: 20


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