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Cult Evo

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Thread replies: 137
Thread images: 47

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Welcome to CultEvo. You will take the reigns as a group of disciples loyal to your deity, who has granted you with great abilities and immortal life, though not invulnerability. Your goal is to advance and ultimately realize your god's agenda. All cults know of the existence of other cults, but not their locations, although followers of Quet will sense their presence.

There are six deities to choose from. Each deity does differ in difficulty, so if you are beginner to tribe evo games I would suggest joining an easy cult, and if you want to challenge yourself and I suggest joining a hard.

Rules:
> Every turn is a month
> No limit on regular actions, can use up to one cult action OR research action
> Cult actions help flesh out your cult. Can include forming rituals (marriages, initiation, sacrificial, funeral, etc.), building structures (churches, obelisks, statues), and developing mythologies (basically roleplaying the feats of a disciple to become a noteworthy person). They help increase the number of boon points you gain per turn.
> Research actions must be PURCHASED after using some amount of boon points. It replaces a cult action when relevant
> Regular actions encompass everything else that doesn’t directly impact the structure of the cult. Includes warring, exploring, trading, providing services, etc. You can include as many actions that can be reasonably completed in a month with the people you have. Rules may change as quest goes on.
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Ur is a spirit who believes that the world belongs to mankind, and as such in order to rule it they must advance sufficiently in law and civilization. Followers of Ur are expected to go out and help advance villages into bustling metropolises, until no primitive villages exist on the face of the world. As a follower, you will be unable to research new magic as Ur believes the real advantage is in human ingenuity, but Ur allows you the natural abilities to inspire men to follow your leadership, as well as craft monoliths to advance a village's evolution.
>>
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The Long Man is a spirit of the wilderness. It believes that mankind used to have a natural role in the wilds, but it has overstepped its bounds. Natural order must be reinstated, no matter the cost. The Long Man's ultimate goal is to expand the Wilds onto all of the world, returning the world into a global forest where man returns to its modest position on the food chain.

Despite teh reduced position of man in the Long Man's vision, he does rely on human followers to spread these beliefs and unite all creatures under his philosophy, be it man, bird, or beast. However, the Long Man does not want his followers living in the corrupted environment of cities, thus the Long Man's followers must reside either in a village or wander as a tribe. The Long Man grants his followers the ability to speak to all or nature's creatures and spread the wilderness around, destroying any artificial structures in its way.
>>
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Lokt is a spirit of power. He believes that the order of the world must be maintained through solitary rule. He rewards his followers to pursue this goal of one world government with the boons to subjugate all heretics who do not follow Lokt, and to create enormous strongholds of twisted metal that fortifies a position greatly. Lokt does not want more followers however; power is best used when it is not shared, after all.
>>
>>1797748
this guy, he looks like its gonna be fun
>>
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Ersu is a spirit of Freedom. He wants the world to be released from the shackles of control. Thus, he wants his followers to demolish all forms of government to return humans to their natural state: free willed individuals who answer to no one and are capable of their own sustenance. To aid in this goal, Ersu grants to his followers the ability to stride through crowds completely unnoticed, and the unique ability to completely teleport the entire worshipping base from one continent to another. Followers of Ersu are disallowed from accruing material wealth; the only personal possessions a follower is allowed is a sole weapon and cup for begging for food.
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Amlia is a spirit of Paradise. She believes in the salvation of all humans. As such, she grants her followers the ability to heal all peoples of disease, hunger, curses, or even other spells casted on them, including Inspired and Coerced humans. She also allows her followers to create portals to Paradise, directly aiding in her ultimate goal to 'save' the entire world by bringing all the world's decent men, women, and children into paradise. As a spirit of peace, she disallows violence of any sort, even in self defense.
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Finaly, Quet is the spirit of Destruction. For some reason, he wants the absolute annihilation of all other spirits. He is engaged in an eternal battle with them in the spirit world, but what he needs is an edge. As such, he wants his followers to kill all other followers of other gods; after all, if there is nobody who worships them, how much power will they truly have?

He grants his followers the ability to sense the direction of other followers, and create monstrous abominations that are nigh invulnerable, impossibly large, but very slow, to destroy the followers of other deities. Quet does not reward mercy; in fact, he insists that anybody that gets in his way, be it those who follow other deities or those who follow no deities, be violently eliminated.
>>
can I please be the prophet of Lokt please.

he seems better than the others
>>
Those are the six deities. I will allow multiple players per cult, but to begin everyone should pick one. Every cult will start in a different continent, and have the choice to start in a city, a village, or as a wandering tribe.

In a city, you will be a small minority. All cities are moderately developed, with techs including carts, primitive iron tools and weapons, leather armor, agriculture, masonry, coinage, slavery, and a ruling oligarchy. Think like ancient egypt but with iron weaponry.

In a village, you control a little under half of the tribe, but only have power over limited number of people and three or four farms.

In a wandering village, you have no structures and can control the entire tribe.

NORTH ISLAND:
- Long Man
- Amlia
WEST ISLAND:
- Ersu
- Quet
EAST ISLAND:
- Lokt
- Ur
>>
>>1797767

wandering village of lokt in the mountains of the east island.
>>
>>1797767
To clarify, if you are playing respond here with

> Cult you are
> Beginning location (city/village/wandering tribe)
>>
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>>1797769
Here is your beginning stats, you can begin your turn with

> A Cult Action
> As many regular actions that can be completed within a month with your follower base
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>>1797772
since we begin in the mountains,

action: find wood
action:find iron deposits
cult action: build a church in the mountains, carved from the very stone
action: find live stock
action: if I find live stock, herd them with out spears
>>
>>1797774
Basically, all deities begin with one passive and active spell. Passive ones require no boon points to use, and active one require some number of boon points.

Boon points are accrued by certain policies your cult have accrued (cult actions), and your worshipping base (your everyone should start with a +1 bp, increasing with every 50 followers)

Casting a spell will be through a regular action. Cult actions themselves are like culture actions from other civ evos. Its anything to flesh out the culture of your cult, including traditions, ceremonies, festivals, ethics, myths, literature, etc.
>>
so only 2 godds and we are on the same country......

we could work together to beat that last god, but meh I'm not sure
>>
I'm just gonna wait for more players, if we manage to have four by the end of today we can start going through turns.
>>
>>1797799
so can the gods work together with those who are similar in ideals? even if its only for a short while?
>>
>>1797767
Ur
Start location: village
Action: look for wood resource
Action: expand housing and farms
Action: build a school house
Cult action: convert more people by promising them a better tomorrow
>>
>>1797801
Sure, as long as you don't violate your taboo and are working towards your agenda anything is game
>>
>>1797745
>>1797767

Going with this guy as a wandering village somewhere in the woods of the North Island.

Cult action: Find a grove in a nearby portion of woods and designate it as a holy grove, sanctifying it in the Long Man's name, carving images of him into the trees surrounding it.
Action: Scout for creatures nearby.
Action: Forage for food resources nearby.
Action: Scout for a water source nearby.
>>
Is there still a spot for me?
>>
>>1797751
Ersu

Completely new to this type of game.
>>
>>1797927
Wandering Tribe. What are the pros and cons to this?
>>
>>1797928
pros you control ALL the people

con: you start with nothing to go on
>>
So we have Amlia, Ur, Lokt, and Long Man. I can update turns for now, though I want to wait for players to pick the other deities, especially quet, for the next turn.

Optional discord https://discord.gg/fUZM7P6
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>>1797954
Alright. I'll do Ersu. City then.
>>
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>>1797775
Followers of Lokt begin herding goats. This provides them a source of food for sustenance and population growth, although the growth will not be realized until at least ten turns.

They begin seizing iron and wood resources. Their limited population does not give them much iron this week. (Every iron unit can be used to make one weapon/piece of armor)

A church is engraved into the mountains, dedicated to Lokt. They now gain +2 boons per month.
>>
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Followers of the Long Man establish a Holy Grove dedicated to the Long Man. They gain more boons per turn.

They scout near their surroundings, finding plenty of small creatures such as squirrels, boars, chickens, robins, eagles, and rabbits. They all recognize your affiliation with the Long Man, and hope you can help them. There is a human city in the jungle that keeps hunting them down. They have no imagination, but want to take the city down eventually. For now, they ally with you due to your structure.

You secure a food and water source. New followers will be born within ten turns.
>>
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Followers of Ur naturally take the lead in the village using Inspire. They order their counterparts to help realize Ur's goal, building a school, expanding housing, and securing a local lumber yard. They are able to use these developments to grow the village rapidly, and convert all the villagers into their cult.

To fully achieve city status, the Ur followers will need to build walls, a defense force, a structured leadership, and a population of at least 500.

>>1797968
Need a turn from you
>>
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>>1797968

Ersu
City

Cult Action: Cult members develop a cult symbol and start carving it into buildings, bridges, trees and anywhere else they can in the city. It is a set of masks. A happy face covering a sad face.
Action: The cult members find an abandoned building to meet in
Action: The cult members beg for food and water to bring back to their abandoned building
Action: The cult members start preaching thier cult using guerrilla tactics. (e.g. bringing up issues that the government caused, talking to the working class about taxes going to the wealthy)
>>
>>1797975
cult action: begin a ritual of election. the strongest men and women between 20-35 engadge in 3 trials. one is a problem of riddles and much like it. next they need the test of power, they must command the others into submission using what ever tactics they can. and those who did not fail the last two tests, must then take the test of arms, fighting till the others are unconscious or surrended. the last man will then be the high priest. the one most fit to be the herald of the god of domination.

action: begin a farm, we need hardy plants to feed to our goats.

action: make Iron shields [10], we are the pike men and make some bows [5]

action: explore around for any ruins or interesting plants/animals/natives
>>
File: ersu.png (69KB, 1024x768px) Image search: [Google]
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Rolled 9 + 10 (1d10 + 10)

Followers of Ersu set up in one of their city's abandoned buildings. They begin spreading word of dissent, intended to raise concerns and incite rebellion against the working class. A few join the Cult of Ersu, and many go about their day opposing authority more and more.

Their begging for food and water ensures their survival while abiding by Ersu's taboo against personal wealth.

Rolling for new converts
>>
>>1798052
Ersu cultists gain 19 followers, sitting now at 69 total followers.

There are 500 total in a city, 69 of whom are your cult, 80 who are now sympathetic to your cause, and the rest who either support the regime or have no opinion.
>>
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Updated map until we get Amlia and Quet
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>>1797961
Amelia
City
Action: Send cultists to find jobs so they can collect coin income
Action: Find a house near the market to buy/rent so we can be sheltered
Cult action: Establish a almshouse to heal the sick and poor, teach them a bit about our god while doing so as well.
>>
>>1798093
Quet

City

>Cult Action
We take on a Church for ourselves. Setting it underground, where it will be harder to find. The flicker of candlelight shall illuminate our scarred bodies, as we reunite as one in ritualistic prayer, and mark our flesh with the symbols of Quet.
>Action
Our influence expands, and our followers, those part of the upper class, begin... Talking about our cult with other like-minded individuals. Promise them power. Wealth beyond measure. To be part of our secret society. If they do not follow other gods, then perhaps we may find ourselves new disciples.
>Action
Kidnappings. Prowl the streets of night for unsuspecting cattle. Preferably if they believe in some sort of other deity. Or perhaps not. Quet is content either way.
>Action
Half of those we capture shall be sacrificed to Quet. The other half will be tortured, broken into submission and then sold as slaves to the highest bidder. A fitting fate.
>>
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Rolled 6 + 10 (1d10 + 10)

>>1798473
Amlians begin employment as laborers, sweepers, and artisans in exchange for a meagre income. They use the funds to help sustain them, and use their initial capital to purchase and operate as an almshouse. They begin to cultivate a positive influence on the citizens. Some citizens even consider joining.

Rolling for converts.
>>
>>1799020
Amlians gain 16 new converts. Among the larger population of 500, 66 are in your cult, and 130 are sympathetic. All of the sympathetic members either having been treated or have known a friend or family member being treated in your almshouse. Most of these are the city's poorest or of classes that experience frequent injuries.
>>
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Rolled 3 (1d10)

>>1798523
Finally, followers of Quet begin a mission of mystque and intrigue. THey set up a deep underground church. They begin courting the wealthy, promising power. They also begin partaking in regular kidnappings intended to sacrifice for their god. Quet is pleased that his followers are willing to go through such cruel methods, but the followers do not sacrifice any of other faiths. In fact, the only ones of other faiths are the five other gods. Nevertheless, Quet is pleased and promises one free boon point for every ten sacrificed.

Rolling for wealthy converts
>>
Rolled 2 + 20 (1d5 + 20)

>>1799057
Quetians gain 3 wealthy converts, all connected thriving businesses and even having some connections to the ruling class.

Rolling for kidnapped.
>>
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>>1799064
11 are sacrificed, and the remaining 11 are sold as slaves. Quetians gain an income of 110 gold.

Turn 2 starts now! If you are lurking, you can also join, I allow multiple teams.
>>
>>1799071
Cult Action: Start a Basic Training "initiation" program in the abandoned buding. This is an intense three month long program that strips initiates of there materialistic ways. It provides training in martial arts, parkour, grappling and weapon fighting. It also pushes initiates to thier limits with starvation, sleep deprivation and extreme pain.
Action: Graffiti and vandalize the city hitting government property and large institutions
Action: Search, map and convert the city sewer system into a way to quickly and quietly move around the city
Action: Recruit homeless and orphans into the cult. Promise them better futures and train them to steal.
>>
>>1799229
Ersu
>>
>>1799071
Action: Now that we have a reputation as healers, our most charismatic people approach the ruler in their court and offer their services as retainers, saying that they are capable of healing nearly any illness, and are very talented at calming the peasants and slaves, and that they are willing to offer their services for a reasonable price. (We will accept literally any deal as long as it involves gold.)
Action: Meanwhile, other members of the Cult are sent to into the marketplace to converse with merchants, hoping to find out if any of them or their families are dealing with sickness or injury, and offer to heal them completely free of charge.
>>
>>1799283
Forgot cult action: Meanwhile, a few of the unskilled or new initiates are sent outside the city walls (not too far outside) to establish a large garden, made specifically to be visually pleasurable. Any amount of gold is to be spent obtaining seeds, flowers, marble, etc. from merchants
>>
>>1799229
I forgot to mention that what they steal only goes to immediate food or communal supplies for thr cult and is not for personal gain or wealtg
>>
>>1798021
my goal is here
>>
>>1799071
Action: start orginizing a plan with the rest of the animals to use communication and signalling to point out hunters so the the bait(rabbits,squirrls,chickens) can get away and the counter hunters(boars,humans,and eagles) can kill them
Action: have some men sneak into the city and half of them find out the cities main food source
Action: have the other half try to get the domestic animals on our side
Cult action: a high ranking preist wants to fuck a boar, ask the long man for his blessing, if he does accept this marry the preist with the boar in the holy grove and wait and see if this produces any spawn
>>
>>1799726
I would recommend
Cult Action: Begin holding bacchanal revels to honor the Long Man in the sacred grove, giving over to base instinct.
Action: Have the sparrows and eagles scout the village for notable features while keeping their distance to gain recon. They aren't intelligent, can't count, but could help keep us informed about where the village is and how it runs.
Action: Have two acolytes go to the village guided by some of our animal allies, speaking with some of the locals and trying to teach them of the merits of the Long Man's beliefs, cherishing nature which will replenish us all etc.
Action: Plant berries in a ring around the sacred grove and dedicate them to the Long Man.

gaining favor and intel to be better prepared for future actions, along with potential converts
>>
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>>1799071
Quet

>Cult Action
There is a certain... Appetite. A ravenous spirit that hangs over our heads. Our sacrifices are too simple for them to truly please our god. We must seek a way to completely annihilate the body and minds of the sacrificed. We will consume their corpses, after the soul has departed. But we are not barbarian savages, we do not eat the meat raw and bloody. We will serve this sacred dish only after the finest of preparations. Our feasts will be certainly remembered.
>Action
Continue the fruitful business of kidnapment, sacrifice and slavery. It is proving to be good for our means.
>Action
Continue courting the wealthy, moving up in the food chain by the month. Using our 3 wealthy initiates, we will attempt to spread our influence into the ruling class.
>Action
Make ourselves known, under a false name of course, as a company of slavers in the local market. Promise only the most obedient merch, and invite our most wealthy clients to our feasts as a gesture of good will. Then, initiate them to Quet's will.
>Action
Use our new capital from the slavery business to purchase the hands of a skilled mason. He will decorate our Church with the symbols of Quet, and his holy scriptures.
>>
>>1799071
Starting in a village was a bad idea.

Ur Turn:

>Cult Action: adopt the idea of an organized Clergy.
We shall take the scholarly among the public to create a clerical class headed by a single high figure by the title of The Ur Monarch. This shall help us become a far more centralized faith.

>Action: Making a log Wall
Start constructing a palisade wall around The Village to form the first row of civilized defense from the outside world.

>Action: Contact Neighbors
Send a few members of The Clergy to become acquainted with the city directly to our east. We would like to know their governing style.

>Action: Civilize The Village
We shall civilize our land by instituting civil traits. we shall declare The Village to have an official name, that of Urston, we shall codify our laws, and we shall define things such as land ownership and the concept of province boarders.
>>
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>>1800733
Followers of Ur finish construction of a log wall, organize their clergy and worshipping system, and begin introducing laws of land ownership and borders to better structure their town. A few more Ur followers are born now.

They contact their neighbors. An enormous walled city is near them to the north and east. It is ruled by a king and his family. The city is walled, well defended, but welcoming.
>>
File: amnia.png (62KB, 1024x768px) Image search: [Google]
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Rolled 6, 2 + 20 = 28 (2d10 + 20)

>>1799283
>>1799283
Followers of Amlia offer their service as healers to the ruling class. Their services are generously rewarded monthly.

The merchants like the idea of having healers free of charge, and reward such charity with additional coin.

A grand garden is built in honor of Amlia. Huge sums of capital is spent to ensure the garden is large, plentiful, and well maintained. Amlia is pleased by the blessings of beauty bestowed on the world. She hopes such wonders may lure the uninitiated into her camp.

Rolling for nobility and merchant converts
>>
>>1801297
Amlians gain 16 converts from the ruling class and 12 converts from the merchant class. Despite their differences, they are united in a vision of a nonviolent world and migration into a pure paradise.
>>
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Rolled 5, 2, 4 = 11 (3d5)

>>1800637
Quetians begin a ritual where they eat the sacrificed corpses post-ritual in a grand feast. They invite slavers brave enough to attend.

The string of kidnappings, sacrifice, and slavery continues.

The wealthy is continually being courted. Some more avid opposers of your philosophy try and convince the nobility to not pursue such dark arts. Turmoil in the upper class begins on whether to take the fruits of darkness or not.

The church is refurbished to the pleasure of Quet.

Rolling for wealthy converts.
>>
Rolled 8 + 20 (1d10 + 20)

>>1801299
Quet has 11 new wealthy converts. The nobility becomes threatened by the rise of the wealthy who seek to accept the cult of Quet. A schism between new wealthy, who seek to use their new faith to take over the city, and the old ruling class, who seek to maintain power and prevent a cult of a foreign god from taking over, begins.

Rolling for sacrifices.
>>
Rolled 7 + 10 (1d10 + 10)

>>1801302
14 are sacrificed, granting another boon, and the remaining are sold as slaves. The Quetians have a total of 500 gold. They can spend gold on any sorts of armor, weapons, buildings, services, etc.

Rolling for slaver converts.
>>
>>1801303
An overwhelming seventeen of the twenty wealthy slavers convert. The rest accept the gracious feast but decide to not convert for one reason or another.

Quetians have
> 500 gold
> 81 general followers
> 8 boon points (They can spend 10 boon points on a spell research, which would replace a cult action)
>>
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Rolled 8, 4 + 20 = 32 (2d10 + 20)

>>1799229
The scum of the city are being recruited into the ranks of the Cult. They are promised the liberation of all men and the tearing down of the oppressors who had forced them into the position that they are in now. They are promised true equality for all men, as Ersu intended.

The training program is intensive. In another two months the new initiates will be the best at parkour, martial arts, and two handed bladed fighting, as well as pushing the limits of pain, sleep deprivation, and starvation.

A flurry of attacks against institutions are carried out. Thanks to the Faceless spells, it is impossible for the authorities to identify who the vandalizers are. Unfortunately, the inability of the citizens to point out the perpetrators means that the government believes they are all in it together! The king sends troops around the slums and residential areas to insititue order. Suddenly, a lot more citizens are becoming sympathetic to your cause.

The sewers are mapped out completely. They are utilized to perform many of the terrorist acts. The presence of guard patrols everywhere by the end of the month eliminates the presence of large crowds used to make Faceless effective, so fewer vandalism acts are performed by then.

Rolling for converts from the slums and the sympathizers
>>
>>1801314
18 slum converts join and 14 sympathetic citizens join. There are a total of 101 members in your cult -- nearly 20% of the city! The ruling class number at least 50, while the guards they control number at least 150. The number of sympathizers are now 170

All the cities have a nobility class of at least 50 and guards of 150 as well.
>>
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Rolled 18 (1d100)

>>1798021
The Cult of Lokt start a ritual to determine the leader of the cult. Lokt is pleased by the tests of power, and the resulting leader is most cruel, clever, and strongest of them all.

They begin a farm, feeding the goats. Their humble tribe grows slowly but surely.

They craft shields and some craft bows. Their army comes into order.

Rolling for the exploration action.

> 1-25: Nothing
> 26-50: Something cool
> 51-100: Something terrifying
>>
>>1801327
The Loktians find nothing this turn, sorry.
>>
>>1801201
Ur should boons should be 6 (+4) since they have over 100 followers
>>
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>>1799726
>>1800443
Long Man cultists hold regular revels to honor the Long Man in the sacred grove. He is pleased by the return of mankind to his primitive instincts.

Men are sent inside the city. They identify many farms and ranches as the source of food for the city in the jungle. The ranched animals readily join your cause, and consist of the pigs, chickens, and cows prepped for slaughter, and horses and bulls forced into hard labor. They reside in the city for now, but are ready to wreck havoc once you send the word.

The city itself has a standing army/guard of 150. Your followers number 50, the creature allies number at least 175, and the domestic cattle number 125. You may outnumber them, but the army has armor, weapons, and discipline.

Small animals serve as scouts, and you can identify the traveling paths of hunters and merchants who travel outside the city through the forest.

Turn 3 starts now
>>
>>1801337
Ersu T3
Cult Action: Develop a Patch System of continuous advanced training that starts immediately after Basic Training. The program uses "patches" that are tattooed onto the skin. Patches are earned from accomplishments (such as assassination), but also from standardized hands on testing that can be taken after time in the cult. The training focuses on advanced skills such as martial arts, grappling, parkour, weapon fighting, knife throwing, lockpicking, pick pocketing, stealth, fight tactics, dirty fighting, critical point anatomy, escape artistry, knot tieing, scouting, perception and even some social skills like persuasion, deciet and disguise. The first patch test can be taken after a year in cult and another patch test can be taken every year for the following twenty years. Although patches show experience, skill and wisdom, all cult members are treated as equals.
Action: Cult members start using the poisons of native plants to apply to weapons, food and drink.
Action: Cult members start a riot to create a distraction. They then free and recruit all the city slaves by moving them through the sewers to thier abandoned warehouse.
Action: Cult members make calculated assassinations against high ranking guard officers, nobles and the nobility to cause fear, confusion and disorder anf pull the guards off of the street and back to protecting the nobility.
>>
>>1801327
>cult action: with our new leader here, the cult has decided it is time to instigate the powers of our lord. the most elightend and powerful of the followers enter the ritual chamber of the grand church and they begin work upon a mighty work of magic, the art of power over the dead, if the living wont serve us then we will make them dead and make them serve. [the cult try's to learn necromancy]

action: scour the surrounding areas
action: start feeding our goats some wheat and plant like food to give better manure to put on the farm.
action: if there is any wood nearby chop down as much as I can to make barriers and stakes as well as give me a large line of sight of any approchers. [rogal dorn intensifies]
>>
>>1801442

To research magic, you must spend 10 bp. The research action will replace the cult action.
>>
>>1801337
Cult Action: We designate 12 disciples who work on codifying the will of the Long Man as we understand it, asking for his inspiration and guidance - but largely following instinct.
Action: We send 7 disciples to the village, attempting to convert anyone we can by spreading the word of the Long Man's majesty, speaking of his gifts, bounty, and the beauty of nature that he represents. Adding to our numbers will help us in the long run.
Action: We warn our animal allies of the hunting trails of the village so that they can avoid it.
Action: We send scouts down the river we've found, attempting to find fish or other animal friends who have experienced the length of it to let us know where it leads, and if there are other abominations intruding upon nature along its course.
>>
>>1801445
I intended to do that anyway, but I only have five, so replace that cult action till later with instilling the value of ruthlessness, all acolites will make alliances when it suits them, with anyone they can but when that allies use is gone, kill them or despose of them. this will make a political climate in my church so only the most cunning and ruthless and powerful can climb the ranks
>>
File: image.jpg (380KB, 964x1200px) Image search: [Google]
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>>1801337
Quet

>Cult Action
With all of these new initiates, guiding them onto the right path is proving quite hectic, to say the least. There must be a spiritual leader for our cult. He who is the most zealous between us shall be named Demagogue, and to him will go the role of guiding our rituals and speaking the will of Quet.
>Action
Continue the kidnappings, begin blaming the Old Ruling Class for not doing anything to stop them, accusing them of being the reason for the disappearance of honest citizens.
It should be easier to sell them as slaves now that we have active slavers within our ranks.
>Action
Begin planting the seeds of rebellion within the hearts of the people. Organize protests against the Old Ruling class (spending money if necessary) to rile them against this threat. They must be refusing our cult because they are afraid that the people could gain power!
>Action
During the night, we will act against the Old Ruling Class. Mass assassinations, to remove the threat as fast as possible. All who stand in Quet's way shall be cut down by his wrath.
>Action
Purchase 20 suits of leather armor, and arm our men with them. Then, purchase the services of a military commander, to train our followers in the art of battle. Add to that daily drills to make them into a true army of zealous soldiers.
>>
Action: Invite royalty and wealthy merchants to the garden, tell them that this tranquil vale is just a small portion of what they would experience in the after life.
Action: Send a few priests out to find more villages and tribes.
Cult action: Set up a hospital on the other side of the city, it's basically a almshouse but for people who can pay. Advertise it as the best medical treatment available to anyone who doesn't want their purse empty. The prices for healing should be sensible given the class we will be healing.
>>
>>1801538
By afterlife I mean paradise.
>>
>>1801337
Time for Ur.

>Cult Action: Establish a Tithe
Create the idea of a tithe, which is pretty much just a religious tax like how pastors go around collecting money from communion dishes in church.

>Action: Build a River Dock
We shall allow ourselves better access to The Waters by making a place where we can store our fishing boats and fish off of.

>Action: Talk to The Eastern King
Ask him if we can set up a monastery in his town and start educating the populace in the ways of Ur.

>Action: Crown The king
Send The Ur Monarch to hold a crowning ceremony for The King, we shall offer him and his heirs divine legitimacy over his kingdom by the authority of Ur.
>>
Quet

Tribe

>Cult Action
Begin sacrifices to create an abomination
>Action
Raid the nearest village in the night to take captives for sacrifices to create the abomination
>Action
Set ambushes along roads to capture travellers for sacrifice avoiding attacking large forces.
>>
File: longman.png (95KB, 1024x768px)
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Rolled 1 + 10 (1d10 + 10)

>>1801448
The Long Man cultists begin to convert from the main city in the jungle. They lure in followers using sentiments towards the beauty of nature and the bounty following conversion.

The animal allies are warned of the hunting trails. They are able to carefully sway away. They also traverse along the rivers.

Finally, 12 followers codify and work on the word of the Long Man. Principle among them is the abolishment of urbanization, an eternal alliance with the creatures of the wilds, and a commitment to protect and spread the mass of forests to all the world.

Rolling for converts
>>
Rolled 16 (1d100)

>>1801914
The Long Man cultists gain 11 city folks, who live amongst them now.

Rolling for the journey exploration.
>>
>>1801917
The animals only find minor trout and frogs, mostly small animals.
>>
File: amnia.png (68KB, 1024x768px)
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Rolled 9 + 10 (1d10 + 10)

>>1801538
The Amlians set up a hospital, accepting funds to maintain their well being and increasing their influence amongst all citizens. By this point, nearly everyone in the town have knowledge of the Amlia healers. It is a very respected profession and cult.

The royalty and wealthy merchants are incredibly impressed by the pleasures of the gardens. They ask how entrance into paradise is to be achieved.

Rolling for upper class converts.
>>
Rolled 21 (1d100)

>>1801932
The Amlians gain 19 converts.

Rolling for the exploration and village finding
>>
>>1801935
The cultists do not manage to find any nearby villages. Next turn they may have better luck.
>>
File: ur.png (87KB, 1024x768px) Image search: [Google]
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Rolled 4 + 200 (1d50 + 200)

>>1801632
The Followers of Ur establish a tithe. They manage to cultivate their treasury from their following base to be used in developing more structures, purchasing weapons, and hiring services.

They send an envoy to the large city in the distance. The King agrees -- after all, these converts seem pretty decent. What, you want to crown us too? That sounds grand!

A river dock is constructed. They can have ships made or bought to travel to the large city and in the distance to the wide world.

The fishing boats manage to increase the native follower population. The Eastern King, by accepting your coronation, legitimizes the power of Ur. Though the nobility don't think much of it, aspiring nobles and superstitious lower classmen convert in fervor to bid their king goodwill or aspire to become like him with Ur's blessing.

Rolling for converts.
>>
>>1801962
Ur's followers gain massive numbers in their congregation! It is the largest religion of the city, the remaining all being unaffiliated or worshiping their ancestors. The King and all loyal to him are among these converts.
>>
File: ersu.png (103KB, 1024x768px) Image search: [Google]
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Rolled 66 (1d100)

>>1801343
>>1801343
Riots break out to break through the oppression. Some brave cultists die for the cause, while taking some underprepared guards with them.

The artificial crowd manages to turn enough eyes away from inconspicuous Faceless assassins, who move past unprotected areas and move to assassinate the leaders. Rolling for effect.

Many of the enslaved class is freed and join the cult.

Finally, a patch system is implemented to showcase rank, skill, and experience of members. There is a unspoken understanding that while the patch identifies the wearer, it does not presume superiority. The range of criteria that qualifies a patch ensures everyone has a patch for even the smallest part they play in the Agenda.

> 1-25: Assassinate leaders of the guards
> 26-75: Assassinate above and the minor nobility leaders
> 76-100: Assassinate above and the King
>>
>>1801994
The King is terrified! All of his best friends from the nobility are dead, and the guard is leaderless. He orders the guard to abandon the curfews and protect the keep and home. The rest of the city belongs to the People.

There are now

> 129 Ersu Cultists
> 35 Nobles
> 127 Guards
> 150 remaining, terrified citizens
>>
File: quet.png (81KB, 1024x768px) Image search: [Google]
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Rolled 8 + 20 (1d10 + 20)

>>1801522
Quetians move quickly, beginning mass assassinations of the Old Ruling Class. They use the kidnappings of the citizens as justifications to overthrow the class, inciting rebellion. Many of the guards move in to suppress them.

Rolling for kidnappings.
>>
Rolled 48 (1d100)

>>1802018
14 are sacrificed and 14 are sold as slaves. The Quetians have 11 boon points now! They can spend 10 bp next turn to research a new magical spell, but the research action replaces their cult action.

Rolling for mass assassinations.

> 1-25: Assassinate leaders of the guards
> 26-75: Assassinate above and the minor nobility leaders
> 76-100: Assassinate above and the King
>>
>>1802023
The Quetians manage to assassinate many of the old nobility in the night, mostly by barging in and hacking to death the old dogs in their beds.

The guards around each noble house are ambushed by the assassins, who are better armed and have armor. The King is terrified, and retreats to his castle, having his guards off the streets and close to himself.
>>
File: lokt.png (91KB, 1024x768px)
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Rolled 15 (1d100)

>>1801442
The Followers of Lokt scout their surrounding area. Rolling for outcome.

They instill a culture of being ruthless. It makes sense; Lokt only wants the most cunning to be his leader. The Herald, being the most ruthless and cunning, is able to turn away these overthrowing attempts.

The goats are being fed and their manure is used more for the farm. More trees are also chopped to reinforce the village. More people are born now.
>>
>>1802052
The followers don't find anything of particular notice other than the stones of the mountains.

Turn 4 starts now
>>
>>1802054
>>1801709
Is it too late to join with this move? You said that you were open to multiple spirit. Was I too late?
>>
>>1802077
Just read what I said meant multiple cults per spirit I'm knackered
>>
>>1802077
You will be on the same team as the current Quet guy. Your actions will have to be agreed on then.

Itd be easier then if you join the discord and coordinate with him https://discord.gg/fUZM7P6
>>
>>1801962
Lovely, as The Royal Authorities accept Ur as legitimate and we do the same, we will both grow in influence.

>Cult Action: Adopt the practice of Sermon
Now that we have a place to stay in The Eastern Kingdom we shall better solidify or place there by practicing public sermon. We shall have members of the clergy stand among the public and give public preaching to attract converts and solidify the faith of those who already believe.

>Action: Buy an Exploration Ship from The East City
As our main base at the moment really just has a river dock and no place to build good ships aside from fishing boats, we'll ask the king if we can commission a vessel worthy of sea travel from his merchants.

>Action: Talk to The King
As The Eastern King if he's aware of any other civilizations around the region.
>>
>>1802054
Ersu T4
Action (10 BP): Cult members start training in Ki Magic (similar to a fantasy Monk), giving them supernatural energy to accomplish amazing feats. The Ki Magic focuses thier spiritual energy and directs it to certain chakras of the body. It allows them to punch with fists as hard as iron, take blows as if they have flesh of steel, jump really far and high, safely fall from immense heights, hold their breathe underwater for long periods of time, go long periods of time without food or water, take tremendous pain and resist diseases and poisons.
Action: The cultists start riots in front of the city's keep and noble homes. They throw rocks at guards, set fires to buildings and destroy the doors and windows of nobles' homes.
Action: Some cult members hide on trade ships that sail to the southeastern village. Once arrived, these cult members set up a base in an abandoned building and graffiti thier mask symbols around the village.
Action: Cult members convert the homeless and orphans of the new village into thier cult
>>
>>1802281
Like before the cultists promise the homeless and orphans better futures and train them to steal for immediate food and communal supplies (not personal gain).
>>
>>1801914

Cult Action: Begin having bacchanal rites in the town, inviting the townsfolk to join in to learn more about the Long Man and just have a good time. We begin encouraging all men to learn his ways.
Action: Send 3 Disciples down river with 5 followers, a cadre of robins and eagles to scout ahead and send communications back to our main grove. They seek new settlements, new animal allies, or resources.
Action: Attempt to begin buying some of the domestic animals, starting with horses, using our gold. We want to earn more human followers, not upset them by becoming horse thieves.
Action: Learn the ways of nestmaking from our bird and squirrel friends, so that wherever we roam, we can make a safe place to rest relying only on the Long Man's gifts of nature rather than building settlements to impede His design.
>>
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>>1802054
Quet

>Research Action (10 Boons)
We are conquering this city solely through steel and blood. When the time comes, we will bring down the other gods through these same means. Let us even the battleground.
We shall research a spell through which we may cancel the magic of other cults. Dispel their foul tricks in the blink of an eye.
>Action
With the king holed up in his castle, no guardsmen in the streets and the old nobility dead, we take up the mantle of the Ruler! Declare this city under the command of Quet, and make it so that our church becomes the state religion. Organize events where the citizenry may convert to our cult. Hail Quet!
>Action
Purchase a more spacious building, in the centre of town. This will be our Chapel, where new converts are initiated and the mass prayers happen, at the light of day. The rest of our rituals will be still held underground, where we have started our rise to glory.
>Action
Offer an ultimatum to the king: if he surrenders himself, the city and the guards to us, then we promise on the word of Quet that he shall be left alive and given food and a chariot to escape. Truly, this is only a ploy. If he accepts, then we prepare an ambush and behead the fool publicly. If he refuses, then we will instead target the leaders of the city guard. Soften them up before our inevitable attack.
>Action
We take for ourselves the equipment of any guards that we kill this turn and that we have killed last turn. We must arm all of our men, for these coming days of glory.
>>
>>1802052
with then newborn children coming about age, its time they were taught the meaning of power.

action: have the children to come of age they must endure 2 weeks in the wilderness, with only a dull cooking knife. only the strong or devious will come back, at the end we send out hunters to reclaim the bodies of the slain. they will be fed to the animals, failure is not to be tolerated

action: have all able bodied men and women train with spears and bows. not only as they are intended but they must also learn how to use the spears as a quarterstaff and bows and bludgeoning weapons. no follower may be caught in a situation where they can not use these items to defend themselves.

action: have our best craftsmen and warsmiths men begin fortifying the grand church. the intricate details are in fact hidden slots to strike with a spear, the grand arches are in-fact disguised trap falls, the lovely seal upon the floor is a trap door, so on and so forth [note, these are examples only do as much as they can with them in that order of importance]

action: begin a training regime alongside the weapons training. push ups, runs, staying up many hours while sleeping little and in shifts.

cult action: instil the spirit and value of iron. any emotion can be used, so use it. use it as a heat to forge your ambitions but always temper it with thought and planning. this also extends to appreciation for fortifications as it takes power to conjure the mighty forts of our lord Lokt.

action: send some men to the south, find me some fucking settlements do not return until you reach the end of the island or you find a settlement, I don't care how far you have to search find me some. failure is not to be accepted.
>>
Action: The priests realize they are discovering all wrong! Instead of exploring themselves, they use their connections in the merchant and royalty class to find out where other cities, villages, kingdoms, and tribes are at.
Cult Action: Using connection with the Royalty and merchant classes, the amelians lower the price of incenses by as large as they can, and begin stocking in bulk. They set up hanging lanterns around the city and stick them with incense every morning and night, in a attempt to make the city as a whole smell better. Because shit isn't exactly the smell of paradise.
>>
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Rolled 48 (1d100)

>>1802891
The Long Man cultists learn how to create their own nests from the birds. They can comfortbaly sleep and rest wherever they may travel.

They begin buying all the horses they can get. The horse allies greatly thank them for the freedom, offering in exchange passage upon their backs if the need ever arises.

The disciples are sent out along the river in all directions, be it on horseback or through the air. What they find will be determined via roll.

More are recruited through the invitational bacchanal rites. Townsfolk love having a good time!

Rolling for the scouting trip (15 bonus to having previously scouted)
>>
>>1804358
The scouts find a tribe of Jungle Bears! They number few but are powerful and have knowledge of several other similar tribes spotted throughout the forest. They are surprised and eager to help you and your tribe expand the outreach of the wilds, noting that adventurous explorers have cut down the forest north of them, and outhunted their prey, all forcing them further south.

You gain an additional 15 bears, plus knowledge of four other bear tribes throughout the forest!
>>
Rolled 7 + 20 (1d10 + 20)

>>1804367
Forgot to roll for the converts from the festival
>>
File: amnia.png (74KB, 1024x768px) Image search: [Google]
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Rolled 1 + 20 (1d10 + 20)

The Amlians use their connections with royalty and the merchants to purchase wholesale incenses and spread them around the city in lanterns. The city smells divine. Everyone is at peace. Amlia is intrigued -- to bring man to paradise, we must first bring paradise to man, then surely he will follow. Genius!

The priests ask their connections in the city of other cities on the continent, with success! They know the locations of three fishing and farming villages closest to them, as well as the large but secluded jungle city in the center of the jungle, which they rarely visit. They don't know of any tribes on other lands.

Rolling for recruits

>>1804372
Long Man cultists gain 27 followers!
>>
>>1804386
Amlians gain 21 followers. They are 140 of the 500 population in the city. Two in three of the non-initiates have positive attitudes towards the Amlians, but have not considered conversion yet. The remaining have no opinions whatsoever, or are disgruntled doctors or herbalists whose profession is ruined by the Amlian healers.
>>
File: ersu.png (108KB, 1024x768px) Image search: [Google]
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Rolled 2 + 10 (1d10 + 10)

>>1802281
Cultists of Ersu train in Ki Magic. To keep their abilities, they must spend boon points every turn for upkeep. The default is set at 1, which grants them at a minimum increased agility for jumping higher, sneaking quieter, and swimming for longer periods of time underwater. The other tiers are

2 - Withstanding Physical Injuries
3 - Punching and kicking harder
4 - Withstanding Environmental Injuries (poison, burns, etc.)

The cultists meanwhile also start riots near the nobles houses to destroy them hopefully. Many nobles flee to escape the rioting. The only ones who have stayed are the king's family.

More converts are taken in from the village into their cult.

Another base is set up in a building in the southeastern village, hidden in an abandoned hut by the residential area.

Rolling for converts.
>>
>>1804438
12 orphans and such join them from the village.

The nobility of the king now numbers 8.
The guards, many of whom left with the fleeing nobles for protection, number 77.
You now number 141.

The King sends out an envoy saying he will yield control of the city to an elected monarch. Many of the unaffiliated citizens agree, but mostly just to end the violence. You hold a large enough group; what would you say?
>>
File: ur.png (92KB, 1024x768px) Image search: [Google]
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Rolled 16 + 150 (1d100 + 150)

>>1802202
Ur's people implement public sermons through the Eastern Kingdom. Thanks to public support from the King, the fundamental institution of religion is now in place, as there was no other real religion other than ancestor worship beforehand. The number of converters greatly expand, and the city is practically yours!

A ship is bought and the king is asked if he has knowledge of other civilizations. He knows the locations of the two closest villages, as well as some rumors of a demonic village in the mountains, and of the fairly large city on the other side of the island. He doesn't know about any civilizations outside of that.

Rolling for converts
>>
>>1804485
74% of the city is now a Follower of Ur.
>>
File: lokt.png (94KB, 1024x768px) Image search: [Google]
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Rolled 81 (1d100)

>>1803563
A new ritual for adulthood is to send a child into the wilderness to temper their spirits. Lokt is pleased that this will have the effect of humbling the child so much that when they reach the village they will have a cunning ambition.

All the men and women are trained in spearfighting, so if asked they can take up the spears and defend themselves. Spartan training accompanies this. The pikemen and bowmen are still the most skilled as their daily responsibilities temper their training in bows and spears every day.

Men are sent throughout, threatened to never come back until they find a settlement. Some come back early with news of a settlement, but they seem to be lying so the Herald of Lokt executes him. The rest may or may not return within the month, depending on what they find

(+15 bonus from previous scouting)
>>
>>1804527
Great success! The Agents of the Herald have found all settlements around the island, including the towns of Urston and the Southern Kingdom. They have even found an abandoned ship in the western river they can use to explore the greater sea!
>>
File: quet.png (93KB, 1024x768px) Image search: [Google]
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Rolled 9 (1d10)

>>1803379
The Quetians take the mantle of monarch. Mass conversions occur following the ascension and the establishment of the church.

A more spacious building is established for the official church. At last, a chapel worthy of celebrating the mighty Quet!

The king is sent an ultimatum. His response will be based on the roll.

Finally, a warding spell is researched. The current tier spends 4 bp per turn, and allows the cult a chance to pass a low roll check for protection from any projectile spells casted on them. The other tiers include:

> 8 bp per turn - Block spells that affect physical health
> 12 bp per turn - Block spells that affect mental health

All the arms undamaged are scavenged form the guardsmen. A huge arsenal is hoarded.

Rolling for King's Response
> 1-6: Yes
> 7-10: No
>>
Rolled 80 + 150 (1d100 + 150)

>>1804589
I fucked up the King's Response, a 9 should be a yes.

Needless to say, the King fell for the treachery and the city officially is under the bloody control of the Quetians.

Rolling for city converts
>>
>>1804593
The mass confusion following the overthrowing of the King, as well as a fair bit of fear on the part of the poor city dweller, has led a sum of 230 city dwellers to convert to Quet's cult. Although some partake in its vile practices with less enthusiasm than others, there is no clear dissent or protest among the new converts, who are just happy to be on the winning team.

Quet's followers number 311.
>>
File: map-1.png (30KB, 800x600px)
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Updating the map with Ur's influence. Post your turns here
>>
>>1804604
Action: Send bird scouts north of the forest to find the settlers and determine how many of them there are, how they are organized, what they are doing there.
Action: If we find the settlement north, send 10 human disciples there on horseback to spread the word of the Long Man and invite them to revel with us. Ascertain how receptive they are to our beliefs. IF we did not manage to find them, scout for other local wildlife to point the way.
Action: Offer a gift of berries to all the bear tribes we can find, hoping to recruit them to our cause.
Cult action: To expand the reach of our God, we work with the bears to find and consecrate a new sacred grove near the edge of the forest, hoping its influence will help heal the wounds inflicted by mankind. We send 20 human disciples to camp nearby and defend it, with a variety of animal allies.
>>
Action:Send out Priests to determine how accepting all the locations revealed to us would be to amelian healers.
Research: Improve the healing spell to revive recently deceased.
>>
>>1804604
Ersu
Cult Action: To show thier detachment from the material world and commitment to thier cause and training, the cult follows new cult practices: Celibacy (offspring are born through divine insemination), Fasting (sunrise to sunset), and Self-flagellation. The cult celebrates thier god on the longest night of the year (winter solstice) by fasting from the day before to the day after the holiday.
Action: The Cultists throw all of their communal gold (100) to the people in the streets. They tell them that gold is just a leash that the nobility uses to oppress them.
Action: Using stealth and Ki Magic, the cultists scale the keep walls and assassinate the king, his immediate five line of successors and any other key leaders of the nobles and guard.
Action: Cult members free and convert the slaves of the new southeastern village into thier cult. The ex-slaves are trained and hidden in their abandoned building.
>>
>>1804604
praise be, this is a glorious day for we now have the un-enlightened to show the light. let us see what they are worth.

cult action: now our mighty leader and the strongest of our wise men take a day of vigil in the ritual room of the church. they demand the forces of undeath heed them and make them necromancers. [expend 10bp to learn necromancy]

action: I send a party of men to scout the village to my east, and to my north. to speak with them and see if they would be willing to trade any wood or stone or ore for supplies or knowledge or live stock. DO NOT TELL THEM OF OUR FAITH, WE CAN NOT HAVE THE FOOLS HUNGERING FOR OUR POWER. while we are there take notes on their fortifications and guard strength.......... should we ever need to combat these beings.

action: throw the failure of a scout from the top of a cliff/ mountain/ high place. viciously mutilated. tell them this is the price of failure in lokts eyes. this will instill discipline and the desire to win at any costs

action: set up a permanent mining effort.

action: expand the church to the top of the mountain and deep into the ground. our magical practices are bellow with prisons and kitchens, while the higher up the mountain you are the more prestigious you are. you all will climb this mountain if your ambitious enough
>>
>>1805142
as discussed, setting Ki Magic bp to 4
>>
Cult action: create a caste of fighters and warriors that are higher up than the regular followers but lower than the Demagogue. They will be subject to heavy military training, in both fighting, commanding and surviving. Everyone that holds a weapon and knows how to use it can be part of this caste.
Action: request a minimal tax of gold for all of our citizens, as a tithe to Quet
Action: make a last push to convert the rest of our citizens. Those who choose to not convert are made into an army of slaves.
Action: consult the king's maps and documents, to find out about other settlements present on our island.
Action: Dip into the kingdom's vaults of gold, and use the money earned to commission more weapons and armor for our followers
>>
File: longman.png (115KB, 1024x768px) Image search: [Google]
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Rolled 61 (1d100)

>>1804823
The birds scout north.

Berries are offered to all the bear tribes. They graciously accept the gifts, and propose a trade of their combat services for the luxury of fish.

A grove is planted near the edge of the forest with the help of the bears. Human travelers find it often, but seeing it populated with bears and humans, stay weary of it. The forest seems to be more protective of the nature spot.

Rolling for scouting. (+30)
>>
>>1807582
The humans are found.They number 100, of whom 35 are men, 45 are women, and 20 are children. They have no armor and all the men have axes, which they use to routinely chop trees and export by sea to other towns.
>>
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>>1804960
Priests are sent out to the villages. They are amazed and impressed by the healing abilities of the Amlians, insisting that they stay to help them with their daily woes in the villages.

They spend boon points improving on their healing spell to research a spell to bring back someone from the dead. It is costly in that it requires a 5 bp expense per person, but with enough bp income they should be able to heal anyone from even death itself.
>>
File: ersu.png (115KB, 1024x768px) Image search: [Google]
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Rolled 8 + 45 (1d10 + 45)

>>1804438
>>1805142
The Ersu cultists use the maximum of their ki magic, the entire 4 points per turn, to gain the ability to be resistant to physical and environmental injuries, crush materials with their fists and feet, and have supernatural agility. These abilities easily allow them to assassinate the king and all of his relatives.

The deaths of the ruling class finally frees the city from the tyranny of government. The city enters a brief couple of weeks of rioting and looting. When the dust clears, the fate of the city is forever changed. Many leave for other towns or cities. The ones who stayed realized that the structure of the city cannot support them without the previously abolished system, so set out for the hills or forest to live off the land. The last third, who finally understand the freedom that the cultists have been preaching for so long, sanction the city into portions for the remaining citizens to hold as their own. They all have a mutual understanding that every man is a King in his own territory, and to respect the freedoms and rights any man has to overthrow an attempt at conquest of another. Some of these revolutionaries join your cult -- rolling to see how many!

Finally, the cult members free and convert the slaves of the southeastern village. The villagers notice the liberation and protest loudly. They cannot find your cult though, as you are faceless, and your headquarters are unknown.
>>
Rolled 2 + 15 (1d10 + 15)

>>1807630
You recruit 53 from the Liberated City.

Rolling for the slaves in the village
>>
>>1807631
You recruit another 17 slaves. You now number at 199 cultists.
>>
File: quet.png (99KB, 1024x768px) Image search: [Google]
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Rolled 25 + 50 (1d100 + 50)

>>1806710
The Quetians make a final push for conversion of the citizens. The remaining are enslaved..

A caste of holy warriors are created. They are the best at fighting than the ordinary citizen, as it is all they do.

A tax is pushed onto the citizens to be payed to upkeep the church of Quet.

The maps of the king grant the cultists vision of the other city (mysteriously in the direction of their strongest Blood Thirsty trail. Hmmm... coincidence?) and the two closest villages to their city.

They empty their treasury to invest in weapons and armor. Since they have plenty of weapons, they go more for armor.

Rolling for converts and slave army.
>>
>>1807682
They gain 75 converts and 75 slaves. The slaves fight with no armor and are terribly treated.
>>
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>>1805836
The Loktians learn the dark arts of necromancy. A new person being raised will require bp, but given enough bp income they can have a whole army on their sides...

A party of men is sent to ask to trade for things. They trade wood and stone for some small supplies and knowledge of nearby villages. It appears that there is a village and city to the north that is under the control of a cult that believes in the progress of technology! They have a strong hold on both towns it appears -- as if they are using magic to appear charming?

The failed scouts are thrown off the cliff, a cruel reminder that failure is not acceptable.

A permanent mining effort is implemented. Every turn they receive some number of iron they can use for various purposes.

The church is expanded to encompass the entirety of the mountain. The elevation is symbolic of the power, with the peak being the home of the Herald.
>>
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While we wait on Ur, Ersu did not forget the incredible deed his followers accomplished. He rewards the Ersu cultists with 25 boon points and a permannt +5 increase. Every successive city will have a similar reward, but with increasing rump sum bp (2nd liberation is 50 bp and +5 income, 3rd is 75 bp and +5 income, etc.)

Rewards are similar for other cults depending on what they do:

> Ersu - liberate a city (must be a city)
> Ur - civilizes a town into a city
> Quet - Exterminates all of a cult
> Amlia - Saves a city (most of whom can be saved, bonus applies to cities only not towns)
> Lokt - Conquers a city (must be a city)
> Long Man - Expands the wilds (must be from an existing forest in one direction)
>>
>>1807727

our master in the sky is pleased my disciples, he is pleased indeed. now we must set our sights further and further. to the south, there is a city a large structure of metal and the unfaithful. this will not stand. let us show them lokts power over the coming weeks and months.

action: send a contingment of fighters to the village to the south, they will enter the village and when they are in all either in the guard station and talking with as many guards as possible. [preferably with the remainder archers forming a circle outside the town] strike and kill the guards, kill who you like but remember we need slaves. I want no one to escape we can not let word of this get out. when you are done bring the slaves to our fort and tear the houses to raw materials.

action: send a lone scout to the city to the north to parley with this new power. they could be useful allies or vengeful opponents

action:send a galleons worth of my men north on that ship I found. we will soon spread our knowledge to the whole world.

cult action: while everyone else is doing this the wise men are pitted against each other in a series of political and physical attacks. those that survive both are made into high priests, the hands that do the work of the mouth [prophet]. and each hand may select 5 men as, assasins, body guards, scouts, spys, or acolytes to train as a priest.

action: make [15] iron into armour and equip it to those going for the towns subjugation
>>
>>1807757
Shit quest
Make one with animals
>>
>>1807757
Action: Invite the northern settlers to our rites in the grove, hoping to impress them with the grandeur of nature we live in harmony with.
Action: Encourage them to put down their axes, proclaiming that the jungle is holy, and must be permitted to grow freely once again.
Action: Begin harvesting fish for the bears as a gesture of good faith, ensuring we don't over fish and damage the ecosystem.
Cult Action: Research magic to allow us to animate trees into ents, to use the power of the forest against those who would do it harm. We will station at least one in each holy grove as a protector.
>>
Ersu

Action (10 bp): The cultists expand their Ki Magic by concentrating it on their third eye chakra, developing something that they refer to as Predator Vision. They not only gain Blind Sight (ability to see blind or in total darkness), but also, while focusing thier ki energy, the cultists can see perfectly at night, make out heat signatures and see things magically cloaked or invisible. After long time use of this ability, the cultists no longer have use for their eyes which turn cloudy and completely white.

Action: The cult members remove all official associations of the old city (name, flag, song, religion, government, language, coat of arms, currency). The city is now known as "Liberation" and has only one law called "The Inherent Right of Liberty" (any person that oppresses another person will be silenced). The Cult of Masks and the city of Liberation adopt a new symbol, the cockroach.

Action: The cultists expand the sewers out far beyond the city and move all cultists into them. The new sewer system becomes a labyrinth and without knowing the way, even moving a mile could take weeks to get through. The cultists are trained on the correct paths until it becomes instinctual. Working tirelessly like ants, the cultists' sewer system will eventually cover the entire continent.

Action: The cultists conceal and convert the sewer entrances, making them almost impossible to find. The entrances are now really long tight spaces that require painful body contortions for a thin man to squeeze into (impossible with armor on). In addition, the entrances have been moved to impossible to reach places without Ki Magic (e.g. deep underwater, poison gas chambers, scalding pits, etc.)

Action: The cultists engineer "traps" throughout the entire sewer system that require Ki Magic to pass through (e.g. long jump spike pits, long stretches of underwater tunnels, poison gas chambers, scalding steam vents, tight passageways requiring painful body contortion, steep climbing walls, tall pitfall tunnels, etc.) Navigating the sewer system even a few feet without Ki Magic is now suicidal.
>>
Cult Action: Set up official branches in all the villages and cities we visited, creating more smaller gardens and almshouses in each.
Action: Offer displaced healers and herbalists knowledge of the healing spell, but only if they agree to come along to paradise when the time comes.
Thread posts: 137
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