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City state civ

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Hey guys! Looking to run a nice fun quest loosely based on Greek city states and mythology. Your fledgling city will have to contend with raiders, enemy nations, monstrous beasts and the meddling of gods. Heroes will be born and die, battles won and lost and even Olympus may be pulled down. Its up to you guys.

Rules-
You will start out with 1000 gold in your cities treasury. You can construct Mines, Farms, Ports, Roads, Walls, Barracks, Forges, Markets, Temples, Fortresses, etc. Each building is 400 gold and will function on a Tiny-Small-Basic- Large-Grand-Epic with upgrades starting at 200g and doubling for each level. Each level of construction will improve the bonus that structure confers.

Military units cost 50g to train at the basic level and will gain experience as they fight. You start out with a group of roll determined infantry (basic Hoplite spearmen) and one hero unit along with a monstrous unit unique to your city. Upgrading your barracks will allow you to purchase Elite infantry, cavalry, monstrous units or create unique units. Building your port will allow you to create Triremes and other naval units.

You will receive +50g per turn in taxes. Increasing your population with farms and villages or your trade with markets or a port will increase it proportionally.

Your city requires a patron deity to thrive and your temples will be mainly dedicated to them. Building or refusing to build them will have benefits and consequences from various gods.

Rolls are 1d100 with various modifiers depending on the circumstances.

Lets name our city and pick our patron god/ess/'s
>>
>>1806942
Mudryanon here from last game. Good to see you're back OP.

Name: Kulipetros
Patron God: Hephaestus
>>
>>1806982
Different OP but I did lurk in the last city state civ. This will be focused on one city rather than multiples
>>
>>1806989
Oh, I see.
Well, my vote still stands.
>>
Any lurkers want to vote before I call it?
>>
>>1806982
Yup this is fine
We follow hephaestus because we live near a volcano that we claim is his home
>>
Across the small city of Kulipetros, bells ring, drums beat and hammers peal out their music on anvils as the city is dedicated to the master of forges, Hepheastus. Bellowing bulls and bleating goats are paraded through the streets as the festival reaches its peak. Upon the highest point of the city center their throats are cut, their blood falling in crimson waterfalls before their bodies are burned, the sacrificial smoke drifting high and accepted by the Crippled God.

The high priest-Smith looks across the city and out into the surrounding territory, his bearded weathered face speckled with blood as he takes in the sight of...

>Towering mountains. Mines have increases productivity and you have a bonus to defense.

>Fertile plains and grassland. Farms offer increased pop and trade is easier.

>roaring waves and the great salt sea. Bonus to seaborne trade and naval unit production

>Other
>>
>>1807077
>roaring waves and the great salt sea. Bonus to seaborne trade and naval unit production
>>
>>1807077
>Towering mountains. Mines have increases productivity and you have a bonus to defense.
>>
>>1807085
>>1807088
Anybody else wanna vote?
>>
>>1807104
No
>>
>>1807077
>>roaring waves and the great salt sea. Bonus to seaborne trade and naval unit production
>>
The rocky coast roars as waves pound the shore like the fist of Poseidon. Small fishing ships bob in the deeper water, salty spray beading in their wiry beards as they haul in their catch. Fish and clams and octopi are your peoples chief fare along with the hardy livestock grown fat on the nearby fields. Already prospective merchants discuss the idea of a port and a merchant fleet to carry the fine goods produced by the blessed Smiths of Hepheastus's temple.

The dangers of the wilds are no mystery to your people, the sons and fathers of Kulipetros willing and able to defend it.

(Roll me 3d6 for your military might. Average of first three rolls)
>>
Rolled 3, 1, 1 = 5 (3d6)

>>1807148
KULIPETROS STRONK
>>
Rolled 6, 2, 4 = 12 (3d6)

>>1807148
>>
Anybody else want to roll?
>>
>>1807220
Threads just not that active OP
>>
>>1807222
Yeah Qst is notoriously slow I know. Just assumed some lurkers may be present.
Anywho

>Writing
>>
>4 units of Hoplite spearmen
>2 units of Archers
>3 Triremes.

The sunlight glints off the shining bronze spear tips of your hoplite soldiers as they patrol the streets. Archers stand watch along the rooftops, long arrows tipped with razored metal. Three Triremes rock at the end of a small pier, their crews packing aboard provisions and tools, their sails a dark smoky Grey with a crimson hammer, the sigil of Kulipetros.

The people of your city stand in awe as a actual hero walks among them. A warrior without peer and surely wielding the divine blood of a demigod.

>Hero time. You guys can suggest one or pick one of my presets.

>Theraxes the Mighty. A great brute of a man, wild and fierce as a storm. In battle his great iron armor and slashing axe has routed legions in fear. (Axe Hero)

>Lycearius the Bold. Kind and smiling to all, a scholar and warrior, Lycearius is a warrior without equal and with unbesmirched honor. His gleaming sword has never once been deflected. (Sword Hero)

>Hetrepholus of the Far Sight. After shooting down a Roc that had plagued his fathers herds for months, this legendary archer fletched his arrows with the beasts feathers. (Archer Hero)

>Other
>>
Shit what was my City-State called last time?
I was the guy with the farms and huge army.
>>
>>1806989
I just noticed this.
A shame this isn't a reboot of that but this quest should be fun anyway.
>>
>>1807267
>Lycearius the Bold. Kind and smiling to all, a scholar and warrior, Lycearius is a warrior without equal and with unbesmirched honor. His gleaming sword has never once been deflected. (Sword Hero)
>>
>>1807267
>Theraxes the Mighty. A great brute of a man, wild and fierce as a storm. In battle his great iron armor and slashing axe has routed legions in fear. (Axe Hero)
>>
>>1807267
>Hetrepholus of the Far Sight. After shooting down a Roc that had plagued his fathers herds for months, this legendary archer fletched his arrows with the beasts feathers. (Archer Hero)
>>
>>1807321
>>1807327
Glad we're all in agreement
>>
Rolled 3 (1d3)

1
>>1807312
2
>>1807321
3
>>1807327
>>
>>1807267
>>Hetrepholus of the Far Sight. After shooting down a Roc that had plagued his fathers herds for months, this legendary archer fletched his arrows with the beasts feathers. (Archer Hero)
>>
Hetrepholus walks through the city streets, his simple garb belying the mans near mythic reputation. The bow strapped to his back is long and slender, the wood darkened with use, banded with strips of bronze and horn, its thick string made from the tendons of a wild boar. The shafts filling the pair of quivers upon his back are long and straight, the arrowheads like thin knives, the black Roc feathers rustling slightly as the Hero walks along the streets, ruffling the hair of adoring children and winking at blushing girls. Carried behind him is the corpse of a great Boar, the creatures thick tusks dripping blood and slime upon the cobblestones still as its hulking head flops from the rear of the cart.

Passing the steps to the makeshift temple, Hetrepholus looks respectfully upon one of the great beasts kept within, a mighty.....

>Hydra. A seven headed beast at home in the sea and upon land. Its venom can slay the hardiest man.

>Minotaurs- These Half Man half Bull beasts are renowned for their strength and savagery in battle.

>Cyclops- Great one eyed giants, the Cyclops simple appearance and enormous strength hides a creative mind.

>Other
>>
>>1807357
>Hydra. A seven headed beast at home in the sea and upon land. Its venom can slay the hardiest man.
>>
>>1807357

>Hydra. A seven headed beast at home in the sea and upon land. Its venom can slay the hardiest man.
An arrow in each head
>>
>>1807357
>>Hydra. A seven headed beast at home in the sea and upon land. Its venom can slay the hardiest man.
>>
>Sorry about the delay. Had to run down to the store to get some much needed supplies
>Hydra.

Hetrepholus gazes upon a young hydra, sunning itself upon the broad steps. Several of its heads doze while some idly watch passerby, its bulging belly indicating it is well fed and no harm to them. The beasts grow massive and terrible with age, their long fangs capable of piercing the strongest armor, their venom melting flesh like acid. Only fire would stop the regeneration of their heads or a spear to their well defended heart. Several of the creatures are kept within the temple grounds, fed and raised by the Priests and their servants.

>City- Kulipetros
>Treasury- 1000g (+50g per turn)
>Hero-Hetrepholus
>God-Hepheastus
>Located-Rocky coast
>Military-
>4 Hoplite legions
>2 Archer legions
>3 Triremes.
>1 Unit of War Hydras.


>Build a structure (Which one, -400g)

>Some of your fishing fleet report strange ships on the horizon that seem to make an effort to stay within sight (send ships, send ships with troops, Send ships with Hero, send no ships)

>a Traveling merchant caravan stops in, offering trade from the small city of Terbinia. Surely this will be profitable for us (Allow the trade, Do not allow)

>Your farmers report a strange beast that has been stalking and slaughtering their herds. The creature eludes traps and ambushes with a ease that is troubling (send troops, Send hero, Do nothing)

>Your Smith-Priests beg your leave to begin crafting a holy forge where they may construct weapons of terrible power (-200g, gain Blessed Weapons, do not allow)

>The Villagers report that they feel unsafe in the night away from the safety of the city. They request armed soldiers to patrol the villages (send a unit of Hoplites or archers to patrol the countryside, do nothing)
>>
>Hopeful survival bump
>>
>a Traveling merchant caravan stops in, offering trade from the small city of Terbinia. Surely this will be profitable for us Allow the trade
>>
>>1808739
You can vote for more than one option if you wish :)
>>
>Your Smith-Priests beg your leave to begin crafting a holy forge where they may construct weapons of terrible power (-200g, gain Blessed Weapons, do not allow)
>>
>Trade established with city of Tarbinia. Income increased to 60g per month.

The Tarbinese traders bring with them rich cheeses and olives, preserved fruits, pottery and bolts of fine cloth. Their wagons leave loaded down with wagons of coarse sea salt, dried and smoked fish and finely wrought bronze weapons and tools. The merchants of your city lament the lack of a proper market but this small trade agreement turns them a tidy profit all the same.

>Holy Forge addition constructed
>(-200g)

Your Priest-Smiths labor day and night crafting their blessed forge. The finest stone and iron goes into its construction, the charcoal made from the most fragrant cedar, the hammers and tongs inscribed with images of the Lord of Forges. Surely the Crippled God will look down upon these works and guide their hands in their toils.
(Gained Blessed Weapons. Heroes and Elite Units gain +5 to combat and defense rolls)

>City- Kulipetros
>Treasury- 860g (+60g per turn)
>Hero-Hetrepholus
>God-Hepheastus
>Located-Rocky coast
>Structures-
>Altar-Holy Forge
>Small Pier
>Military-
>4 Hoplite legions
>2 Archer legions
>3 Triremes.
>1 Unit of War Hydras.


>Build a structure (Which one, -400g)

>Some of your fishing fleet report strange ships on the horizon that seem to make an effort to stay within sight (send ships, send ships with troops, Send ships with Hero, send no ships)

>A young shepherd has been found slain in the fields! Cruel barbed arrows protrude from his back and his body appears to have been looted as several personal effects were missing. (Send Troops, send Hero, Send no one)

>Your farmers report a strange beast that has been stalking and slaughtering their herds. The creature eludes traps and ambushes with a ease that is troubling (send troops, Send hero, Do nothing)

>Your lack of a proper temple offends some of the more pious citizens. They suggest a festival in honor of the gods if no temple is to be built. (-50g. Have a festival for Hepheastus, have a festival for all the gods, have no festival)

>The Villagers report that they feel unsafe in the night away from the safety of the city. They request armed soldiers to patrol the villages (send a unit of Hoplites or archers to patrol the countryside, do nothing)

>This Territory is a near mystery to many of your people. There must be something of note nearby! (Send Troops to scout, send hero to scout, do not scout)
>>
>Anybody lurking or present?
>>
>>1808807
>>1808807
>>Some of your fishing fleet report strange ships on the horizon that seem to make an effort to stay within sight
>>A young shepherd has been found slain in the fields! Cruel barbed arrows protrude from his back and his body appears to have been looted as several personal effects were missing.
>>Your farmers report a strange beast that has been stalking and slaughtering their herds. The creature eludes traps and ambushes with a ease that is troubling
>>The Villagers report that they feel unsafe in the night away from the safety of the city. They request armed soldiers to patrol the villages
>>This Territory is a near mystery to many of your people. There must be something of note nearby!

Send troops to all of these
>>
>>1808870
So im assuming 3 ships sent to investigate the strange ships.
You have 4 Hoplite legions, 2 archer legions, 1 Hero and 1 unit of Hydras. Send who where.
>>
>>1808884
Send hoplites to various troubles the archers can scout the hero and Hydra can stay behind
>>
Ok so-

>3 Triremes to investigate
>1 Hoplite legion to Investigate the slain Shepherd
>1 Hoplite legion to hunt the strange beast
>1 Hoplite legion assigned to patrol the countryside
>2 Archer legions sent off to scout.

Roll me 4d100 pls
>>
Rolled 78, 42, 93, 44 = 257 (4d100)

>>1808900
>>
>>1808946
If nobody else wishes to roll ill go with this.
>>
>78.

Your Triremes cut across the waves, following your fishing fleet at a distance. Sharp eyed men sit in the rigging, watching the horizon. At a shout from a watcher, the black sails and sleek ships appear in the distance. Turning and opening their sails your Triremes drop down oars for speed, spearing through the waves like daggers. At the sight of the warships the strange ships turn tail and make to flee.

>Pursue?

>42.

Your Hoplite legion arrives at the isolate village, the villagers eying the armored men fearfully as their officer meets with the village elder. A group of young men and the slain shepherds brother lead them to the spot of the killing. After searching the area for hours for clues, they resign to failure after they find nothing of note save for several hoofprints leading into the distance.

>Strange killing unsolved.

>93.

Armed with spears and their iron courage, your Hoplite spearmen make their way to the site of the animal attacks. They witness the carnage left behind by the beasts hunger. Bones and chunks of hide are left strewn about, piles of putrid dung the size of a child, massive clawed footprints, surely a monstrous beast is about.

Setting a trap with a half ring of spearmen in the forest around a meadow, your men sit in wait. A dozen bleating (and bleeding sheep) sit tied to a post in the center of the meadow. Some of your men are nodding off at their posts when a bone rumbling growl is heard, several stomping footsteps approaching as a beast approaches. Leaving the cover of the forest it is revealed, a hulking monster with a massive lions head, the body of a goat and the stinger of a scorpion. A manticore. It stalks towards the restrained sheep and licks its chops as they bleat in terror.

>Attack while it is eating, it will be distracted.

>SAVE THE SHEEPIES

>Wait for it to be finished eating, it will be drowsy
>>
>>1809049
Triremes: pursue

Hoplites: Wait for it to be finished eating, it will be drowsy
>>
>>1809101
>>1809049
Backing this guy's idea
>>
>Pursuit.

The suspicious ships make for deeper water where the currents may aid their escape. Your Triremes pierce the waves, men already stringing bows and readying hooks and spears. The captains bark orders, exulting their men to backbreaking efforts as the distance between the pursuing Triremes and their quarry grows shorter and shorter. A few splashes in the sea ahead of the lead ship enrages the captain. Arrows. The fleeing ships are firing at your men!

>DOUBLE TIME. ALL MEN TO OARS. RAMMING SPEED.

>ARCHERS! WE HAVE THE WIND

>Keep pursuing. Let them tire themselves out.


>Let the manticore feed.

The sheep's terrified bleating is silenced with a growl and a lunge from the vicious manticore. Bone cracks and flesh rips as the beast feeds. The surrounding Hoplites gulp uneasily as the monster devours the sheep nearly hole, its claws and fangs shredding hide and flesh like butter. After nearly an hour the beast is sated, curling into a ball in the center of the pile of blood and torn wool.

Your Hoplites creep forward, spears and shields ready as the beast dozes fitfully. They creep closer and closer, readying to lunge and impale the beast on dozens of points.

>Roll me 2D100+10 for your attack and defense against the Manticore
>>
Rolled 74, 97 + 10 = 181 (2d100 + 10)

>>1809165
Keep pursuing

And attack!!l
>>
>Keep pursuing.

The drums at the base of the masts are hammered with hide wrapped wooden mallets. The deep, pounding beat echoes in the blood of the rowers as they ply their oars tirelessly. The cool wind of the sea cools their burning muscles as the distance between the ships grows smaller yet. The men aboard the strange ships throw excess weight overboard, their sun-darkened skin and thick beards visible as several pull back the strings of small bows. Arrows splash into the water around your Triremes, several sticking in the deck, railings and sails. A rower cries out, toppling backwards as a arrow lodges in his shoulder. A answering volley is launched by the archers inboard your Triremes.

>Roll me 2D100 for your shots and your evasion of theirs.

>84 offense
>107 Defense. Unit gains veteran status due to crit.

Your men dive upon the manticore with a cry of fury and righteous hate. Their bronze spearblades pierce its hide in dozens of places, freeing thick black blood to splash steaming upon the earth. The wounded manticore thrashes as it is rudely awakened, laying about with tooth, claw and stinger. Each swipe of its claws are blocked by bronze rimmed shields. Each crushing bite met with stabbing spears and slashing blades. Its deadly stinger lodges in the center of one lucky Hoplite, missing his arm by inches. His companions help him hold the deadly stinger in place while hacking at it with their swords. The Manticore screeches in agony as the poisoned stinger falls away, its foul blood arcing high as it rears. A thrown spear lodges in its throat and the beast falters, its legs weakening as men impale it on sharpened bronze, pushing it onto its side. The shieldless Hoplite climbs the dying beast and silences its roars with a two handed downward thrust of his sword through the beasts slitted eye. A cheer goes up as the men begin hacking away pieces of the beast for trophies, removing its head and impaling it on six spears to carry due to the weight.

>1 Hoplite legion has become veteran and will now require a name. Defense themed as that is how they acquired their status.
>>
ARCHERS! WE HAVE THE WIND

Name: The Wild Hoplons
>>
>>1809306
You uh.... Wanna roll? 2d100 pls
>>
ARCHERS! WE HAVE THE WIND
>>
File: 1502131787692.jpg (120KB, 442x454px) Image search: [Google]
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Anybody want to roll?!
>>
Rolled 50, 89 = 139 (2d100)

>>1809470
>Anybody want to roll?!
no

>>1809237
>>Roll me 2D100 for your shots and your evasion of theirs.
>>1809347
>>1809306
Sure.
>>
>50 offense
>89 Defense

Your mens arrows soar high into the air, carried forth by the same rushing sea wind filling their sails. The short, light shafts are tipped by a thin shard of sharpened bronze. They plunk into the water around the fleeing pair of ships, several finding their targets in the rowers. A swarthy, black bearded archer falls from their deck, a arrow lodged in his throat. Cries of pain echo from the ships and the speed of one has noticeably decreased.

Their archers fire back in fury and desperation, loosing bolts recklessly at your onrushing triremes. Many of the shafts are so slowed by the wind that they fall short are stick harmlessly in the prow of the ship. Your men cheer and toss insults as they close the distance.

>Archer fire again. Continue pursuit.

>Surround and board the stricken ship

>RAMMING SPEED.
>>
Rolled 89, 21 = 110 (2d100)

>>1809306
>>1809237
I'll back this guy

>>1809347
>>
>>1809497
>>1809515
Whoops connection issues?

But archers fire again continue pursuit
>>
>89 offense
>21 defense.

The archers take careful aim as the distance grows close, the men onboard the pair of fleeing ships shouting in growing panic as shafts flicker toward them. Men scream and topple, studded with arrows, corpses fall from the sides or are pushed out of the way. Both ships falter in the water, their crews in disarray as the storm of arrows leaves many rowers and crew dead.

Their remaining archers fire back, your unprepared crew taking cover as barbed arrows embed themselves in the deck and in the flesh of the unlucky. Several men fall, clutching at cruel shafts piercing their flesh while others sit, white faced in pain as their friends work the bolts free.

>Close to boarding range. Take the ships

>Circle them and bombard them with arrows

>Ram and sink them. Poseidon shall judge them.
>>
>>1809702
Close to boarding range take the ships!
>>
>Close to board.

Grapnels fly through the air as your ships grow near, the hooks biting deep into the railings as crewmembers haul at the ropes. Archers fire over their their heads, keeping the enemy crews heads down as your men withdraw their oars, the mass of your ships splintering theirs like matchsticks.

With roars of rage your men leap onto the enemy decks, armed with shortspeae, sword and axes. The surviving enemy crew rush to meet them on the blood soaked timbers.

>Roll me 2D100+10
>>
>Guessing thread is kill. Thanks for playing guys.
>>
>Anybody Lurking who would like to play?
>>
Rolled 71, 20 = 91 (2d100)

>>1810225
Thread posts: 64
Thread images: 2


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