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Cult Evo - Genesis

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Thread replies: 72
Thread images: 13

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discord:
https://discord.gg/NNUHt8P

Choose Cult Deity
Choose Cult Settlement (tribe, village, city)
Choose Cult Weapons (1h/2h)
Choose Cult Armor

Units: 50hp, 10 AC

Spear: -2 atk, +2 AC
Sword: 0
Club: +2 atk, -2 AC
Axe: +2 crit, -2 atk
Dagger: +4 crit, -4 atk
Bow: +5 atk, -5 AC (only 2h)
Shield: -2 atk, +2 AC (only with 1h weapon)
Dual Weild: 2 attacks, -5 atk

1h: 1d6 (19-20)
2h: 1d8 (20), -2 atk

Cloth: +1 AC, -1 atk
Leather: +2 AC, -2 atk
Iron: +3 AC, -3 atk

Deity List Incoming (6)
>>
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Qi’Naka of Blood and Tar
> Qi'Naka is an ancient diety that lusts for power above all else. He uses the blood of sacrifices to fuel his power and make him strong.
> Agenda: To gain spiritual power through blood sacrifice.
> Taboo: Can’t grant enemies clemency, surrender or call off a war.
> Boon:
- Abomination of Blood: Sacrifice 10 units for permanent +10 HP to all units.
- Bloodlust (10 bp): All units gain 20 temporary hit points at the beginning of combat, these hit points are lost last and are removed at the end of combat.
> Special Unit Type: Tar Warrior [+2 AC]
>>
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Helios of the Sun
> Helios is a God of the people. He inspires hope among the oppressed and wishes to destroy all evil and tyranny in the world.
> Agenda: To liberate the world from tyranny.
> Taboo: Can’t lie or keep secrets or force or enslave units with coercion.
> Boon:
- Resurrect Dead (10 bp): Resurrect 3d6 followers that were killed the previous turn.
- Remove Enchantment (10 bp): Remove an enchantment from a group of units (this includes boons) until the end of turn.
> Special Unit Type: Sun Crusader [Heal (dmg undead): 1d6 (1h, ignore armor and weapon AC adjustments)]
>>
The next four deities have been claimed.
>>
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Albu of the Stars
> Albu is a giant cyclops with eyes on his hands. It is believed that the bright lights in the night sky are his eyes and that he eternally sits and paints every event in the universe on his cave walls using ash and blood. He records the events of the world by observing them without interfering.
> Agenda: To witness the wonders of the world and record the events that transpire.
> Taboo: Can’t settle or stay in a town or city or start a confrontation or war.
> Boon:
- Can see invisible or cloaked units, items and places.
- Knows the location of all other cult followers at all times.
> Special Unit Type: Giant [+1d2 dmg, +10 HP]
>>
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Selene of the Moon
> Selene believes that the order of the world must be maintained through solitary rule.
> Agenda: To control all creatures in the world through force.
> Taboo: Can’t gain followers without coercion.
> Boon:
- Summon Undead (10 bp): Summon 2d6 undead followers.
- Children of the Night (10 bp): All units gain invisibility until the end of turn (attack first, +5 AC).
> Special Unit Type: Undead [disintegrate on death, crit immune]
>>
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Shalarah of Storm and Sea
> Shalarah is a dual natured goddess. She can be chaotic and devastating or calm and peaceful. She is a protective deity, but also an unstoppable force of nature that can give or take with impartiality.
> Agenda: To explore the furthest reaches of the world and build new settlements.
> Taboo: Can’t leave the ocean or coastline.
> Boon:
- Summon Tempest (10 bp): Summon a massive storm to devastate a nearby location (kill 2d6 units).
- Summon Fog (10 bp): Summon a massive area of fog that grants concealment (+2 AC) until end of turn.
> Special Unit Type: Seafarer [+2 atk]
>>
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Ceres of Life and Fertility
> Ceres is a nature goddess that believes that mankind has overstepped its bounds. She believes that natural order must be reinstated and the world must return to a global forest.
> Agenda: To turn the world into a forest and destroy civilization.
> Taboo: Can’t use armor, weapons or settle a town or city.
> Boon:
- Overgrowth: Summons plant life to completely destroy a settlement (bp: 10 tribe, 20 village, 50 city)
- Can speak to plants and animals.
> Special Unit Type: Anthropomorphic [Natural Weapons: 1d4 (20), no dual wield penalty]
>>
>>1817816
>>1817818
>>1817825
>>1817828

Albu
Tribe
50 (+10) HP
17 AC
-7 Attack
1d6 (+1d2) (19-20)
Spear
Shield
Iron Armor

Shalarah
Village
50 HP
11 AC
-8 atk
1d6 (15-20)
- 4 atk
1d6 (19-20)
Dual Wield Dagger
Cloth Armor

Selene
City
50 HP
10 AC
1d6 (19-20)
Sword (1h)

Ceres
Village
50 HP
10 AC
1d4 (20)
1d4 (20)
>>
>>1817825
Checking in.
>>
>>1817829
Qi'Naka
Village
50 HP
15 AC
-5 atk
1d8 (20)
Cloth Armor
Spear (2h)
>>
>>1817829
I'm here, the albu tribe will observe you all
>>
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Nel'ix of the Void
> Nel'ix is said to be a mad god that seeks to destroy all nations and kings. It is believed that he has the power to make men mad or hysterical. His followers dress as jesters and are known for their weapon dancing.
> Agenda: To end all kings and nations.
> Taboo: Can’t command more than 50 units in combat.
> Boon:
- Invoke Mania (10 bp): Persuade 2d6 units to become followers.
- Invoke Hysteria (10 bp): Panic an area of units (unable to initiate combat) until end of turn.
> Special Unit Type: Dancing Prophet (no dual wield penalty)
>>
Helios of the Sun has been replaced with Nel'ix of the Void.

Nel'ix
Village
50 HP
9 AC
-3 atk
1d6 (17-20)
+1 atk
1d6 (19-20)
Dual Wield (Axe/Club)
Cloth Armor
>>
>>1817829
Shalarah weapon change.

Shalarah
Village
50 HP
11 AC
-8 atk
1d6 (15-20)
-4 atk
1d6 (19-20)
Dual Wield (Dagger/Sword)
Cloth Armor
>>
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Anchor TURN 1 Start

Each turn is a month. Can post as many actions that can be done in a month. There is no research (magic or mundane). The setting is medieval fantasy.

Only player tribes are visible on the map. NPC tribes are not.

White: NPC
Red: Qi'Naka
Blue: Shalarah
Green: Ceres
Yellow: Selene
Pink: Nel'ix
Purple: Albu
>>
All cults start with a population of 50 and 1 BP.

Can spend 10 bp to permanently gain:
+5 HP
+1 AC
+1 atk
+1 crit
>>
>Explore the village and the area around the village
>Create a new tradition of dueling in the cult.
Anyone who gets insulted by another person is free to challenge them for a duel to death. Winner gets all the possessions of the dead one.
>Establish a temple.
Go to one of the larger houses on the outskirts of the village and make it our base of operations. Sacrifice the villagers living in it to sanctify the place with their blood.
>Establish a head priest
Pick 3 of the best warriors in the cult and have them battle it out to death. The winner gets to be the head priest of Qi'Naka after the ritual of bathing him in the blood of the remaining two warriors is over. He will serve both as a religious leader and a leader in battle.
>>
>>1819700
Parade out to nearby settlements, dancing and singing all the way.
Also scout and recruitment in those places.
>>
We will send everyone far and wide to find as many animal companions as we can. I don't care if they're rabbits, insects, fish, or foxes, every single moving living thing will be found and talked to.

We will tell them of our mission to take back the wilds from the invasive humans, and reset nature back to the natural course. We promise to bring back natural order to the world. They all must commit to this cause by joining us and worshipping Celene.
>>
>>1819796
How many followers are going to other settlements? There are two nearby villages and one nearby city (and the village you are in).
>>
>>1819700
hello my children, I am Albu here are my wishes. go forth and record.

action: give each cultist a book to write sights they see, and a map to mark location on the back pages. he more we discover the more we will mark.

action: mark this as the beginning of the cult

action: send half the cult to head towards the northern seas to find traders and voyagers.

action send: half to the south west. towards the lake

action: tell them all to return to this spot in one years time to confer. we don't want knowledge lost
>>
>>1819700
The world is ours for the taking.

Action: Send two parties of 12 to sail along the coastline in either direction, looking for resources of note, other settlements, etc.
Action: Establish a cultural rite, where the fishermen and farmers of the village offer up the first of their catch/harvest to Shalarah.
Action: Build a cairn of sea-weathered stones on a spot overlooking the sea, acting as a shrine.
Action: Send out others to fish, gathering food supplies while also offering up to our Goddess.
Action: Adopt a predominant family unit of 4 members (two male, two female) who form a committed bond, each of whom is responsible for providing for and raising the offspring of either of the females. This allows the children to be exposed to a broader selection of experiences as they grow, and be provided for by more responsible parties. Sexual intimacy can be shared in any of the 4 directions freely. However, no more than 2 of the 4 in the committed unit may be at sea at a given time, and are expected to rotate who is able to go to sea such that all elves get to pay homage to Shalarah their goddess. Swimming does not violate this tenet, only going to sea on a craft. This social contract is called a Salt Vow, and is consecrated by each of the four participants gathering sea salt and exchanging it with the others, asking for the blessing of Shalarah, and last by a feast. Those who partake in a Salt Vow are referred to as Salt Wives and Salt Husbands.
>>
>>1819859
>south west. towards the lake
>Into insane clown possy territory
"Hi! We're mentally unstable!"
>>
Action: Set up a Merchant Protection agency, put our guys up as protection for merchant caravans, this will offer valuable experience for when the time comes, and money for the tribe coffers.
Action: Begin training our guys in the way of swordfighting, their dominate hand we wield a sword, the other a cult tradition, a small silvery item of their choice (orb, scrap of cloth, doll, etc), meant to represent the moon or the goddess, allowing for casting in battle.
>>
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Map Update
>>
>>1819711

> Explore the village and the area around the village.

Koboto is a village of about 250 In the middle of the Jihami Desert. It is a harsh area with little water. The village is run by a chief and his followers that believe in ancestral worship. Outside of the village, as far as one could see in any direction is a vast sea of sand.

Some of the villagers living near your new temple witnessed the murders of thier neighbors.

Qi’Naka
BP: 1
Culture: Til’Naka (Head Priest/ Warlord), Trial by Combat, Ritual of Blood Bathing
Magic: Bloodlust (10 bp), Abomination of Blood
Unit: 50 HP, 15 AC, -5 atk, 1d8 (20)
Equipment: Cloth Armor, Spear (2h)
Koboto (Village): Population: 50/20%, Sacrificial Temple (Abandoned House)
>>
Rolled 3, 6 = 9 (2d10)

>>1819796
The cult followers spend a month traveling and parading around the villages of Umbree, Gambit and Myriadon. The villagers love the performers, throw coins at thier caravans and beg thier traveling carnival to come back through again in the future. Only a few seem to be mesmerized by them enough to join though.
>>
>>1821483
Nel’ix (Village)
BP: 1
Culture: Parades, Dancing, Singing
Magic: Invoke Mania, Invoke Hysteria
Unit: 50 HP, 9 AC, -3 atk, 1d6 (17-20), +1 atk, 1d6 (19-20)
Equipment: Dual Wield (Axe/Club), Cloth Armor
Gold: 1000
Umbree (Village): Population: 59/24%
>>
Rolled 1, 8, 8, 8, 7 = 32 (5d8)

>>1819806
The cultists scout through Briarthorn Vale and find a lot of animals willing to join thier cause. They agree to spread the teachings of Ceres and be her eyes and ears in the forest. (animals are scaled into generic units so 1 unit could be: 1000 gnats, 100 bees, 1 wolf, etc)
>>
>>1821534
Ceres
BP: 1
Culture: Animal Followers
Magic: Overgrowth, Animal Communication
Unit: 50 HP, 10 AC, 1d4 (20), 1d4 (20)
Equipment: None
Merrybel (Village): Population: 50
Briarthorn Vale (Wilds): Population: 32
>>
Rolled 7, 93, 90, 65, 21, 16, 40, 66, 18, 26, 99, 68 = 609 (12d100)

>>1821029
The Merchant Protection Agency makes the cult some gold.
>>
>>1821592
Selene
BP: 1
Culture: Merchant Protection Agency, Sword Training, Religious Icon (Silver Item)
Magic: Summon Undead, Children of the Night
Unit: 50 HP, 10 AC, 1d6 (19-20)
Equipment: Sword (1h)
Halfaux (City): Population: 50/5%
Gold: 609
>>
>>1819994

Your northern expedition comes across a small coastal tribe. Your southern expedition comes across the giant port city of Hiehelm.

Shalarah
BP: 1
Culture: Religious Offerings, Fishing, Farming, Salt Vow Ritual, Religious Feast, Polygamy
Magic: Summon Tempest, Summon Fog
Unit: 50 HP, 11 AC, -8 atk, 1d6 (15-20), -4 atk, 1d6 (19-20)
Equipment: Dual Wield (Dagger/Sword), Cloth Armor
Portsmouth (Village): Population: 26/10%, Shrine (cairn)
Ocean (Wilds): Population: 12
Ocean (Wilds): Population: 12
>>
>>1819859

The northern Albu tribe comes across a small tribe living outside of a the gates of a large port city. The southern Albu tribe comes across a small tribe living outside of a large city built into the cliffs of a mountain. Both tribes are farmers and ranchers growing potatoes and raising goats.

Albu
BP: 1
Culture: Cartography, Timekeeping, Cataloging
Magic: Vision of Albu
Unit: 50 (+10) HP, 17 AC, -7 Attack, 1d6 (+1d2) (19-20)
Equipment: Spear (1h), Shield, Iron Armor
Albu (Tribe): Population: 25
Albu (Tribe): Population: 25
>>
TURN 2 Anchor
>>
>>1821652
Time for some jewery
Action: Begin attacks on smaller caravans that don't purchase our protection.
Action: Spend some money getting guards on our payroll, have them look the other way when we do crimes.
Action: Hire professional swordsmen to train our men.
>>
Rolled 4, 3, 2, 2 = 11 (4d4)

>>1821678
You pay some guards to fight for your cause.
>>
>>1821958
Selene
BP: 1
Culture: Merchant Protection Agency, Professional Sword Training, Religious Icon (Silver Item), Hired Guard, Extortion, Bribery
Magic: Summon Undead, Children of the Night
Unit: 50 HP, 10 AC, 1d6 (19-20), (elite: +1 atk swords)
Equipment: Sword (1h)
Halfaux (City): Population: 50/5%, 11 (Hired Guardsmen)
Gold: 700
>>
>>1821652
Action: Explore the tribes we found, introducing ourselves and sharing the word of Shalarah. We offer to bless naval vessels for safe passage at sea.
Action: Begin christening all of our naval vessels in Shalarah's name, asking for her blessing in our voyages.
Action: Build cairn shrines near the coastal tribe and Hiehelm.
Action: Begin strengthening our ties to the people of Portsmouth, attempting to show the good will of Shalarah to our friends and neighbors to try to convert them and inviting them to our feasts.
>>
>>1821643
ask the ones out side the port city about the area and their history to be recorded. also explain our mission to record all knowledge, to see if there are any converts. also ask about the city.

the same for the southern, but ask if they would like to trade some knowledge for a few goats.

>>1820963
and I'm not mentally unstable, im simply one who desires knowledge at all costs
>>
>>1821652
Send a dozen men to Gambit and Myriadon, have them set up more permanent circuses.
Send out scouts, our first success should be an unpopular lord, lest we fall before we begin.
>>
>>1823049
I wasn't calling you mental, I was calling me mental.
>>
>>1821544
We create a ritual upon which every animal finds a seed and plants it in a new place.

We will scout the nearby towns. Order animals to complete periodic attacks on the woodcutters there.

The humans will walk amongst the villagers in the village, taking notice of any captive animals, and convincing them to join our side.
>>
Rolled 1, 6 = 7 (2d10)

>>1823638
The cult followers spend a month setting up circuses in the villages of Gambit and Myriadon. The villagers love the performers and pay gold, but only a few seem to be mesmerized by them enough to join.

The scouts find a city built into the cliffs of the black rock mountains called Kilarion. The cultists also find a small tribe outside of the city trading with a traveling caravan of giants known as the cult of Albu.
>>
>>1821968
Correction: BP: 2
>>
>>1823644
understood, and now our tribes have met.
>>
>>1823696
Nel’ix (Village)
BP: 2
Culture: Parades, Dancing, Singing
Magic: Invoke Mania, Invoke Hysteria
Unit: 50 HP, 9 AC, -3 atk, 1d6 (17-20), +1 atk, 1d6 (19-20)
Equipment: Dual Wield (Axe/Club), Cloth Armor
Gold: 1600
Umbree (Village): Population: 35/14%
Gambit (Village): 15/6%, Carnival
Myriadon (Village): 16/6%, Carnival
>>
Rolled 4 (1d10)

>>1823049
> ask the ones out side the port city about the area and their history to be recorded. also explain our mission to record all knowledge, to see if there are any converts. also ask about the city.

There are a few villagers interested in following you. They tell you about the the area being harsh and desolate mountains. The crops are mainly Ash Potatoes and Goats. The black rock is believed to be formed from volcanic rock and the coastline is black sand. The city of Makorn is a large port city believed to be created from a God of magma and brimestone. It is believed that the god fell into an eternal slumber and rests under the city. To the soutgeast of the city there are many warring tribes.

> the same for the southern, but ask if they would like to trade some knowledge for a few goats.

The tribe is willing to trade goats and ask what knowledge you have of the world. They tell you that the city of Kilarion is a militant city inside of the cliffs. The city is ruled by a king that the people believe to be a god.
>>
>>1823894
Albu
BP: 2
Culture: Cartography, Timekeeping, Cataloging, Goat Herding
Magic: Vision of Albu
Unit: 50 (+10) HP, 17 AC, -7 Attack, 1d6 (+1d2) (19-20)
Equipment: Spear (1h), Shield, Iron Armor
Albu (Tribe): Population: 29
Albu (Tribe): Population: 25
>>
>>1823652
The wild animals agree to your plans. The villagers; however, start blaming the demeanor of wolves and bears for the attacks. The villagers have decided to hunt all animals in Briarthorn Vale deemed dangerous to extinction.

Some domesticated animals like your cause, but say that they can't do much in thier pens and cages.

Ceres
BP: 2
Culture: Animal Followers, Planting Ritual, Wild Animal Attacks
Magic: Overgrowth, Animal Communication
Unit: 50 HP, 10 AC, 1d4 (20), 1d4 (20)
Equipment: None
Merrybel (Village): Population: 50
Briarthorn Vale (Wilds): Population: 32
>>
>>1822807
>Action: Explore the tribes we found, introducing ourselves and sharing the word of Shalarah. We offer to bless naval vessels for safe passage at sea.

Some of the tribe joins the cult.

> Action: Build cairn shrines near the coastal tribe and Hiehelm.

Some of the citizens of Hiehelm find your shrines disrespectful and destroy them.

>Action: Begin strengthening our ties to the people of Portsmouth, attempting to show the good will of Shalarah to our friends and neighbors to try to convert them and inviting them to our feasts.

The people of Portsmouth are interested in your message and some join.
>>
Rolled 1, 2, 9 = 12 (3d10)

>>1823984
>>
>>1823990
Shalarah
BP: 2
Culture: Religious Offerings, Fishing, Farming, Salt Vow Ritual, Religious Feast, Polygamy, Blessing of Naval Vessels
Magic: Summon Tempest, Summon Fog
Unit: 50 HP, 11 AC, -8 atk, 1d6 (15-20), -4 atk, 1d6 (19-20)
Equipment: Dual Wield (Dagger/Sword), Cloth Armor
Portsmouth (Village): Population: 37/15%, Shrine (cairn)
Ocean (Wilds): Population: 13
Ocean (Wilds): Population: 12
>>
Introduce ourselves to the leader(s) of the village and offer to serve as guardsmen/warriors of the village in return for a very small amount of money.

Send out 10 scouts into the desert to try and find anything of interest. If they happen upon a caravan which is not from the village we are in, have them attack the caravan. Report back any findings asap.

Start offering our warriors as mercenaries for the people in the village. "A lion slaughtering your camels? Sure let us handle that for you. In return you might gift us one or two of your camels perhaps."

Have our Warlord start having regular spear training with every cult member not bussy otherwise.
>>
Rolled 67, 69, 52, 45, 2 = 235 (5d100)

>>1824112
You take a role as mercenaries and guards in the village. It pays ok.

You come across a unguarded merchant caravan, kill and loot it. You also come across a small tribe in the middle of the desert of about 30.
>>
>>1824223
Qi’Naka
BP: 2
Culture: Til’Naka (Head Priest/ Warlord), Trial by Combat, Ritual of Blood Bathing, Mercenaries, Guards, Highwaymen, Spear Training, Camels
Magic: Bloodlust (10 bp), Abomination of Blood
Unit: 50 HP, 15 AC, -5 atk, 1d8 (20)
Equipment: Cloth Armor, Spear (2h)
Koboto (Village): Population: 50/20%, Sacrificial Temple (Abandoned House)
Gold: 235
>>
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TURN 3 Anchor
>>
Offer all our gold earned so far for buying more camels.

Have warriors practice mounted combat on camels. As many of them as there are camels available. (spears will be useful I asume)

Train the rest of idle spearmen in formation fighting. Utilise those spears for the maximum.

Send a group of 30 warriors (as many camel riders as possible) to that small tribe in the desert and offer them to either be our slaves or get sacrificed right away.

Try to recruit some of the villagers to join our tribe.
>>
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Belenos of the Sun
> Belenos is a conceited God that believes his way is the best and only way to eradicate evil.
> Agenda: To create stability in the world by eradicating evil.
> Taboo: Must keep a sense of superiority over all other cults and can’t back down from a challenge.
> Boon:
- Cleanse in Fire (10 bp): Summon a massive pillar of fire to torch a nearby location (kill 2d6 units).
- Remove Enchantment (10 bp): Remove an enchantment from a group of 3d6 units (this includes boons) until the end of turn.
> Special Unit Type: Fire Mage [Fireball: 1d6 (1h, +2 atk, ignore armor and weapon AC adjustments)]
>>
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>>1824725
Belenos
BP: 2
Culture: None
Magic: Cleanse in Fire, Remove Enchantment
Unit: 50 HP, 12 AC, -4 atk, 1d6 (17-20)
Equipment: Axe, Leather Armor
Magmahar (City): Population: 50/5%
>>
>>1824243
Action: The northern sailing party invites the tribe they found to come with them on a voyage, seeking to trade to resupply before leaving next month. They offer to show them the bounty of the wide world and give them purpose among the greater peoples of Shalarah. [recruitment action]

Action: In Portsmouth, we trade the fish and food we produce for gold to buy more boats and ships to boost our naval proficiency, and use the gold to hire deckhands to accompany us on our travels. We hope that exposure to our beliefs will translate into converts over time. [resources -> gold/recruits]

Action: Our southern delegation frowns upon the destruction of the cairn shrines, warning that angering Shalarah bodes poorly for the coastal town. We attempt to garner converts by warning of the destruction that our goddess can bring upon them if they continue to displease her. [cultural]

Action: Offer up a sacrifice of fish in Heihelm, asking Shalarah to reduce the bounty of their catches until they recognize her might and majesty. [divine plea]

Action: Two ships of 4 sail to meet the exploring parties, replacing 4 of the away sailors so that we can consolidate our knowledge.

Action: A council of 4 members is chosen to head the cult, selected by popular vote by way of being the best captains. The Council of Captains. Once a month they gather in Portsmouth to discuss matters pertaining to the followers of Shalarah. [hierarchy]
>>
>>1823844
Begin adding non leathal doses of poison to the wine, that it will drive the people who drink it at the circus insane.
And paint smiles on the performers, that way they look like a great time.
>>
Rolled 11, 16, 13, 11, 14, 17, 2, 17, 13, 6, 20, 4, 6, 18, 11, 9, 16, 14, 18, 15 = 251 (20d20)

>>1824263
The offer from your 30 camel riders is denied and they are attacked.
>>
Rolled 2, 3, 2, 1, 8, 2, 4, 7, 7, 7, 5, 1, 6, 3, 4, 2, 7, 8, 3, 1 = 83 (20d8)

>>1826408
The attackers (desert tribe) are not fast enough to attack first. (Initiative: 11/16)
>>
Rolled 2, 6, 6, 1, 3, 2, 3, 2, 3, 5, 6, 3, 5, 6, 2, 1, 3, 3, 5, 5 = 72 (20d6)

>>1826412
rolling for possible damage
>>
Rolled 15, 17 = 32 (2d20)

>>1826408
>>
>>1824263
Desert War (Month 1)

Attacking: Desert Swordsman: 50 hp, 10 AC, Sword 1d6 (19-20), Units: 30

Defending: Camel Rider: 60 HP, 15 AC, -7 atk, Spear (2h) 1d8 (20), Units: 30

Combat Scale (CS): 1/1

Initiative: 11/16

A group of 30 Camel Riders ride out of Koboto to a small tribe of 30 in the desert and offer them to either be slaves or be sacrificed. The tribe refuses the offer and attacks. The camel riders return attacks and a battle ensues.

13 -7 / 10 miss

11 / 15 miss

14 -7 / 10 miss

17 / 15 (2)

2 -7 / 10 miss

17 / 15 (6)

13 -7/ 10 miss

6 / 15 miss

20 (x3) (8)

4 / 15 miss

6 -7 / 10 miss

18 / 15 (6)

11 -7 / 10 miss

9 / 15 miss

16 -7 / 10 miss

14 / 15 miss

18 -7 / 10 (3)

15 / 15 (1)

15 -7 / 10 miss

17 / 15 (3)

Attackers take 11 damage. (30 * 11/50 * 1/1) = 7 killed.

Defenders take 18 damage. (30 * 18/60) = 9 killed.
>>
Rolled 7, 5 = 12 (2d10)

>>1824263
Seeing your roles as guards and mercenaries, you convice some villagers to join your tribe.
>>
>>1826555
Qi’Naka
BP: 2
Culture: Til’Naka (Head Priest/ Warlord), Trial by Combat, Ritual of Blood Bathing, Mercenaries, Guards, Highwaymen, Spear Training, Formation Fighting
Magic: Bloodlust (10 bp), Abomination of Blood
Unit: 60 HP, 15 AC, -7 atk, 1d8 (20)
Equipment: Cloth Armor, Spear (2h), Mounted (Camel)
Koboto (Village): Population: 42/17%, Sacrificial Temple (Abandoned House)
Jihami Desert (Wilds): 21 (War)
>>
>>1826557
BP: 3*
>>
>>1826255
>>1824243
Thread posts: 72
Thread images: 13


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