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Civilization Thread

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First three votes for a race and we can get started.
>>
>>249964
gnolls on floating islands
>>
Slimes in a mangrove swamp
>>
Or maybe swarms of oceanic insects
>>
Human on hills
>>
Snake people on islands
>>
>>249969
>>249970
>>249981
>>249983
Right, if no consensus can be reached I suppose I'll roll for it. I'll give it a while longer to allow people to switch votes.
>>
>>249983
>Snake people on islands
+1
>>
>>249983
I'll second this as well but would prefer swamps
>>
>>249990
>>249991
>>249983
Alright, Island Snakes it is.
>>
>>249991
>>249990
>>249983

Deep in the dark, concealed under rubble and jungle, a clutch of eggs hatch, their mother curled around them, long since dead. As the eggs crack, seven small, snakelike forms hatch from them, their lower halves comprised of huge and ornate snake like tails and their upper halves humanoid , with scales around the joints and with snakelike heads. The small clutch live from what remains of their eggs for a short while, growing to adolescence in the cave, but soon they much find new food.

As they begin to speak with one another in a hissing tongue, the largest female is chosen as leader, and the others bow to her. The cave in which you dwell is warm and hidden from the outside, you hold no tools, and have no possessions asides from the bones of the mother and your eggs. Each of the you is an impressive specimen, capable of crushing an adult deer to death, or capable of bursts of speed that would break the bones of lesser humanoids.

You know little, but you do know you are superior, and that the world deserves to submit to you, and nothing more.

>What do you do?
>>
>>250013
look around the island
>>
Scout local area and find food
>>
>>250013
Find something to eat
>>
>>250019
>>250018
>>250017
The clutch splits apart to explore the jungle and to hunt. Hunting comes naturally to many of you, and you manage to capture a small herd of jungle-deer, each one enough to sate the pack for a day. While hunting you discover many ruined structures, all barren of anything worth plundering, all except for a few shining spearheads, which are mounted on branches and used as javelins. Many small trinkets, such as sea shells and small shining stones are also recovered, and the nest is adorned with them.

As the clutch returns home after their first day in the sun, they hear a roar in the distance.

Stats:
>Population: 7 Prime Snakepeople
>Food: 3 Days worth of meat, fresh water nearby.
>Structures: A small cave
>Technology: Javelins, Simple Adornment
>Quality of Living: Your people sleep in rocky cracks in the cave wall, drink unclean water from the nearby spring, and eat only simple, raw meat, without any fire. They are happy with their trinkets, but dissatisfied with their squalor.

>What does the clutch do?
>>
>>250028
Practice with the javelins

Learn to gather hides

Improve our cave
>>
>>250028
Hunt
Gather resources(wood, stone)
Improve quality of living
>>
>>250037
>>250032

I suppose I should have clarified that I need people to roll for things. 1d20's for actions, 1d100 for technology and learning. And please, only one thing per post.
>>
Rolled 64 (1d100)

>>250038
Improve cave
>>
>>250038
dice+1d100

learn to filter water to make it more clean
>>
Rolled 56 (1d100)

>>250052
oops
>>
Your people begin to dig into the cave wall, expanding and smoothing the sleeping ledges, adding in small additions for convenience, such as small pits to store meat safely. As the cave is made more comfortable, the idea is had to clean water by straining it through leaves. The idea was taken from nature, with one of the clutch watching a viper drink from a pool between leaves.

Your people are healthier, and the improvement assists them as they train, increased strength allowing heavier javelins.

(I am writing this on my phone, hence the lower quality)
>>
Rolled 57 (1d100)

>>250096
Rolling to breed and drop some eggs if we can. If not, learn some leather and hide crafting
>>
Rolled 1 (1d20)

>>250096
Scout to see if anything still lives on the island besides deer
>>
>>250098
As the breeding season passes by, there are a great many fights between the males to see who gets which female, with the leading female as the greatest prize. Once the ''festivities'' have concluded, there are another eight in the nest, which will hatch in a short while. They are nursed by the leader, and kept safe in her coils.

While we're here, let's have a short discussion of how I'm doing Snakepeople. If pure snake people breed together, the result will be pure snakepeople. If a snakeperson should breed with any other humanoid, a reptilian tainted form of that humanoid will be created. There are rumours that skilled mages can convert humanoids into thralls, but none of your number are capable of this.

>>250119

The scouts go out again, wandering out into the jungle to look for some other prey than deer. They certainly find something, though perhaps it is best not to call it prey. As they reach some small hills they notice a group of pale humans, covered in gleaming stone, wandering the hillside. They are not noticed, but one is injured severely by a claw made of this same gleaming stone, which seems to have no arm and yet snaps closed on his tail.

>Status
Population: 8 Pure Snakepeople (1 Injured),18 Pure Snakepeople eggs
>Food: 1 Day of food remains, clean fresh water is gathered in leaf containers.
>Structures: A well maintained and comfortable cave.
>Technology: Large Javelins, Advanced Adornment, Water Purification
>Quality of living: Your people dwell in a semi-comfortable cave, in comfortably worn in creases in the rock, adorned by their favourite trinkets. They still eat their meat raw, but the cleaner water is a great help in increasing health and happiness.
>>
Rolled 67 (1d100)

>>250140
Dip our javelin tips in our poison
>>
>>250140
Couple questions, do any of our snakepeople have access to magic, should we make a roll?

And can we explore deeper into our cave or is it already filled with our nest?
>>
>>250146
You can in theory, the cave goes down a few meters from the surface before ceasing with a pile of rubble, which could be dug away.

Your people have very little knowledge, but magical potential can be explored, it may be present.
>>
Rolled 15 (1d100)

>>250148
Awaken magic potential
>>
Rolled 19 (1d20)

>>250171
Spy on humans
>>
Rolled 8 (1d20)

Send some serpents out to hunt for meat, but mostly to look for herbs, fruits bulbs etc that might have healing qualities.
>>
>>250177
>>250184
>>250153
>>250143

Work on the development of poison proves successful, and with their new innovation the hunters secure enough food for a few more days. Work on developing the innate sense of our people seems fruitless, and no magic is attained.

Some of the clutch go out to spy on the humans from before, being careful to dodge the metal claws as they travel in silence into the foothills. They see, from the uinderbrush, a small human campsite, where they dwell within woolen tents, around a great fire. It is mostly empty when they arrive, but a few of the shiny humanoids still roam, and some other, not so shiny humans wander too, making strange noises and using strange tools.

A few human weapons (Swords, Axes and maces) are found unattended, and the much more advanced weaponry they use is quickly adapted by the hunters.

What now?
>>
>>250196
dice+1d100
Look for any mineral vein, we need mineral too craft better weapon and armor
>>
Rolled 84 (1d100)

>>250209
>>
Rolled 16 (1d100)

>>250196
Train using our new weapons, and spread our poison to them
>>
Rolled 93 (1d100)

Begin leather working
>>
Inspired by the advanced nature of the human settlement, the clutch works on clothing themselves with the furs of animals. The skin is tanned, with one of the clutch having observed the process over time from the human camp. This new material is used to make the cave yet more comfortable, and to armour the hunters, the light deer leather making for light and comfortable armour. A great deal of the product is made, and of such high quality, that it even eclipses the human crafts in quality and elegance.

Further work with poison fails, and many of the warriors are frustrated at the weight of their new weapons.

Observing the process of mining, the clutch begins to dig for shining stones, eventually coming upon a small vein of glittering copper. Your people do not understand metallurgy, but the ore makes for good adornment.
>>
Rolled 7 (1d20)

>>250297
Attempt to steal blacksmithing tools and supplies from the humans
>>
Rolled 59 (1d100)

>>250297
Try to start spitting our poison for ranged attacks
>>
>>250306
A lone huntsman attempts to infiltrate the human settlement to steal tools. He is unsuccessful, and the humans are suspicious, but he is not discovered.

>>250419

The clutch manages to spit poison in such a way that it can blind or subdue a foe, but not be entirely deadly.


On this note, the new clutch has hatched, and another eight younglings join the tribe. They are all viper like in nature, making for warriors, spies and innovators. You are running low on food, as the Humans seem to be hunting a massive amount more than you can, taking most of the local wildlife for their own.
>>
Rolled 10 (1d20)

>>250463
Looks like we're running out of things to do which don't involve fighting.

Rolling to ambush a human hunting party, if successful, kill the men, steal their food and any women
>>
>>250471
Over a few weeks, you chart out the movements of the human merchants. Your hunters follow their caravans, and your younglings play in their tracks. The tribe has been prospering, but now the tribe is ready for war. It is your right and your duty to show your superiority to these humans, and a first step to that is to defeat them. In the night, your hunters surround a camp of the humans, and surge forward into the enemy tents, darting in and slaughtering ever male. Every female is taken prisoner with poison, and the weapons are stolen away. The tents are stolen, the pack animals are lead to the cave, and the fire is stolen.

Overall, you have gained a lot from this encounter, but the humans are searching the jungles now. Your cave is made even more comfortable with the stolen cloth, and the human women are bound for use in the next breeding season. The Weaponry is adapted, and the clutch is much happier for their victory.

Status:
>Population: 16 Pure Bred, 7 Human Slaves
>Structures: Comfortable, clean and well adorned cave.
>Technology: Large Javelins, Advanced Adornment, Stolen Human Weapons, Tents, Fire, Water Purification.
>Quality of Living: High. Your people are waited on by slaves, and eat cooked food, sleeping in comfortable creases in the rock. Their water is clean, their food is clean, and they have won victory.
>Diplomacy: Humans are suspicious of the jungle, and are watching their camp more carefully.
>>
Rolled 3 (1d20)

>>250515
Have the slaves clear out the rubble in the caves and have hunters train with stolen weapons
>>
Rolled 52 (1d100)

>>250515
Attempt to forge our copper trinkets into metal, between that and scavenged human armour we might get something approaching chain or very light plate
>>
>>250525
>>250523
The slaves attempt to dig out the rubble, digging a short passage into the stone, before having it collapse, killing two of them. The slaves beg you to return them to the camp, and say that their clutches will pay for their return.

You attempt to forge some copper as the humans do, and you just about manage to produce some thin plates of copper, which are attached to your leather armour, or studded into it. Your people are enjoying themselves, teasing human patrols and killing a few more as they hunt, but as the breeding season approaches, it is time to decide whether you will ransom the human women back to the humans, or use them as stock to produce some hybrids.
>>
>>250546
whats the advantage and disadvantage of having a hybrid in our clan ? any pros and cons ?
>>
>>250554
They're smarter, more agile and can in theory infiltrate humanoid settlements. They also tend to have some skill at magic.
>>
>>250546
Make some Hybrids.... but...

Why are we just mercilessly killing humans? Why not give diplomacy a shot.
>>
>>250557
I assumed the penalty mentioned in the OP would make it too difficult, and I think having one entire island to ourselves would give us a fantastic base of operations later, especially since we're semi-aquatic
>>
>>250557
At the moment we're sort of just a collection of savages. In theory we can perform some diplomacy, but it'll take some doing with the humans as suspicious as they are. Maybe if you ransom the women, you can start up a relationship.
>>
You other guys should vote for how we go forward with the humans, I think having hybrids and slaves would be more interesting but diplomatic allies would probably work out better, if successful
>>
Rolled 11 (1d20)

>>250569
Try diplomacy if fails make hybrids
>>
Rolled 19 (1d20)

rolling for diplomacy
>>
>>250598
The hunters approach the human settlement, using the captured slaves as human shields. The leader, twelve feet in length from head to tail approaches in front and shouts out a warning.


''Humanssss.. We bring an offer... Your women, we have them. We want... payment for them. You Sssshall pay, or we will take them assss our own...''

The humans are taken aback by the giant snake people holding their wives and daughters at spearpoint, and it takes a few moment before a tall, armoured human begins to speak.

''What do you want from us, monsters?''
>>
>>250634
Demand metals and technology

Then keep 2 women for bargaining power, dont wanna lose the upper hand
>>
>>250634
"We are not monsters, we seek to learn, we seek knowledge"
>>
Rolled 31 (1d100)

>>250634
We ask for the knowledge and materials needed to make stone structures and metal weapons/armour
>>
>>250638
>>250639
>>250667
''Tell us of Metal.. Of Stonecraft... We wish to learn, and we are not monsters in that..''

''I cannot teach you these things easily, but I can help you cease to be monsters. We are traders, and we have brought missionaries, teachers. They can teach you of many things, if you give our women back. We will give you gold, gifts, powder, whatever you'd like, but give us the girls and you'll have knowledge.''


>How do you respond?
>>
Rolled 12 (1d20)

Humans started it by slashing one of our clutch. Fuck them. Surprise attack and make some snake babies
>>
>>250680
I say take the deal
>>
>>250685
While I appreciate the vigour, I'll wait for the others before going for this.
>>
Let's take the deal, though that wording does make me feel like they're trying to disarm us. We can always commence the murderrape later if things go sour
>>
>>250680
Take the deal, hold on to at least 1-2 women to make sure they dont fuck us over
>>
Learn to build traps for hunting and defense of our cave
>>
Rolled 1 (1d100)

>>250720
>>
Rolled 55 (1d180)

>>250725
whelp.

I say we take the deal but remain vigilant.

Rolling for vigilance.
>>
Rolled 65 (1d100)

>>250680
Request diplomacy. An alliance. But dont let them gain more power than us. Also, keep one or two women. Say they died via natural causes. We didnt kill them. Mate with them and mae hybrids without the humans knowing.
>>
>>250796
And say, if they are sure of us killing their kind, that we did it out of protection of our young. We didnt mean any hostility.
>>
Better backstab this human after we learn everything from them and we establish this island as our nation or kingdom

Then we can proceed too other human island or city with our hybrids
>>
>>250807
That will come later. When our halfling population flourishes. Thats why I recommend that we keep them under our thumb for the time being while we learn their knowledge of war and whatnot.
>>
>>250813
We DO populate quicker than them. And with the halfling bonus, itll be a piece of cake.
>>
>>250807
I agree. Otherwise we might as well develop veganism so we can become allies with the deer and live healthier lifestyles
>>
>>250796

The clutch says they will leave three of the five women, and take two more home to deliberate. The humans were welcome to send a missionary over, and the Clutch would welcome him warmly. The humans are wary, but generally happy with the deal.

You take the two women back, and conceal them in a hidden area, using them to produce hybrids. When the human missionary arrives, awash in black robes and a shining metal mask, he asks where they are. You manage to convince the Humans that they died in the human traps, and their bodies were stolen by scavengers.

A few years pass like this, with the missionary spreading his word to your people. Apparently the humans worship the sun as an entity named Kanak, a great and mighty warrior clad in golden armour. The religion is adapted quickly, and one the younglings apprentices himself to this Missionary.

The Missionary develops a soft spot for your people, and divulges a few secrets. You have learned of metallurgy, how to craft almost everything up to iron tools, with some steel thrown in, and the art of masonry. In the few years between the missionaries arrival and his departure, another generation is born and strong, with four hybrids. They are almost indistinguishable from humans to the human eye, but easily noticeable with the sense of one of the clutch. They grow up quickly, and are adolescent by the missionaries departure.

The cave has been massively expanded with the new iron tools, and crafted into a fitting, almost fortress like shape by your new masons. You are armed, armoured and safe, with a stable supply of food from the humans and from your own hunting.

>Population: 40 Pure Bred, 2 Human Slave Women, 4 Human Hybrids.
>Structures: Fortress Monastery style cave complex, filled with comfortable rooms and some expansive pits for storage of slaves and food. There is a forge and a workshop in the new design, and all is well.
>Technology: Standard Metallurgy, Standard Masonry, Theology, Standard Warcraft, The beginnings of clerical magic.
>Quality of Living: Very High. Your people live in relative luxury, safe and secure, guarded by trained soldiers and with food almost delivered to their waiting maws by human traders
>Diplomacy: Humans are friendly enough, and the Missionary seems to think he has made a real breakthrough with you. You learn that their leader is called Ruprecht Von Mothe, A military man.
>What do you do with the abundant opportunities offered yo you?
>>
Rolled 19 (1d20)

>>251020
Scout the island to get a lay of the land and find any materials the humans aren't aware of
>>
>>251065
Your scouts range all across the island, and return to you with a detailed survey of the place. It is surrounded on all sides by a great and deep ocean, and mostly comprised of a great deal of jungle clustered around a mountain range. On the southern coast a mangrove dominates the environment, and a grassland covers the north, the site of another human village.

They describe abundant mineral deposits in the mountains, undiscovered by the humans, and that the mangroves are rich in coal. Even more momentous, your men discover the source of water that feeds the human settlement.
>>
>>251129
Poison the water supply. Make it as ndetectable as possible.
>>
>>251147
>ndetectable
undetectable
>>
>>251152
>>
>>251170
I...I think I forgot how to roll
>>
Rolled 15 (1d20)

>>251186
It's fine, it happens to the best of us.
>>
>>251192
Thanks man
>tears of relief
>>
>>251129
>>251192
are you running 2 civ threads at the same time?
>>
The hybrids are still just children right?
And our cave, and both the human villages are in the grassy north of the island?
>>
>>251269
Yes. I'm not sure if this is regret or adrenaline.
>>
>>251271
Our cave complex is in the deep jungle, and the human settlement is in the foothills. Another human settlement is in the grassland.

>>251147
Your people put their own poison into the water supply, and the humans begin to die off. Soon, the small village is a town manned by only a few stout drunkards, and the rest are dead or have fled. The missionary's last prayer was terminated by a bloodied fit of coughing. Some of the survivors, twenty of them in fact, flee to your settlement, begging for asylum and clean water.

>What do you do with these asylum seekers?
>>
>>251323
Question them. Do the others know that they are here? Fuck. I feel evil.
>>
Rolled 7 (1d20)

>>251323
Take them in make make us new weapons and build up our cave
>>
>>251323
I would like to begin war preparations. Develop seige weapons and armor. Also long-ranged weapons like bows. OP, the human settlement we just poisoned was the grass settlement, correct? Also, I would like to kill the rest of the humans that stayed.
>>
>>251364
How about just kill the adult males, we have food and housing aplenty, more future serpentfolk, even hybrids cant be bad.
>>
>>251342
The humans receive food and water, and are thankful, even for small morsels granted to them. They say that the village is in anarchy, that Von Mothe retreated with his troops back to the town and left them all without any defence. They say that as the water flowed with poison people became paranoid and fought over safe water. What few are left in the village have survived on stored up alcohol and milk, which they are hoarding.

Naturally, the humans never learned of the stream that feeds your people.
>>
Rolled 3 (1d20)

>>251383
Let's get our best, stealthiest hunters to scout out the human town, if it has walls, gates, sewers that perhaps we can swim in through, or a stockpile of food we can poison
>>
>>251398
You send scouts to the Grassland, and they find the human town. It is protected by a great palisade, and is an order of magnitude larger than the human village. Soldiers patrolling the walls saw the scouts, and the town is on high alert for any further incursions. Their water supply is not found, and their food is secure in the walls. Infiltration seems to be the only way.
>>
>>251462
Wait, what settlement was the one where we poisoned the water supply? I want to raid and kill the men in that one.
>>
>>251484
That's a village in the jungle.

In the simplest terms, We live in a jungle. North of us, still in the jungle, is a human village we poisoned. Northwest of them is a human town.
>>
>>251519
Aaah slaughter them. Expand our territory and prepare for war (someone roll for me please).
>>
>>251579
Not the ones we've given asylum to though. We will use them to infiltrate the plain settlement. Dont let them know of either.
>>
There is no slaughter. The village is inhabited by a scant few drunk old soldiers, and they are left to die in the jungle. Your people take over the comfortable structures, using them as a holding pen for their new human servants. The women are siphoned away, and the men convinced that they died drinking the water. Many more hybrids are on their way. Your domain expands, and more of the clutch are born. New caves are found and formed into suitable dwellings, and prosperity continues.

The Human town sends a young page as a messenger to your people to ask what happened, and you have your chance. You have a hybrid almost identical to this messenger, and he could likely replace him easily enough, for a short time.
>>
>>251640
What? They look that alike? Damn. Well I dont see any real benefit of replacing a messenger right now. I suppose we could just lie and prepare for a siege. OP/Nestor, can we know the benefits of replacing the messenger?
>>
Rolled 4 (1d20)

Let's deceive the messenger but let him live, say that an illness has been spreading through the jungle, and that a few of our number have died as well, we can maybe send a few humans with him to the town as a show of good faith, and bid our time for now, what do you guys think?
>>
>>251676
Well, for a start you'd have a spy inside the walls to tell you what is happening in there, and you'd have the potential to open the gate should any battle occur. Also, infiltration will allow espionage.


It seems as if both of these threads are stalling out, with one player each, so I'll likely be closing up shop shortly.
>>
>>251789
I'm lurking both, they've been fun, what kind of time do you think you'll return?
>>
>>251850
I don't know. I'm probably not going to do them both simultaneously again, because that dramatically cuts down on post quality.
>>
>>251784
I say we send them in later mixed with 1 or 2 of our halfings- when we're ready [or enough] for war. That way, they can open the gates.
>>
>>253841
We tell him-at the at that time- that we found refugees of the village. We gave them asylum for a while and thought they were now ready to return to their people. But right now, I think we should just just lie. If the humans find out we replaced their messenger with our kin, there'll be huge trouble- we would be uncovered and our plans screwed. The risk is too great when we arent yet ready for war.
>>
Rolled 19 (1d20)

Eat him and replace him with our spy. See if there's a sewer or something that we can use to snek in or poison their water
>>
>>253852
Seconded.
>>
Why are we taking such a aggressive stance towards humans? Don't we want to explore past our island? The humans can still teach us more before we back stab them
>>
>>255058
Thye'll be too strong
>>
>>255058
There are limited resources and space available on the island. We should kill them now while they arent so developed and contact the mainland to increase settlements. Besides, we could always just capture the knowledgable ones and ferry them away to our cavern, not telling them we've destroyed their settlement and is willing to return them if they teach us.
>>
**Is there any online text games or shit similar to this?**
>>
>>255938
Not really. If you just want to read some, look through the archives for Militia Civilization and Cyclops Civilization. Those were superb. Frost Giants and Red Rot Ghouls too.
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