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Goblin Colonial Civilization

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The ship forces itself forward, perhaps thirty golem units below deck pulling on oars, and several homunculi scampering around the rigging, their odd, elongated forms lending them to such work. The main deck is a hive of activity, the sides of the vessel curled over to ensure the newborn goblins are not damaged by the weather. There are perhaps thirty adult goblins, and another fifty children, all of different sorts from different places, in shanty huts against the barriers of the ship's side.

It is a central part of the Goblin's success in this world, their ability to construct shelter seemingly anywhere, along with the sturdy nature of the whelps, their young. The directors sit around a table in the captains cabin, acquainting themselves with the human sized furnishings, and beginning to argue about where to land, in the north, the center, or the south of this new continent.

The Trade Prince, Castor, listens with startling interest at the babbling directors, cunning eyes whipping between heads. He raises his staff and slams it into the floor, silencing the directors.

''Stop prattling, I decide the course''

The directors bow and scrape, muttering submissive tones.

''We head....''

>North, somewhere no other settler has yet gone, and no-one knows the danger of, but is reported to be as cold as the northernmost parts of the old world.
>South, The place where the other colonies are for the moment, on an archipelago suitable for growing many exotic plants.
>Or straight ahead. It is estimated that if you continue your course you will land somewhere warm, with a temperature more than warm enough to grow grapes, relatively empty compared to the southern Archipelago.
>>
>>39750
>North, somewhere no other settler has yet gone, and no-one knows the danger of, but is reported to be as cold as the northernmost parts of the old world.

But first, can we maintain a sizable presence there? If it is reputed to be cold we might not grow crops.
>>
>>39758
*Program initializing*

''Good morning Trade Prince Castor, It seems you have entered a query.... accessing information..... ''

''It is reported that the temperature of the northern section of the continent is suitable for the growth of wheat in a similar fashion to that of the northern parts of the old world, and there has been suggestion that it may be suitable for the growth of indigo (Valuable dye and hallucinogenic drug) in places.''

The small homunculi awaits further queries, if any are to be had.
>>
>>39773
How quick can we make a colony there? Speed is essential here. What arms do we have?
>>
>>39750
>>North, somewhere no other settler has yet gone, and no-one knows the danger of, but is reported to be as cold as the northernmost parts of the old world.
wonder if there's enough sand there for glass
>>
>>39785
''We are in possession of thirty multi-purpose golems, who may be armed with construction tools if that is your request. The ship on which we travel functions as a mobile shanty town, and may be dragged onto shore. The shanties may be taken from the ship and built on shore if that is what you decide.''

>>39787
''This is not known.''
>>
>>39750
>Or straight ahead. It is estimated that if you continue your course you will land somewhere warm, with a temperature more than warm enough to grow grapes, relatively empty compared to the southern Archipelago.
Why must you start this when I have to go to sleep?! ;_;
>>
>>39750

WE TRAVEL NORTH

Any Goblin who says no is a coward and should stay home

WE GO WHERE NONE GO BEFORE
>>
>North, somewhere no other settler has yet gone, and no-one knows the danger of, but is reported to be as cold as the northernmost parts of the old world.
>>
>>39808
>Any Goblin who says no is a coward and should stay home
I dunno man, it takes balls to cultivate exotic poisons, especially gaseous ones.

Have you seen cousin Blokko after he sneezed in the lab? Not even the pigs wanted a bite of him.
>>
>>39813
>>39816

I'm going to take these as agreement to go north
>>
>>39813
>>39808
>>39787
>>39758

Castor rises to his feet, and looks down at the men around the directors table, shouting loud enough for the goblins on deck to hear, powerful voice resounding out across the waves.

''WE GO NORTH, WHERE NONE HAVE EVER BEEN''

A cheer goes up, and the ragged thing pours out over the deck, awakening the whelps. As the golems wrench stone limbs to head north, and the homunculi adjust the course. And so it is recorded, that in the year of Pyrite, 1501 years after the whelps climbed out into the light, the exiled trade prince Castor leads his pack to the north, where no goblin has ever lived before.


In a week or so, you are low on supplies, but you are within sight of the temperate, forested shore. You row up the coast and find a small cove, like an animal bite into the rocky coastline, with the only sand beach you have found. The forest is strange, with the leaves looking as if ti were autumn, despite it being spring.

It is not especially cold, but it is certainly not comfortable. Castor dresses in fox fur, and steps out onto the deck. Before him, fourty adult goblins, and another fifty whelps. Thirty Golems are wrenching the ship ashore, and the Homunculi direct them. Soon, the shanties will spring up on the entryway to the cove, and in the trees.

What shall we name our new settlement, and what shall be our first act in the new world?

>Resources
>Population: Goblins (40 A, 50 Y) 30 Golems (Stone, Versatile, Slow) 15 Homunculi (Slender, Fast, Intelligent)
>Food: A week of rations.
>Structures: A large transport ship, a small but growing shanty town, and some collected firewood.
>Alchemical Reagents: None.

Actions are 1d20, Alchemy(Crafting Golems and suchlike, or potions) is 1d100
>>
>>39852

We should name it "North Settlement" Or Castor Town

We should secure supplies and alchemy ingredients
>>
>>39852
Glimmer

Build up some simple fortifications around the entryway of the cove. Less for defense and more as a rallying point that everyone can remember to go to if they need to escape into the cove, or OUT of the cove, assuming inhabitants.
>>
>>39861
Roll for actions, if you please.
>>
Rolled 12, 11, 16, 12 = 51 (4d20)

>>39852
Castor's Soil?

Assign 10 Golems to keep a perimeter.
Assign 10 Golems to felling trees for resources, expanding our field of view, and in preparation for farming.
Assign 10 Golems to guarding the shanty town.

Assign 15 Goblins to scouting and hunting so we can increase our food store. Maybe get some reagents.

Is that too much action? Would you rather "Assigning" be the action?
>>
Rolled 12 (1d20)

>>39861
>Castor Town
is nice

>>39883
roll for him if impatience
>>
>>39908
Assigning is one action, but I'll just average out the ones you rolled.

The Golems set to work and begin hacking away at the forest, carving out perfectly square plots and gathering whatever they find into sorted piles on the shore. Wood, leaves an an abundance of nuts are gathered together, providing a few more weeks of food.

Fifteen goblins go out ranging into the woods in a small, quiet pack, gathering up many berries and roots, along with exploring inland. When they return, they detail that the forest gets denser further inland, and that it is populated by some strange deer like creatures and things that resemble black furred rabbits.

The berries and roots are rich in mana, and so act as a good base for potions, or as fuel for kickstarting new golems.

>>39909

Some defenses are constructed, specifically a small watchtower built of wood with a beacon atop it. The boat is safely anchored in the cove, away from the wind and rain. Shanties are springing up, small patches of land planted with nuts and wheat behind each small shanty.

In the weeks following your landing, a sickness seems to spread out among the populace, killing off several of the whelps, leaving you with fourty five whelps. Food is getting sparse, but nuts and some hunted fauna provide just enough food. In general your citizens boil up their food into stew and dole it out to their expanded families of whelps.

The town has been named Caston, or Castor Town to some.
>>
>>39960
New turn.
>>
Rolled 7, 19 = 26 (2d20)

>>39960
Begin construction of a brick Communal House, a place for the sick and cold. The biggest pot for stew will be placed there, and the chimney will be used to smoke food(fed to the sick first incase the smoke is infected).

Clear out a small radius of jungle around this Communal House, to harvest wood and incase the disease is coming from the jungle.
>>
Rolled 37 (1d100)

>>39960
Fair enough.

Dedicate Homunculi to investigating the sickness. Find any commonalities, if they all ate the same thing, touched the same plant, the sort.

Try to see if a a remedy can be made to at least alleviate some of the symptoms.
>>
>>39984
Kilns are dug in the cleared land, golems digging up clay and dirt from the beach and the ground, carving out bricks. A square of kilns produce enough bricks to construct a central longhouse, with a tile roof constructed as an aesthetic finish. It looks beautifully elegant, chimney billowing white, meaty smoke. Plaster is made in cauldrons and coated on the walls. Bed pits are dug, kept cool by the dirt aurrounding them, and the most ill are placed within.

A huge fire pit is dug, and a cauldron placed on it. All excess food is poured into the pot and stewed, dispensed to the people. The people are indebted servants, kept in debt as they are paid in food and protection. Their servitude is assured, and most of them seem happy with their new Prince.

The jungle is cut away around the communal house, and the wood is piled up around the cleared area, with what spare wood can be found being salvaged by the population, who have set up their own miniature carving production line, building up their shanties into small huts and cabins.


>>39992
The Homunculi have little luck researching the illness, but the new communal house has alleviated the illness slightly. A small graveyard has been built, and a few weeks are spent as Caston prospers.

Soon, as the spring arrives, a new batch of whelps will be born, with the starting whelps now in their second year, making them adolescents. Another fourty whelps are born and more homes are dug out for them, and the settlement grows. Castor remains childless, and he is twenty years of age, perhaps equivalent to a fourty year old human. He had yet to nominate a successor.

New turn.
>>
Rolled 30 (1d100)

>>40044
Hold a pseudo-school, a....workshop? for the adolescents.

Experiment with the new specimens, no particular focus between potions or cement or whatever. Have Castor and a few alchemists direct and guide the young ones. Look for someone who takes failure in stride, trying something different with little discouragement and tireless skill at not dying.
>>
>>40073
>>40073
The Homunculi corral the adolescents, and start to teach them generally about life. The majority are not overly bright, and learn simple things before drifting away. Some, however, have cunning in their eyes. These are the children destined to become directors, to become alchemists. One among them, a young boy named Konix, is particularly adept, staying all through the night, as the homunculi go into further and further detail, switching from cooking to alchemy, and from basic crafting to architecture.

The young boy begins to direct a small team of the other intelligent whelps, and under the eyes of the homunculi they come up with a new way to produce plaster, making it thicker and more sturdy by adding in grasses and furs. It is not revolutionary, but it is certainly a start.

Konix studies often, and spends most of his time at the communal house, asking questions and putting increasingly inedible things into the central cauldron.
>>
>>40134
>putting increasingly inedible things into the central cauldron
uhh....stop that.
>>
>>40156
Konix pouts when his central cauldron privileges are revoked, and wanders off to his cabin to work in his own cauldron.
>>
>>40219

BRING HIM BACK

WE HAVE AN INVENTOR AMONG US

HE SHOULD BE ALLOWED TO WORK

Assign a smaller pot for food, Let Konix work
>>
>>40248
Konix swaggers back into the communal house, looking down at people with the commanding, snide nature of a tradesman. He sets to work at the cauldron once again.

>Konix will now occasionally invent something of use, and you will be alerted when he does.

Please do some actual rolled actions.
>>
>>40254

Scout out from the town as far as we can go and report back on what we find
dice+1d20
>>
Rolled 14 (1d20)

>>40272

FUCK I'M RETARDED
>>
Rolled 5 (1d20)

>>40254
Track the wild animals, find out what they eat, how they find it, and where they go to sleep if winter is coming.
>>
>>40274
A squad of goblins ranges far beyond the explored woods, wandering for several days. They ford a small but fast flowing river and find themselves on a large, sparsely forested and grassy plain, with cattle like animals traversing it in herds. In the far off distance, some hills seem to rise from the plain On the way back, they study the animals they find, to little result.

As they return, a small craft arrives in the harbour, manned by a tall human with thick red hair. He is unarmed, but physically imposing.

''Greenskins? What brings you here then? I had thought we were the first colonizers to head to the north?''

The human seems amazed at the golems at the entryway to the cove, and the homunculi seem to make him rather uncomfortable.
>>
>>40719
Tell him we're here to settle and trade. The humans will be our friends and trade partner for the time being.
>Also we should dismantle the ship and build our shanty town on land.
>>
>>40969
I support this.
>>
>>40969
>>41004

Castor speaks to the human, conveying his message rather easily, and using his own easy going charisma to alleviate the need to give a gift to the human for goodwill. The human sails away, telling you that his settlement is willing to trade concentrated mana (Used in golem crafting) for food. It seems the human colony is struggling on that front.

>>40969
Are you sure? Colonies make money by growing cash crops and sending them to the old world, and you can't very welll trade across the great ocean without a ship.
>>
>>40719
Do we have any animals with us?
>Dogs, hogs, cow, horses, etc..
>>
>>41581
I don't think we should break down our ships. Instead, let's make them better.
>>
>>41584
No. Goblins aren't too big on animals, but large domesticated rats are sometimes kept in the old world, if you'd like to import some.


>>41691
Please do roll for it. You are perfectly allowed to send back some traders to the old world when you have things worth trading.

You may also need to import some seeds, or find some in nature if you want to get going on cash crops.
>>
Rolled 53 (1d100)

>>41764
1d100, correct? Also, I would advise against importing rats.
Fleas and plagues
>>
Rolled 3 (1d20)

>>41764
Fuck, we should at least breed hogs for you riders.
>>41691
Roll for making a fleet of ships
>>
Rolled 16 (1d20)

>>42016
Rolling
>>
>>41790
A few weeks of research go into figuring out how to improve the ship, and the idea is come upon that the sails could be attached to a mechanism to allow them to be moved more easily. The system of pulleys is constructed, and it is expected that the ship will be easier to sail in future.

>>42016
You attempt to construct some more ships, but without resources or the right construction facilities you only manage to produce a small craft. It should get to the larger colonies in the south, if not across the great sea.
>>
>Roll for sending our small ship to the human settlement with some tradeable goods.

>>42433
For a lesser action: Use the golems to keep chopping trees while the Goblins explore the Forrest.
>>
Rolled 14 (1d20)

>>42568
I'm stupid sorry guys.
>>
>>42582
>>42568
You send a ship of cut lumber and farmed wheat to the human settlement, sending Konix to trade. Konix reports that the human settlement lies on a long stretch of beach to the south, at the openning of a river delta. It has no walls, but the buildings are crafted of stone and wood. They present trade goods to you.

>Concentrated Mana (Useful for golemcraft)
>A breeding pair of cows
>Three sheep
>Some indigo seeds (Valuable cash crop)
>Some tobacco plants
>A few dogs
>An Orc Slave
>A baby troll

Pick two.

>>42568
The Golem clear more forest, and soon more land is ready for new crop. They wall off two plots and guard them, planting some mana rich roots and refusing to allow anyone to enter the plot.
After thirteen hours I'm closing up the thread for this evening.
>>
>>44195
>Some indigo seeds (Valuable cash crop)
>Three sheep
>>
>>44195
>Some indigo seeds (Valuable cash crop)
>A baby troll
>>
>>44195
>>Some indigo seeds (Valuable cash crop)
>>44195
>>A few dogs
>>
Rolled 12 (1d20)

>>45677
I vote with this anon on tradable goods.
>Keep clearing Forrest to build a barracks to start arming goblins with various tools to help around town/Forrest.
>>
>>47190
Considering we're up north and all, we'd probably do well to get into fur trapping.
>>
>>44195
>indigo seeds
>baby troll
>>
>>47458
So do you think it should be a black Smith or tinkering shop? If we're to start hunting various animals/people.
>Black Smith can lead to more weapons and armor.
> Tinkering shops can make bombs, bear traps and shit.
>>
Is this civ kill?
>>
>>39750
his name is trade prince gallywix(a hearthstone card)
>>
>>57226
I know. But because this is not Azeroth, and because that picture is purely to open the thread, our trade prince is named Castor.

>>53902
No, but the thread has stuck around for a strangely long time, and I have other things to do before doing another session. This thing got to fourty posts in thirteen hours.
>>
>>58264
Well that was happens when you make a civ with a pre-made setup.
>>
>>44195
>Some indigo seeds (Valuable cash crop)
>A few dogs
Are we small enough to ride the dogs?

>>58264
No reason to let it die and spread the quest over many tiny threads.
>>
>>44195
>>Three sheep
and one of these
>>Some indigo seeds (Valuable cash crop)
>>A few dogs (if they can be trained and ridden)
Mana can be done later, cows are too large to be easily handled by us and I don't see why we need orcs or trolls
Thread posts: 58
Thread images: 1


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