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Civilization Thread

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3 Votes for our race and another three for our place. I've crossed out a few races I think are overdone or aren't fun to run.
>>
>>399823
Are you going to rhyme the whole time?

If so, this is a go.

Jungle Drow
>>
>>399826
Seems a fair bet, needs three to be set.
>>
I also want to rhyme. But I don't know how to speak english.
Bullywugs in jungle.
Also why are some crossed out? You have already done them?
>>
>>399829
I don't want to run them, as many have done them.
>>
>>399829
+1
>>
>>399823
Llamataurs in the mountains
>>
gnomes
>>
>>399844
Gnomes are good, mountains too.
>>
Giants or cyclops in the swamp. We shall become one with the trees.
>>
>>399826
2 Votes for Jungle
1 For Drow
2 For Bullywugs
2 for Gnomes
1 for Llamataurs
2 For Mountains.
>>
>>399849
I'd rather be in the mountains then the jungle.
>>
>>399849
Mountains for sure
>>
>>399852
Gnomes as well
>>
Alright, Gnomes in the mountains.
>>
>>399857
So what's going on
>>
>>399858
Give him a moment for heaven's sake

Now, let us eat some cake
>>
>>399859
... What kind?
>>
>>399863
Fruit
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>>399864
Fuck that. Fruit cake is the kinda cake you give to the old and dying.
>>
>>399864
That is the worst kind of cake
>>
Builds character.

I sincerely hope we can get this rape victim thread going.
>>
Hammers strike anvils, and the forges flare, molten metal pours down in great burning streams, and all throughout the great stone hall, the sound of stomping feet is heard. Lights dance in the rafters, ethereal and magical sparks flying all around the great throne-forge.

The prince, no more than two hundred years of age, wrestles desperately with the ancient forging hammers and with tinker's tools long rusted by time and ceremony. His young form, framed by a great mane of flowing fire red hair, lands a few more hammer strikes, and the assembled crowd cheers, officers in dress uniforms hoist their blades above their heads, and the Prince picks up the tongs.

The tongs grasp hold of the still half-molten crown he has forged for himself, an instrument of ceremony, and he raises it to his head, droplets of molten metal sizzling against flesh. The burden of kingship approaches, and as he places the metal halo of flame on his head, the smell of burning hair fills the chamber. The Prince grits his teeth, feeling the burden of his office and the flame of fresh metal, and the chamber is silent.

If he screams, he will die a prince, but if he bears the burden, he will be King.

>What happens?
>The Prince Bears the Molten Crown
>The Prince cannot bear it
>Write in
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>>399874
Sounds dwarfish...

>The prince bears the molten crown
>>
>>399874
>The Prince Bears the Molten Crown
>>
He screams.

It was worth the wait though.
>>
>>399874
Bear it, we need a strong ruler.
>>
>>399874
Let him die
>>
>>399874
Also after he bears it make a sarcastic comment. "Who in the blazes thought of THAT tradition, it's quite a heated experience you know?"
>>
>>399887
I like it
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>>399876
The young prince bears the crown of iron, and begins to feel the blood of kings in him, as it flows like a gentle breeze through him, easing his pain and tearing him from this mortal suffering. He begins to laugh, to giggle furiously, dancing up to the op of the throne with a carefree gait that brings joy to the assembly. The officers join him in ceremony, laughing out to the heavens. The rite acts to dare the fae to reclaim their lost slaves, to take those lead by the one with the iron brand.


The Now-King leads a procession out into the city, followed by a roiling mass of dancers, actors and singers, as the whole city explodes into a joyous cacophany, many a brilliant and bright facing jauntily singing into the night and daring, with the audacity of a drunkard, the ancient masters to return. The night passes, and in the morning, the people are energetic as they go about their tasks. The king watches, great mane of red hair billowing behind him, as the people set themselves to work. The first boilers of the city set to work and the steam of the world begins to billow. Bellows, so long dead begin to work again, and wheat is set to ferment for ale.

The harvest was brought in the day before the ceremony, and the first industry of this new city only now begins to churn. Forges build tools to arm the militia, sawmills hack apart logs to built better homes than the hovels the people dwell in now, and the endless salvagers collect the remains of the old mountain-city.

>Status report in next post.
>>
>>399889
Status Report:
Generations ago, your people were freed from the yoke of Fae domination by the grandfather, Kaerlan Ironbrand, who fought a dramatic one on one battle with the Archfey that held most of the gnomes captive, which he won by tackling the fey into a pool of molten iron. He rose from the iron long enough to march his people to freedom before falling to a knee in the old dwarvern city where the portal out of the feywild had taken them.

The ruined city is assaulted by fae very often, and only recently it has been safe enough to rebuild industry. The gnomes only take up a quarter of the massive and ancient ruined city, and the rest is used for farmland. The dwarves are an extinct race now, all dead and long buried, leaving you to rule the city as the first free gnome settlement in all the world.

The gnomes command the old merchant quarter, patrolling the walls with a militia, armed with either very, very simple firearms or pikes. There are around seven thousand people living in the city quarter, and most of them work in either metalwork, salvaging or clothworking, all things that the burgeoning gnomish industry has made easier. Your people are desperate for adventure and for trade, and only now is it safe enough to explore beyond the half salvaged ancient city into the mountains and foothills beyond.

Ask any questions you want, and I'll tell you whatever your people would know. In the mean time, some real stats:

>Population: 7000ish (Fluid with births and deaths. Around 450 Militiamen)
>Structures: Hovels, simple cloth industry, simple alcohol industry, simple mining (Copper, Iron and supposedly cold iron, though little has been found), thick but crumbling dwarvern walls, lots of ruins and a central guild hall/citadel.
>Technology: Very Simple Firearms, Stationary simple Cannonry, Metallurgy, Simple Fae Magic, Steam Power, Advanced Weaving technology, Silk Growth, Masonry.

>Whta does the king do, as he stands on his balcony?

1d20 for actions, 1d100 for Ideas/Technology, 2d6 for Construction.
>>
Rolled 6 (1d20)

>>399894

>Start a small council formed of the best minds, a king needs advisers to rule and differing opinions can temper any obvious mistakes that might be made.
>>
Rolled 18 (1d20)

establish contacts with other races
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>>399896
Maybe focus on internal developments before contacting others considering our race is... 'desired' by all the others?
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>>399894
We should look into (re)building the city walls. It sounds like there are a lot of unused stone buildings in the city.
>>
>>399895
We are his advisors. We will never go wrong.
>>
Rolled 3, 4 = 7 (2d6)

>>399899
Perhaps we can easily re-use the stone blocks from some of the unused houses to make a wall against the least defended side of the city?
>>
>>399898
We're alone in this though
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>>399894
What fae magic do we have? Who can use it?
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>>399894
i figure the gnomes have already searched the city for anything usefull left by the dwarves. if not, do that.

do we have knowledge about stuff like bearings and gears? i want steam powered mechs as soon as possible
>>
>>399904
It is simple things, like dancing lights in the sky, simple instant movement across very short distances, or being especially stealthy. Mostly it is practiced by those Gnomes with fae blood in them. Usually the fae would not consort with slaves, but some did.

>>399905
The city is vast. the surface of most of it has been scoured, but the countless layers of basement and dungeon below are uncharted.
>>
Rolled 15 (1d20)

>>399909
then send teams to accessable places to search for stuff.
>priority is not waking balrog
>2nd look for labs and libraries
>3rd anything of interest
>>
Rolled 11 (1d20)

Search for more useful ores, or huge cold iron deposits
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>>399902
>>399911
Stone blocks from old Dwarvern structures are salvaged and used to reinforce the weakest sections of wall. Workers toil and hack at old stone and great pits of mortar churn with mechanical stirring sticks. Stone dust coats everything, and many use the blank canvas these new stones provide to carve out their own marks on the city.

As the stone is moved, a few adventurous souls find an unlocked basement hatch under an old house, which they break into. They look inside and find many rotten old books, long turned to dust, along with some ancient and worn our magical equipment. Along with that, a few stone tablets are found, with ancient dwarvern text engraved on them. Perhaps they would be of use, if any among you could read the long dead language.
>>
Rolled 15 (1d20)

>>399913
do you have a picture of it? maybe i can read it.

establish an office for learning the dwarven language, another one to figure out dwarven tech and magic, and a division in the militia to scout and map out the city
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Rolled 55 (1d100)

>>399913
put our best linguists to work
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Rolled 81 (1d100)

>>399913
I doubt we have any trained linguists, so let's transcribe the writing to a public noticeboard and put up a prize - probably some specialist tools since I don't think we have currency - for decoding some of it into Gnomish.
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>>399917
>>399916
The official department of Archaeological studies is opened, and assigned fifty militiamen along with 200 labourers with the mission of excavating points of specific archaeological importance, mapping out the ruined city and to research dwarvern archaeological artifacts. They make little progress deciphering the tongue, perhaps if more languages were available to them they could find links and be able to interpret the writings. More and more tablets are gathered, along with a host of ancient pottery and religious artifacts, bearing stoic faces of iron bodied gods, so you presume.
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Rolled 11 (1d20)

>>399921
So you want us to meet other races. Okay, we will send out scouts to draw a map of our surroundings.
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>>399922
bump
>>
>>399921
Do >>399919.

What season is it? Are we going to need to preserve food as an action?
>>
>>399925
it's not a riddle, it's a language. how is that shit supposed to work?
>>
>>399925
No, the harvests will just sort of flow. This isn't going to be static or slow, we're acting over the course of years not days.

>>399922
A small party of scouts is established, and the most adventurous souls of the city, carrying fine silks and cloth, travel out into the foothills. After a day of marching, a small human settlement is found. The humans seem to make up the entire settlement at first, but upon closer inspection your more magical scouts detect hints of elven blood. Fae corruption, if only a small amount of it. The humans are amiable enough, and trade begins. Their language seems to be based on elven, rather than dwarvern, but their oldest records are of some interest, as they detail some elven history unknown to your people. The monks which care for the texts have no real want of them, and gladly trade them for some good cloth.

The humans tell you of many more little villages in the foothills, along with a few monasteries. You soon hook into the trade network of the land, your industry almost instantly making you the heads of the local cloth trade. You now have access to plenty of livestock and farmed food, which allows your people to gradually move away from farming and into further industry. The quality of life increases, and the hovels of your city are now furnished with human goods, and their adventurous scholars come to you to learn, as your people learn from them.

The humans of the area seem to be simple agrarian people, farming sheep and cows in the hills, unaware of their history, and worshipping a simple pantheon of farming gods, which hold a rustic charm to you people, enticing a minority to their worship. The first church of the city is built from clay bricks, and it is often attended.
>>
>>399919
A sample text is distributed out into the city and into the local human monasteries for study, with a prize of silk and tools to whoever can figure out the dwarvern language. Little is truly found, btu a human scholar does figure out that the text is not just a text, it is a blueprint. He does this by studying the arrangement of letters and pictographs, finding oddities to be actual pictures not letters. It seems to represent alchemical equipment of some sort.
>>
Rolled 1, 1 = 2 (2d6)

Now that we have money flowing, we should start upgrading/expanding our living quarters. Rolling for building more houses.
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Rolled 3, 6 = 9 (2d6)

>>399934
establish roads to farms
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>>399941
Why would you want to build more houses? We only live in a quarter of the city.
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File: steam[1].jpg (124KB, 600x464px) Image search: [Google]
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Rolled 82 (1d100)

>>399941
Now that we have money flowing,we should start making steam tanks.
>firearms, stationary cannon, mettalurgy, steam power
put it all together
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>>399945
we need a constant supply of other foods and it will establish greater relations than you know with easy access everywhere.
>>
>>399951
Why do you want to be so aggresive? Gnomes are the Switzerland of fantasy. We are supposed to make expensive things, not make violence.
>>
>>399934
Let's forge ourselves some metal shortswords and start military training.
>>
Rolled 55 (1d100)

>>399954
>>
>>399953
we are being bullied by the fey, so i want some protection. also, steam tank would be a great thing to carry and trade goods with everyone while protecting the crew and wares. i never sugested to wage war.
and lastly: jan jansen
>>
>>399957
> protection
> build tanks
Let me guess, you are american, aren't you?
>>
OP, could you clarify whether or not we have a river running through the city?
>>
>>399959
>oh shit, these little critters have some tanks now
>better not fuck with them anymore

but you're right, we should jew everyone out with a little intimidation, as soon as we have the tanks.
>>
>>399968
I think it's a bad idea to become like our oppressors. What would our ancestors think?
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>>399951
>>399945

One morning, a party of gnomes take control of a workshop, and begin to gather materials. They send out orders that a wide ditch is dug to the nearest human settlement, and that the masons set to work constructing as many bricks as they can. They then send out orders to the forges to forge up several incredibly odd shaped metal plates, along with cogs and metal bearings. A few orders are then put in for three barrels of gunpowder and all of the coal that can be easily found. Months pass and the workers stream through the workshop, black smoke billowing out and the city is on edge, desperate to know what the maddening hammering is working towards.

A few more weeks pass, and then a few more months, and then, the workshop opens, and a great billow of black steam is seen. A great steel juggernaut rolls out from the workshop, on solid metal treads, moved forward by a steam engine, as if a boiler on treads. It is constructed in a square, tracks on either side, with an apparatus for the emplacement of bricks on the back of the thing, and a strangely mounted rack of small firearms sits on the front. It takes twelve gnomes to man, and it requires a massive amount of coal, but when provided with these things it can chug forwards at a mile per hour, laying down bricks in a road.

The rack of guns is intriguing, as a bricklaying device shouldn't need them, but the master craftsman behind the vehicle seems to envisage the thing as if a war machine, that with sufficient study and resources it could be used as a vanguard troop against the fae. Unfortunately, he is the only one of your people that knows how to properly assemble the device, and he refuses to write down his method for fear of being made redundant. Soon, the machine is parading along the way to the nearest village, and the villagers are baffled by this strange, slow, horseless carriage that seems to have constructed a long, flat and pleasant road, a stone strip across the landscape, allowing for very quick transit and trade.

The world's first Steam-Tank is constructed, and is a resounding success as a bricklaying device.
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>>399960
There is a river, but it is small and largely underground while within the city. It flows on the surface outside of the city, and it can be sailed along.

>>399954
Will be done with the next set of actions.
>>
>>399974
Do >>399955
>>
>>399976
>>399981
I see. So I don't get to propose an action this turn?
>>
Rolled 3, 2 = 5 (2d6)

>>399976
swords aren't really necessary since we have guns and pikes and a steamroller.

build roads between our location and the bigger settlements for trade. and construct some steamtanks that are able to carry goods for trade and go at least at a walking pace
>>
>>399981
>>399985
You can, I just happened to miss your action last turn.
>>
I now suggest we dig some more for artifacts, scripts, anything of historical value. Maybe the Dwarven-Gnome alliance yielded greater machines than ours. How else did they defeat the Fae and with what?
>>
Rolled 5 (1d20)

>>399999
>>
>>399993
Nice. I propose we dig some wells if we haven't already, and build lots of rain butts - stuff to make sure that we have enough clean, fresh water.
>>
>>399999
nice quints. I agree, we need to research everything we can get out of dwarves.
>>
Rolled 4, 6 = 10 (2d6)

>>400009
>>
>>399999
>>400001
My god man you were so close. There was, however, no Dwarf-Gnome Alliance. The Gnomes were slaves in the Fey-wild before escaping into an ancient, ruined dwarvern city. The dwarves are long dead.

>>399989
The construction of roads goes ahead, but the machine gradually seems to stall, as you run out of excess coal, and as the ditches you have to dig stall progress. The machine is damaged by dirt and by weather, and so it must be dragged back to the city and repaired by the increasingly vain and very rich master engineer.

>>399954
As the years pass, more gnomes rise to adulthood, and more humans migrate into your cities hinterland. Thousands of people teem throughout the city, and soon the bazaars of the old merchant city are flowing freely. Stalls of humans and gnomes intermingle, and the countless thousands live within the hovels. Soon, people gradually begin to agitate. The richer gnomes begin to make inflamed speeches calling for the people to have their voices heard, in something known as a senate.

The citizens support a cadre of rich merchants, who will fit into an organization of the heads of the richest fifty noble families, the Patricians, who will act as a system to administrate for the king.
>>
>>400056
Nooo, we don't need aristocracy! Also, how big our population could be now?
>>
>>400009
The workers set about digging channels into the river Lycis, and they dig out cisterns, filling them from the river and ensuring that the city is always supplied with fresh water. Many channels already exist and simply have to be gently repaired.

>>399999

Nothing much is uncovered from the ruins as the excavations to build wells finish, but the people now enjoy fresh water as they dig, for what it's worth.
>>
>>400056
God damn it...not a Senate....

What are the biggest demands among the people?
>>
>>400056
are we a multicultural, constitutional monarchy now? are humans and other races citizens or just kinda live there, too?
>>
>>400063
>>400061
at least we agree that we don't like the senate.
>>
Rolled 20 (1d20)

>>400056
Anyway, the king should administrate some troops for personal defense in case of a coup. Maybe establish an elite squad which would equip experimental prototypes that will be decided on further on.
>>
>>400056
Let's remind the common people that we're a benevolent ruler and that most wealthy business owners will probably not serve their best interests.

Are there any pressing issues at the moment which we could provide a quick solution to, like food prices or unemployment?
>>
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Rolled 78 (1d100)

that rich happy merchant should be working on something like pic related. would be great for all kinds of heavy labour.
and it would be great for all kind of fights, but don't tell that to the pacifists
>>
>>400066
You're a Gnomish Monarchy. The King Rules absolutely, as you really are just some very advanced escaped slaves. The Humans are not citizens, and do not have explicit legal rights, which they would like. You also don't have formalized laws, and aren't governed by a curriculum. The plentiful riches of this generation have allowed people to start thinking about these things.

>>400085
The Pressing Issues among Gnomes are a lack of proper housing, and the prevalence of crime. A vocal faction do not want humans to have citizenship, but many are fine with the idea. The humans want better legal rights and more protection on the frontiers.

>>400084
The King decides it best to ensure his own security, drafting together very loyal soldiers from the militia and paying them to stand as a proffesional force, numbering thirty. They are refered to as the Praecental Division, or more colloquially as the Purple Capes, due to the silken adornments they wear. They are drawn mostly from the rich nobility, who are placated by this honour. The King feels safe, the people don't want him gone, but a fair number want better representation and more formalized and fair laws.

A few distinct classes are forming, with the rich merchant nobles laying claim to large estates, usually worked by the human lower class or by excessively poor gnomes who do not work in the factories, or even owning their own factories, while the middle classes of officers, managers, engineers and bureaucrats want more property and privileges, and the lower classes of workers and farmers desire better lives, better housing and food.
>>
Rolled 9 (1d20)

Offer houses for human families. Offer them jobs in our industries, libraries or simple field work like digging ditches. Pay them as much as we would pay gnomes.
>>
Rolled 61 (1d100)

>>400112
>and the lower classes of workers and farmers desire better lives, better housing and food
do that, also schools and hospitals
>You also don't have formalized laws
write constitution

annex human towns in the vicinity peacefully, it's obviously better for them to become part of the gnomish empire. give them citizenship.
>>
>Population: 13000ish (Fluid with births and deaths. Around 450 Militiamen)
>Structures: Hovels, Cloth industry, Alcohol industry, simple mining (Copper, Iron and supposedly cold iron, though little has been found), thick but barely salvaged dwarvern walls, lots of explored ruins and a central guild hall/citadel. A tank workshop.
>Technology: Very Simple Firearms, Stationary simple Cannonry, Metallurgy, Simple Fae Magic, Steam Power, Advanced Weaving technology, Silk Growth, Masonry, Steam Tanks, Simple Dwarvern.
>Quality of Living: Your people live either in cramped hovels, the royal palace, or in extravagant country estates, managed by humans. The labourers work very hard and live in families, often numbering around eight in a house, two parents and six children. Food is very agrarian and plain, people want a more varied diet. Water is common, and the adventure needed by gnomes is abundant.
>>
Rolled 1, 5 = 6 (2d6)

>>400167
Build houses for both gnomes and humans to live to. Rent them for a price that any worker could afford.
>>
>>400185
instead of renting out, how about free housing for the working class?
>>
>>400112
>The humans want better legal rights and more protection on the frontiers.

Citizen status for humans and children of humans who have served 10 years in the King's auxiliary army. They do the tasks gnomes can't and serve as our heavy infantry. Every squad is led by a gnomish commissar.

Use them during peacetime as a public works corps, building cheap mass housing projects for the people.
>>
>>400127
>>400196
>>400143
>>400185

A great movement for the social good of the people has finally become strong enough to reach the king, and a massive package of sweeping reform is forced through. First of all, a great constitution is composed, acting as a massive law code. With it's writing comes the construction of a law court, presided over by a class of Praetorians, Gnomes who are virtuous or good, and the establishment of the Lictors division, a division of the militia designed to enforce the law.

Then, the laborers of the capital are put to work on the construction of new, more solid housing. Stones are quarried up, fresh, from compacted old ruins, and they are used to construct row after row of pleasant new homes, built with jaunty, almost flowing and machine-like styles, each one gleaming in it's uniform complexity. Every street of fifty homes is capped by a large communal workshop and a large well. The people are rented these homes, with the rent serving as a sort of tax, as the people pay the state for the privilege of their homes. Many richer and more cunning gnomes permanently rent out certain housing areas near their factories for their workers.

Many more humans are offered the chance of citizenship for military service, and many more villages fall under the yoke of the king, bringing in a more varied food supply, and allowing a much greater cultural diversity, as well as the births of the first half-gnomes. It is with this wave of reforms that the militia is officially disbanded, and the professional army is established, numbering five hundred regulars, 100 Lictors and 50 Purple Capes, along with a large contingent of human militia. The Professional army is lead by the King, or by his chief Purple-Cape, a man named Karlomer.

Many of the now freely available human workers that move to the city are settled in new neighborhoods, soon filling up the merchant district. They are offered another chance to gain citizenship, by a decades service in public works, constructing and maintaining all that is needed by public. Some humans resent being second class citizens to begin with, but many are grateful for the chance.

Your expansion ceases at the foothills meet the plains, whereupon the human villages die out. Beyond the humans, supposedly, is a large grassland, filled with beastfolk and desert elves. The mountain range continues on to the east and west, unexplored.

>What now?
>>
>>400229
Using the technology of the steam tanks we shall establish railroads and build trains.
This will not only improve our trading and transport capabilitys but also our military power by speeding up troop transports and also providing some tank like military trains.
>>
>>400251
You have no where near the capacity. Producing and maintaining one nearly stationary steam brick layer is only just possible on good years.
>>
>>400260
Than we should increase our industrial output by building larger mines and metal production facilitys.
Also 2-3 additional steam tanks should be build and integrated into the armed forces.
>>
>>400229
We need to see situation of our neighbors. Send scouts to observe relations between the beastmen and elves, and get an idea of who they are. The redshirts are not to make contact and will return with a full report for the diplomatic mission we're preparing.
>>
Rolled 18 (1d20)

>>400251
I want a train.

Rolling for increasing mining output.
>>
>>400260
you said we have factories. what can we produce and in what quantities? how many of the steam rollers do we have? are the humans part of the kingdom now?
>>
>>400283
Using steam technology and your now rather large workforce, you set about dramatically increasing your industrial output, digging out a series of huge pits in the mountainside, extracting the materials within. The humans are forced to work in the coal and iron mines, dredging up massive quantities of material. It is miserable and exhausting work, but it does it's job. The ore being fed into the settlement multiplies and in response more and more forges are built to process the materials, along with a slew of new factories.

The march of industry sees the city skies filling, for the first time, with smoke, as the mines dredge up masses of coal, and the dust of forges overwhelm the mountain air. The king oversees the work from his palace balcony, as his city mobilizes for some invisible war. The industrial output increases so dramatically that the work on steam tanks can continue. Five new tanks are constructed, entirely designed for battle, fed by great coal furnaces that belch out fumes. They mount three rails of handguns, along with two broadsides of cannons and three swivel cannons. They are protected by sheets of iron and steel, and each one can bear fourty men.

After them, another idea comes to the engineers, that of a tank on rails, that can travel at much faster speeds than the free moving vehicles, to allow for industry to spread out over the local area. More rich gnomes are establishing mines and factories in the human villages and in the countryside, extracting the needed materials of the city. The population booms, and work on this train begins.

The track is laid by tanks, and the people of the foothills are miserable, as these new metal monstrosities tear across their land. The train is a monstrous thing, huge and crafted of cold iron, and capable of moving along the rails at twenty miles to the hour, faster downhill. Soon, resources and people flow up and down the mountainside freely, ton after ton of coal dredged from the flatlands.

The merchants and the coal-barons need more, they need more resources, and they see them in the great flatlands. It is there though, that your people wil have to face their first opposition, in the forms of the beastfolk.

>You can now produce tanks and trains. Your resource output is titanic, but your mining methods are destroying the local area to the point that outsourcing to the Savannah may soon become necessary.
>>
>>400319
our armies are not that large and are untested, even if we have a technological advantage we should see what intel we can gather on the beastmen.
>>
>>400329
+1 also recruiting some more men for the army, also some steam tanks.
>>
Rolled 20 (1d20)

>>400319
here you said >>400229
> The mountain range continues on to the east and west, unexplored.

So I say - let's explore the unexplored. Sent scouts with instructions to contact any civilization they come across. Make reports on whether they are friendly or not. Ask the friendlies if they are interested in trading and what they most demanded items might be.
>>
Rolled 19 (1d20)

>>400319
>send out scouting parties with geologists looking for coal, ore, and gems
>send out diplomats to the desert elves and beastmen and establish trade
>>400337
nice rolls, man
>>
>>400337
As the population rises, more explorers are available, and caravans of soldiers, each equipped with the most modern of weaponry, head out to the east and west along the mountain range. The expedition east discovers little, only that there are a few isolated Yeti dwelling in some mountain caves, no real threat but perhaps their pelts could be of value. Three of the creatures return, but they quickly die off in the fumes, with the stress and change in temperature. Their pelts allow for valuable research into weaving, and your production of cloth increases.

To the west, however, something dramatic is discovered. It starts innocently enough, as food disappears in the night, but gradually sightings increase, and eventually a small camp is found. Goblins, and from the frequency of their camps, probably numbering in the tens, even hundreds of thousands, all in squabbling little kingdoms, fighting with the mad alchemical technology their kind often employs. You have found two things, a match for your technological might, and a ready source of incredibly cheap labour, if you can trust the goblins as slaves. Contacting them will be hard, but the nearest kingdom seems to be a rather tribal one named Yelterk, ruling over twenty eight thousand goblins.

Geological expeditions find several deposits of chemicals and one notable deposit of cold iron. These new sources of revenue are quickly settled by rich entrepreneurs, who make use of goblin and Yeti labour respectively, extract materials rapidly and efficiently, feeding the growing home settlements. The great gnomish pits produce tons of materials, but these materials travel slowly home, and the mountains are dangerous to travel extensively.

As the mountains are a ahrd country, another expedition is launched into the Savnaah. No diplomatic contact can be established, but trade with the tribes flourishes, as you trade baubles and silks to them for the abundant mineral wealth of the region. You hear tell of diamonds, and a diamond mine, staffed by locals, is built in the area. More mining, industrial farming and lumber harvesting appears, but operations are heavily limited by the overwhelmingly hostile elves, who act as a guerilla force to violently attack any isolated gnomish operation, enslaving your people where they can, and burning your structures.
>Population: 32,000ish (Fluid with births and deaths. Around 1500 Militiamen, 100 Purple Capes, 250 Lictors and 5 Battle Tanks, along with one old version and a large Train)
>Structures: Comfortable Housing, Walls, Citadel, Large Factories, Large extraction of Iron, Cold Iron and Coal, Extravagant Industry, Wells, Cisterns, Railway down the Mountainside.
>Technology: Very Simple Firearms, Stationary simple Cannonry, Metallurgy, Simple Fae Magic, Steam Power, Advanced Weaving technology, Silk Growth, Masonry, Steam Tanks, Simple Dwarvern, Trains and Railways, Yeti Pelt Weaving, Pit Mining, Mass Industrialization, Market Capitalism.
>>
>>400390
Send a diplomatic mission to speak directly to the leader of the elves. Send them in six steam tanks, painted white and fully crewed with shoot to kill orders, and meet any hostility with retribution well out of proportion to the offense given. If they agree to meet our diplomats then we can figure out why our people are being harassed and enslaved, but no one else leaves the tanks.

In the meantime as well see if we can establish embassies for the exchange of ambassadors among the tribes we have good relations with.
>>
>>400390
if we've learned anything from vietnam, it's that we shouldn't directly get involved with the elves. pay the beastmen to do the dirty work and get rid of the elves.

>several deposits of chemicals
make use of them, flamethrowers, mustardgas, antrax, whatever we can get out of it to sweep the goblins
>>
Rolled 4 (1d100)

>>400433
rolling for weapons
>>
>>400435
Oh dear. I assume you mean flushing out the elves?
>>
>>400449
I mean rolling to make these weapons: flamethrowers, mustardgas. But my roll was terrible though
>>
Rolled 91 (1d100)

>>400433
>>400461
oh right. i forgot to roll
>>
>>400464
thx, you did much better!
>>
>>400429
>>400435
>>400449
>>400461
>>400464
Finishing up for the night lads. It was good fun.
>>
>>400495
you better come back sometime soon
>>
>>400495
Thanks, I was just getting ready to go to bed.
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