Hey hey hey! My girlfriend broke up with me and I'm severely depressed!
...Whats the cure you ask?
Escapism!
Soooo lets get down to business, first 3 votes for race and location!
>>463660
What about werewolves in the mountains.
Faun and Mountains
Alrighty!
Vote Tallies are as stands!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Location:
2 Mountains
Races:
1 Faun
1 Werewolf
>>463666
Nice satanic trips by the way, forgot to mention it.
>>463660
>Werewolf
>mountains
>>463672
Obviously Fauns. Werewolves can go suck it.
>>463828
Or you know what, fuck Fauns AND Werewolves. Centaurs on the Plains
>>463672
Moutains
Werewolf
You'll get over her, just give it time
Mountains of London.
I mean Werewolves of London...
Screw it Werewolves of Mountain.
>>463672
Fuans and Mountains.
Anyone else feel like /qst/ is slow af today?
Rolled 3 (1d20)
We're definitely in the mountains, due to the amount of divide i'll be rolling on what race we are using a d20
>1-10 Werewolves
>11-20 Fauns
Rolled 4 (1d20)
>>464113
>>464106
Lol yeah, usually takes 15-20 minutes for a startup, this one was a little longer than expected .
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Alright guys, pick what our humanoid form is. It'll determine the true form of our people.
I'm still using the Weirdo Civ List for this one
>Gnomes= Werebeavers
>Drow= Wereleapords
>Scaven= Wererats
>Tengu= Werehawks
>Goblins= Werelizards
>Gnolls= Werewolves
>Minotaur= Werebulls
>Harpys= Wereeagles
>Catfolk= Weretigers
>Vanara= Weregorillas
>Naga= Weresnakes
>Lizardfolk= Werelizards
>Kobolds= Wererats
>Serpent-folk= Weresnakes
>Crystalids= Wererocks
>Ursine= Werebears
...I know its alot, but take a choice.
For the record, their humanoid form still holds its respective strengths and weaknesses.
2 votes decides humanoid form.
>>464147
>Gnomes= Werebeavers
That just sounds so adorable
>>464157
Eh... somewhat
They turn into ferocious... beavers, there are benefits to lumber production, combat, and construction, however their tech advantage completely dissipates. And for the record, it is fairly adorable. Also, they are less likely to be raped as no one wants to fuck a beaver.
>>464147
>Gnomes= Werebeavers
>>464147
>Gnolls= Werewolves or Crystalids= Wererocks because how does that even work.
Diary Entry Number One
We've been officially banished from the village, as to not risk infection.
Apparently; Nanites plus beaver hair does not equal a cure for baldness. That's fine though, my colleagues and I have science on our side, and with our newfound forms we'll build a village way better than those snobs down in Wattsville. We're reaching a plateau, I've decided that we'll settle up here so that we can keep an eye on those... purist lugnuts down there.
End of diary entry number one
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 25 Werebeavers
Food: Quick Rations, enough to last 5 turns
Other stats unavailable are there are none.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Choose a perk:
>Lab Ahoy!: Gain a gnomish laboratory as a structure
>Science!: More technology available to research, more capable with technology
>Climate Adaptation: Bonus to combat in the mountains, may influence other events.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2 Votes decides, depending on whats chosen i'll put in the actions for this turn and continue as normal.
>>464211
Science. With more science, we can make better labs, right?
>>464211
>Science!: More technology available to research, more capable with technology
Science is our perk... SCIENCE!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions:
>Scout surroundings
>Forage for food
>Lumber gathering (+5 Beaver bonus)
>Research: Mountain Farming, Mountain Construction, Local Fauna, Slingshots
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pick one, its going to start slow and basic, and snowball into more advanced gnomish tech.
2 votes decides.
>>464241
>Forage for food
>>464241
>Forage for food
Rolled 3 (1d5)
Rolling to see what we get
Foraging for whatever they may find, the Gnomish Werebeavers discover many edible roots and sprouts, collecting a bountiful harvest of them.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 25 Werebeavers
Food: Plants, Rations, enough to last 7 Turns
Otherstats are currently void
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions:
>Scout surroundings
>Forage for food
>Lumber gathering (+5 Beaver bonus)
>Research: Mountain Farming, Mountain Construction, Local Fauna, Herbal Research, Slingshots, Write In
>Write In
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sleeping guys, be back in 20-24 Hours Hours... hope thats enough time to make a decision.
>>464304
>Research: Basic mechanics
Oh, and sleep tight
>>464304
>Research: Mountain Farming
good night, also im joining
>>464304
>Research: Mountain Farming
>>464304
Mountain farming!
>>465107
a friend to join me
his anyone here
>>467668
I'm here but I think this quest is dead sorry.
The Werebeavers performed a rite of "Wakethefuckupicus" on OP reviving him
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Performing soil samples, water testing, and other assorted scientific tasks was easy for the naturally scientifically inclined gnomes. They are now capable of farm construction.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 25 Werebeavers
Food: Plants, Rations, enough to last 6 turns
Moon: Full (4 Turns) Blood (8 Turns)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions:
>Scout Surroundings
>Forage for food
>Lumber gathering (+5 Beaver Bonus)
>Construction (Locked) Farm, requires 7 Lumber to build
>Research: Mountain Construction, Local Fauna, Herbal Research, Slingshots, Write In
>Write In
>>471599
>Lumber gathering (+5 Beaver Bonus)
>>471599
>Lumber gathering (+5 Beaver Bonus)
>>471599
>Lumber gathering (+5 Beaver Bonus)
Rolled 1 (1d12)
Rolling to see what we get
The Werebeavers were... extremely lazy for some odd reason, and only collected 6 lumber.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 25 Werebeavers
Food: Plants, Rations, enough to last 5 turns
Moon: Full (3 Turns) Blood (7 Turns)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions:
>Scout Surroundings
>Forage for food
>Lumber gathering (+5 Beaver Bonus)
>Construction (Locked) Farm, requires 7 Lumber to build
>Research: Mountain Construction, Local Fauna, Herbal Research, Slingshots, Write In
>Write In
>>471824
>Scout Surroundings
>>471824
>Lumber gathering (+5 Beaver Bonus)
>>471824
Scout surroundings
Scouting the surroundings, the Werebeavers discover a nearby cave, although they haven't explored it yet, the entrance seems to be teeming in ore! ...a couple Werebeavers noted spiderlings leaving the cave, but that shouldn't be an issue right?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 30 Werebeavers (+1 per turn)
Food: Plants, Rations, enough to last 4 turns
Moon: Full (2 Turns) Blood (6 Turns)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions:
>Scout Surroundings
>Explore Cave
>Forage for food
>Lumber gathering (+5 Beaver Bonus)
>Mine (Potentially dangerous without prior cave exploration)
>Construction (Locked) Farm, requires 7 Lumber to build
>Research: Mountain Construction, Local Fauna, Herbal Research, Slingshots, Write In
>Write In
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Turning in guys, be back later!
>>472157
Gather lumber
>>472157
>Lumber gathering (+5 Beaver Bonus)
>>472157
Lumber gathering
>>472157
>>Lumber gathering (+5 Beaver Bonus)
>>472157
Research construction
>>472157
Research Mountain Construction
>>472157
Explore cave
>>472157
>Lumber gathering (+5 Beaver Bonus)
Last time I met a Weirdo Civ Master he vanished from a sweet homunculus civ. I got trust issues now.
>>476561
Damn, I knew it