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Beastmen Civ

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The fate of the beastmen has come to a point after eons of stagnation. Your people have felt the crippling yolk of slavery since the birth and have ever since. Cities have been built at the cost of your sweat and blood, but no longer. Some of you have broken free of your chains and fled to the untamed lands of the Great North by boat. It is here that your race will have its first chance at freedom, its first chance to make themselves in whatever image they please.

But first, how was it that you escaped your bondage?
>Cast off our chains, slaying our captors before setting fire to their village and taking a great deal of weapons, food, and clothing. We could see the glow of the flames for miles, but many of our fallen brothers were left behind.
>Cast off our chains, silently siezing the river boats and heading upriver with what we had already prepared. No one was left behind that night.

It should be said that whatever choice will determine the number of specialists you can choose next turn. The first choice will get you two, the second three. Specialists are individuals with knowledge such as blacksmiths, herbalists, or even spiritual guides.

I'll make the call in 20 minutes by majority of votes.

Welcome to Beastmen Civ!
>>
>>911425
>Cast off our chains, silently siezing the river boats and heading upriver with what we had already prepared. No one was left behind that night.
>>
Now was not the time for vengeance or needless bloodshed. No, your people simply had to escape. While most of you are simple laborers others filled more specialized roles in the society of your captors or your own.

Which specialists lived in your village? Choose three.

>The Blacksmith. Being educated in metalworking was something of great value in the village. Nails, horseshoes, and basic tools were your domain, although you don't think you would have any trouble forging weapons or armor. You also have a crude understanding of minerals and where they are to be found.

>The Herbalist. Your people were always more sensitive to nature than your captors. Herbalists naturally developed in your society by making various potions and salves out of natural ingredients. Your knowledge of plant life has saved many lives over the years of minimal medical aid, and have even made your meager meals more substantial with spices and edible herbs.

>The Hunter. Put to work as trackers by your captors, you have had more freedom than most of your kin. You are an expert tracker and are very familiar with how to hunt and trap wildlife. You can make more efficient use of creatures, securing more meat as well as other valuable parts.

>The Builder. You differ from your laboring kin because you have been educated in basic architecture. Barns, farmhouses, and fences were your focus, and having such knowledge would greatly help your endeavors, especially with winter approaching.

>The Gladiator. Your people have always been cast into fighting pits for entertainment. Most die on the first day but some take to it very well. Beastmen gladiators are prized and dangerous individuals who are known for their short tempers and combat prowess.

>The Spiritualist. A secret profession among your people. While your race has never had a true god to worship you have always felt that something has been reaching towards you. Some of your people think spiritualists are worthless beggars since they have never come up with anything, yet another group respects their wisdom and guidance like nothing else.
>>
>>911486
>the herbalist
>the gladiator
>the spiritualist
>>
>>911486
>The Hunter. Put to work as trackers by your captors, you have had more freedom than most of your kin. You are an expert tracker and are very familiar with how to hunt and trap wildlife. You can make more efficient use of creatures, securing more meat as well as other valuable parts.

>The Spiritualist. A secret profession among your people. While your race has never had a true god to worship you have always felt that something has been reaching towards you. Some of your people think spiritualists are worthless beggars since they have never come up with anything, yet another group respects their wisdom and guidance like nothing else.

>The Blacksmith. Being educated in metalworking was something of great value in the village. Nails, horseshoes, and basic tools were your domain, although you don't think you would have any trouble forging weapons or armor. You also have a crude understanding of minerals and where they are to be found.
>>
>>911495
>>911516
Spiritualist Locked in.

I'll check in 20 minutes and see what the final call is.

Also a little loredump. Your particular slavers were human, although dwarves also have slaves. This is also a low/mid fantasy setting. And feel free to fluff our these specialists as you want. Names, background, that sort of thing.
>>
>>911516
I'll support this.
>>
>>911495
>I'll support this.
>>
>>911516
>>911538
>>911579

>The Hunter
>The Spiritualist
>The Blacksmith

Your people are truly lucky to have such valuable individuals with them.

Your people sailed the rivers North until the last sign of civilization was far behind you. The air became comfortably chilled as the forests grew thick with pines and birches. You could see deer along the river and fish swimming beneath you. The sky was clear and snow capped mountaintops formed the horizon in every direction as you entered a wide valley where the trees were full and the flowers were in bloom.

Your boats sailed into a large lake with still waters. The air grew silent and you knew that this is the place. This is where you would settle and begin your knew lives. As your people grow anxious you head to the Eastern shore where a clearing can be seen.

Pulling your boats ashore and unloading your meager belongings some of you want to strike camp here, next to the boats in case you need to quickly travel. Others think that you should venture deeper into the forests where shelter and game are more plentiful. Indeed, the Hunter says that he heard the calls of male deer and moose echoing from the forest.

Which do you choose?
>Explore and strike a camp inland.
>Strike a camp along the shore.
>Other.

Stats incoming.
>>
File: stilts.jpg (195KB, 640x360px) Image search: [Google]
stilts.jpg
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>>911615
>>
>>911615
>Explore and strike a camp inland.
We're here to stay
>>
>>911620
>>911617

whynotboth.jpg
>>
>>911615

>Strike a camp along the shore.

It's easier to carry a dead deer than it is to carry a load of water.
>>
inland than when we make an home we carve it out at the mountain base and people tend crops
>>
>>911617
>>911620
>>911622
>>911627
>>911628

Tie-breaker.
>>
>>911628
>>
>>911627
We can find a lake or river.
It'd be much better to drink from then the ocean.
>>
The First Summer

Population
>50 (50 men, 30 women, including specialists)

Food
>5 (Will go down by 1 each turn)

Supplies/Assets
>5 river boats with sails and oars, summer clothing, an anvil, 10 worn iron axes, and 10 bows with small supply of arrows, light blankets.


As you can see I like to keep the numbers a bit abstract for simplicity. I don't find any fun in adding up the number of calories needed to fill up 50 beastmen. If you guys would like something more detailed, I can do that, just let me know.


And I'm calling it for heading inland and striking camp. And as >>911622 suggested yes, you could split up now or later. Your numbers will grow and it may be more advantageous to split up than stay together, but introduces a whole mess of new challenges with it.

I'll get to typing.
>>
Rolled 3 (1d20)

>>911631
>>
>>911638
Good thing we're not on an ocean.
>>
>>911670
Also food.
It's easier to hunt water then hunt food.
>>
File: 08.jpg (196KB, 750x563px) Image search: [Google]
08.jpg
196KB, 750x563px
>>911644
You're here to stay. The decision has been made to venture further inland in search of a more suitable location to settle. Some of you wonder what to do with the boats, surely you could drag them on shore and they would be fine for an hour or so alone. Then again, losing the boats would be a crippling blow.

>Leave the boats
>Leave a crew to watch them

Regardless, the journey inland was lead by the Hunter who discovered a deer path which made it easy to cut into the forest's thick interior. You journeyed over hills, noticing vibrant flowers and large varieties of mushrooms, berries, and mosses that some of your hungrier members contemplate eating on the spot before coming to their senses. It takes a rotating team of your men to carry the Blacksmith's anvil, but it goes rather smoothly.

The group finally enters a large clearing filled with flowers of vibrant purples and reds. Large ferns spring up around the center of the clearing which is dominated by a stone monolith. A stack of stones surrounded by a loose circle of large moss covered rocks, no ferns or flowers grow in the circle, only a dark green moss. The Spiritualist, upon light investigation, judges it to be of no harm. Your people, tired from the journey judge this as good a spot as any, and begin pitching camp. The ferns are cleared away in front of the monolith and soon the first fires are started.

Every day, you have 2 free actions. Other choices will be presented as they come to you. Some turns you may have your 2 actions plus 3 other choices, others you will only have the 2.

Choose:
>Action 1
>Action 2

>Your Hunter is itching to see what kind of game is out in the woods, he wants to go alone so that the clumsy footsteps of the others don't scare off anything. Almost no one wants to see him venture out alone but have a hard time arguing with the thought of fresh meat in their stomachs.
>>
>>911675
True enough, it is easier to hunt fish and crustaceans than hunt moose and birds.
>>
>>911689
make him take some people later to teach them more people who know how to hunt and fish means more food
>>
>>911694
Yes but further inland would have a larger quantity of food then the shoreline and would better sustain a capital or large density of people.
We can have a coast settlement later.
>>911689
>Leave a crew to watch them

>Action one.
Right now we have enough food for some patience.
Have the hunter start training some of the populace to hunt.
>Action 2
We should use our axes to start cutting down trees.
We can use the wood for structures and making simple tools.
>>
>>911689
Do what normal people do with boats. Drag them onshore, above the high water mark, turn them upside down, tie them to trees and cover them with branches.
Also have the fishermen/water-bearers check on them everyday since they're headed that direction anyway.
>>
>>911706

This with the boats.

>Action 1
Scout the local area. Any info about this place could be useful.

>Action 2
Go with the first suggestion from here >>911705
Looks like hunting will be primary food source for now, better git gud at it.
>>
Rolled 85, 62 = 147 (2d100)

>>911748
>>911706
>>911705
>>911700
Rolling for exploring the area and teaching the others to hunt.
>>
Before venturing inland a few of the men were left behind to tend to the boats. They were dragged ashore and hidden among the trees and thickets surrounding the lakeside. They lingered around for a bit before venturing inland, and made note of the large fish that could occasionally be seen jumping in the deeper parts of the lake. They also found a few scattered muscles and clams that could make for a decent meal if more were available. The group was later fetched and brought to the camp the next day.

The group decided that the Hunter should start showing them all how to hunt and track now that they are all free to do as they wish. He begrudgingly agreed, taking 5 of the most promising individuals on a hunt, they each took a bow and handful of arrows with them. The returned near dusk, bringing back a dozen or so rabbits, as well as a small piglet. The Hunter says that there are signs of a few groups of hogs, one in particular having an enormous boar among them. He suggests that no one stray far from camp or they could run into one of these groups.

>+1 food

As the camp was beginning to take shape some of the more adventurous began wandering further and further from camp. They found many bushes filled with small, pinkish berries that all seemed to be ripe. They picked a few handfulls before returning, no one is sure if they are edible or not.

>Do you risk eating the berries?

Everyone has noticed that the Spiritualist has taken an odd fascination with the monolith in the clearing. For most of the day she simply stands in the circle, eyes closed. No one has talked with her about it yet but some of your group are starting to look at her strangely, others are whispering that she's lazy and needs to put more work in around camp.

>Talk with the Spiritualist? What do you say?
>Ignore her.
The First Summer

Population:
>50 (50 men, 30 women)

Food:
>5 (Will go down by 1 each turn)

Supplies/Assets:
>5 river boats with sails and oars hidden near the lake, summer clothing, an anvil, 10 worn iron axes, and 10 bows with small supply of arrows, light blankets
>>
Rolled 33 (1d100)

>>911778

Hunt along the waterside for some aquatic beasts.
>>
>>911778
>Feed some of the berries to some animals as bait
>Talk with the Spiritualist
>What do you sense here?
>>
Rolled 85, 90 = 175 (2d100)

>>911782
>>911785
I'll roll for all of the actions together unless you guys would prefer to roll yourselves.

Rolling for hunting near the lake and baiting the animals with the berries.
>>
>>911831
Noice
>>
>>911778
>>Talk with the Spiritualist? What do you say?
What do you make of this odd formation? Is it natural or hewn? Are you gonna learn any cool magic soon?
>>
>What do you sense here?
"I do not know," she says, staring at the monolith, "it was silent when we arrived, I thought it dead but now I believe it was only sleeping. I do not know what it means...but I would like to discover whatever secret it holds. We must perform a ritual. A 'divination' as the Old Master's holy ones called it." The Spiritualist's suggested ritual has struck quite the cord with the group. No one wants to be reminded of their old captor's or their customs. Her suggestion angers some of the more vengeful of the group and most of the others stay quiet.

>Does the group support her ritual?
>How so?

The group that tended to the boats are convinced that the lake has more food to offer than initially. They spend the next day wading in the waters and searching for more muscles and clams, and even trying to snag fish. They return just as the sun is setting with blankets holding enough muscles for everyone and even the lone fish or two. Everyone gladly roasts the meat and feasts, and the ones who fished are celebrated, though everyone agrees that something will have to be done about transporting everything as no one wants to sleep with the blanket that held fish for hours on end.

>+2 food

The Hunter took a look at the berries found in the forest and thought it best to try it out on the wildlife. The next day the Hunter and the ones he trained set off and put small piles of these berries throughout the hunting grounds. Everyone tried to make their own traps, but only the Hunter's trap which dropped a rock on small creature's heads seemed to do the trick. Either way, the berries seemed safe enough and they became a regular workday snack.

>The pink berries are safe to eat

The clearing you have settled has changed a lot since you've arrived. The area around the monolith has been cleared and campfires are spread around it haphazardly. What little bedding that you have in the form of blankets with fern leaf padding are around the fires, but you all know that a more permenent solution is needed either now or later.

>Do we address this issue now or later?
>How do we address it?

It is a strange feeling, to be free. You know that there are no free beastmen, no wandering herds or far-off cities. As far as you know you are the first and only of your kind to ever be free, to ever make their own choices. The entire camp is overjoyed, and your people sing as they toil for their own gain and not their captors. Nights near the fire are warm and joyous and men and women are beginning to partner.

>The mood around camp is ecstatic, and some of your women have become pregnant.


The First Summer

Population:
>50 (50 men, 30 women)

Food:
>6 (Will go down by 1 each turn)

Supplies/Assets:
>5 river boats with sails and oars hidden near the lake, summer clothing, an anvil, 10 worn iron axes, and 10 bows with small supply of arrows, light blankets
Choose:
>2 Actions
>>
>>911878
>Yes
>Use knowledge of the Old Masters to strengthen us
I know it hard to remember but we will need what they learn from them to better survive here.
>Settle here
Food, water and a monolith.
>>
Rolled 50 (1d100)

>>911892
Should I roll?
>>
>>911878
Support with a community dance around the monolith, we should erect better shelter and have the hunters scout the nearby area so that we will have better knowledge of our surroundings.
>>
I support the prevailing vote
>>
>>911878
>Perform Divination

>Make Baskets for carrying fish, berries, firewood, etc.
>>
>>911878
Support the Spiritualist

Address the issue now, by having 8 men with axes chop trees. We will need the lumber for homes, and the branches for arrows and fire. We will first build a great hall behind the monolith, big enough for all of us come winter. We can build more homes after, and use this building for meetings.

Get the women and a few men to start basket weaving. They will later make a funnel trap for the fish with this skill.

Have Hunter go out with his recruits, and specifically target birds. Keep the feathers.
>>
>>912941
I forgot to say, station 4 men with 4 bows and 2 axes on sentry duty. Don't want any unfriendly animals or people sneaking into camp.
>>
>>911878

Make ritual but don't use the old masters way, try to feel it from her on instinkts

Let's start building some huts with a basic wood structure and leafs as covering to protect us from the rain.

try to make a net aout of vines to fish and transport fish
>>
We need to start scouting the surrounding area for possible allies or hiding places. Sooner or later the humans will attempt to track us down and when they come in force there is no chance of us winning.
>>
>>915010
The hunting parties can scout for now. We don't have enough weapons for everyone and some animals can kill unarmed beastmen. Hunters will be out there anyway.

And we need to secure arrow production asap to secure our food supply. The blacksmith is going to need metal to forge the heads out of. While he's doing that, maybe he should make spear heads, too, to quickly make enough weapons for everyone.

Once arrowheads, feathers, and wood is available, Hunter can spend a couple days teaching the others fletching before he needs to go hunting again.

I'd like to make fishing poles after that, and start utilizing one of the boats.
>>
>>915168
Nets are piss-easy to make too. And can be used to catch, fish, birds and sometimes people, en masse.
>>
How long do we have until winter sets in?
If winter is coming soon the focus should be on gathering food and building shelter. Otherwise we should focus on food and exploring.
>>
>>913502
Supported this
>>
>>913502
>Let's start building some huts
Perhaps we should see if there's a big cave or something nearby first to save us the time and resources of building shelters. Camping under the stars for a few days won't kill anyone in the summer. Just throw up some quick lean-to's in case of rain.

>>920172
Since OP didn't give a specific starting date, its safe to assume its Day 3 of Summer. Meaning ~57 days til winter if he uses the Harvest Moon calendar.
Thread posts: 49
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