Summer Civ Thread

Sup Veeky Forums

As there's no active Civ thread, and it's been a while since I ran one, here we go! We'll start by voting, and the rules will be explained as we go. the most popular race/location will be selected, just post one or two votes and I'll decide after listening to the majority. When that's decided, I'll explain the rules.

Is specialist better or worse than exceptional?

Never mind, I'm really god damn blind. My apologies.

Better, it means that their basically the paragon of that specific attribute.

Anyone that's looking around can vote and I'll start writing, doesn't have to be to 3 votes.

Murlocs swamp

I'll go with this.

Sounds fun

Fair enough, Murlocks swamp it is. Even though I have the sneaking suspicion it's one guy posting multiple times.

let's start op i'm bored
lol look at the posters, btw i'm the one who suggest murlocs

Give me a few minutes to write up a backstory and whatnot, the rules will be that every turn the civ will get two actions. When these actions have been decided upon by popular vote, I'll roll for them and take into account all of the buffs/negatives. Then I'll write the outcomes. The civ will advance in this manner for as long as there's interest, and if it seems to be going well we might continue the civ for another thread in the future. Sound good to everyone?

The swamp reeked, rotten fish in various states of decomposition littered it's coagulated banks. large dragonflies flitted from smelly corpse to smelly corpse, nibbling at the remains. Suddenly, all movement stops, a long rigid fin pokes out of the muck-filled water, and two large amphibious eyes peer out from the water's edge. Within minutes, the one pair is joined by many others, as they watch and wait, surveying the landscape. Finally, The largest of the group begins to swim forward, finally emerging as a four foot tall Murloc. With a cry, the rest join him, shouting in their unintelligible language. The biggest of their kin let out one last cry, and they all join in. This is their new home, no longer will they hide under the scum. It is time for them to get organized, and to grow and prosper. The age of the Murlocs has begun!

Stat Block: Murlocks

Melee: Average
Ranged: Struggle
Breeding: Specialists
Magic: Struggle
Diplomacy:Abysmal
Stealth: Exceptional
Special Modifiers: RwlRwlRwlRwl!- Murlocks gain a +5 to all melee rolls when fighting with superior numbers

Population: 40 Murlocs (Growth rate of 10 per turn, babies grow to full size every 4 turns, every turn equals about one season)
Buildings: None
Heroes: Leader (you all can determine stats/name.)
Magic Abilities/Spells: None

Simple Map, this is all that the Murloc's know of right now.

Key
Yellow-Murloc base/Settlement
Blue- Lake/Ocean/River
Light green- Light swamp/Forest
Darker Green- Thick Swamp/Forest

So you can all decide on two actions for the first turn, if you have any questions feel free to ask.

Rolled 10, 8 = 18 (2d10)

let's make some huts(on stilts) and gather fish

i suggest our leader name to be Blarbalb

this

Rolled 4, 7 = 11 (2d10)

rolling

1- The huts go awfully, construction is halted multiple times by both a lack of tools and a complete lack of leadership. There is no foundation in place really for a settlement, and there is no way to properly cut down the trees required for a the stilts.

2- Fish are in abundance, and the murloc's catch them in droves. If the fish levels stay the same, the murloc's can feed themselves until they reach population 200.

Stat Block: Murlocks
Melee: Average (+0)
Ranged: Struggle (-1)
Breeding: Specialists (+2)
Magic: Struggle (-1)
Diplomacy:Abysmal (-2)
Stealth: Exceptional (+1)
Building: Struggle (-1)
Hunting: Specialists (+1)

Special Modifiers: RwlRwlRwlRwl!- Murlocks gain a +1 (Doubles if Murloc force is double size of enemy, triples, and so on) to all attack rolls when fighting with superior numbers


Population: 50 Murlocs (Growth rate of 10 per turn, babies grow to full size every 4 turns, every turn equals about one season)
Buildings: None
Heroes: Blarbalb (Basic Warrior/leader, gives passive +2 to all combat rolls when present)
Magic Abilities/Spells: None

Turn 2

Your tribe emerged from the depths in early spring, just before the breeding season. Now it is summer, and with the abundance of food comes the want to grow as a people. Scouting and building of infrastructure wouldn't be a bad place to start.

Choose your two actions

let's try to craft some stone tools while some go scout

make tools to gather resouces then collect some wood,bone,etc

Seconded. Fuck trees.

Rolled 5, 9 = 14 (2d10)

Rolling

1- Some of the more intelligent of the murlocs band together one sunny summer afternoon, and realizing that they could come up with a much more effective way to cut down trees, begin to fashion very simple stone tools. The work comes incredibly slow, and probably won't be ready for another few seasons (2 seasons, murlocks are really not very good builders).

2- By sticking to the waterfront, the murlocs are easily able to see what's going on in the surrounding area. Through the thick swamplands to the east they find a fast-moving river that cut's through the otherwise stagnant area like a knife. The swamp begins to thin here and turns into a forest thick with thorny underbrush not suited for most unarmored creatures. The few merloc's that do make it report that as the forest thins strange lights and sounds are heard, laughter and the sound of high-pitched voices speaking in unintelligible languages followed by bright lights. Many think there is some sort of strange magic across the river, and become afraid to cross it.

Stat Block: Murlocks
Melee: Average (+0)
Ranged: Struggle (-1)
Breeding: Specialists (+2)
Magic: Struggle (-1)
Diplomacy:Abysmal (-2)
Stealth: Exceptional (+1)
Building: Struggle (-1)
Hunting: Specialists (+1)

Special Modifiers: RwlRwlRwlRwl!- Murlocks gain a +1 (Doubles if Murloc force is double size of enemy, triples, and so on) to all attack rolls when fighting with superior numbers


Population: 60 Murlocs (Growth rate of 14 per turn)
Events in progress: Stone Tools (2 turns)
Buildings: None
Heroes: Blarbalb (Basic Warrior/leader, gives passive +2 to all combat rolls when present)
Magic Abilities/Spells: None

Turn 3, Go!

Map updated

btw for the fish we caught can we use their bones and teeth as wpn also scout this strange lights more

Magic, high pitched voices, laughter, and light all in the notably less shitty portion of the swamp. I smell elf fuckery. Send a few murlocs to spy on whatever's on the other side, and continue focusing on getting well into the stone age.

why not bone age ;^)

>Breeding: Specialists
Bby we always have been ; )
For real though, idgaf what we make them out of but tools are important. If fish bones work then let's fucking go dude

Rolled 6, 6 = 12 (2d10)

Rolling

1: Stone is hard to come by in the swamps, and the murlocs continued to have issues with it. A few intelligent murloc warriors, after watching the builders work on their tools, realized that the bones of the fish could be used for simple knives and spears. This work went by with relative ease, and now the murloc's have simple bone armor and weapons, increasing their resistance and melee attack by +1.

2. More murloc scouts head out, searching the swamps and forests for signs of the lights. Finally they discover a clearing in the forests, up in the trees the lights are seen, this time brighter than ever. Upon closer inspections small humanoids with wings as big as their bodies flit around their crude shacks. While they have no visible weapons, they have a mastery over magic that surpasses anything previously seen. The Murloc's name these, flaghhea, or fey. They can be observed growing entire trees in the span of a few minutes, and controlling plants to do their bidding.

Stat Block: Murlocks
Melee: Average (+0)
Ranged: Struggle (-1)
Breeding: Specialists (+2)
Magic: Struggle (-1)
Diplomacy:Abysmal (-2)
Stealth: Exceptional (+1)
Building: Struggle (-1)
Hunting: Specialists (+1)

Special Modifiers: RwlRwlRwlRwl!- Murlocks gain a +1 (Doubles if Murloc force is double size of enemy, triples, and so on) to all attack rolls when fighting with superior numbers

Equipment/Tech Researched: Bone Weapons/Armor

Population: 60 Murlocs (Growth rate of 14 per turn)
Events in progress: Stone Tools (1 turn)
Buildings: None
Heroes: Blarbalb (Basic Warrior/leader, gives passive +2 to all combat rolls when present)
Magic Abilities/Spells: None

New pink block is fey settlement

>growing trees
>friends with plants
>magic
NO FRIENDS OF MURLOCS. Watch those little fuckers constantly, until we learn their weaknesses and maybe glean some of the more practical magic. Also give basic housing another try now that we have tools.

we should send a few scouts to the south through that thick jungle. I'm not comfortable with blank spaces on the map that close to us.
Also long term we should think about enslaving those fey.

Rolled 1, 4 = 5 (2d10)

Rolling for basic housing and scouting the south

>1

Whoops

1- The Murloc's, happy with their newest victory in making stone tools, begin to chop down trees with reckless abandon. This escapade ends quickly, as the tools begin to wear and the trees that they do cut down end up falling right on to those that cut them down. The Murloc's blame the fey, no progress is made.

2. A few warriors head south through the swamp, the further south they get the deeper the swamp gets, until it's nearly impenetrably black. This place is ripe with thorns and thicker underbrush than previously seen, the bushes randomly give way to deep caverns filled with stagnant pond scum. Within these ponds are lurking monsters that escape both vision and description. Basically, it's fucking dangerous. The only upside to this area is it's heavy amount of biodiversity, meaning lots of food, and in a pinch it could be used to hide incredibly well against invading forces. Especially if the Murloc's began to map out the dangerous locations and use them as traps.

Stat Block: Murlocks
Melee: Average (+0)
Ranged: Struggle (-1)
Breeding: Specialists (+2)
Magic: Struggle (-1)
Diplomacy:Abysmal (-2)
Stealth: Exceptional (+1)
Building: Struggle (-1)
Hunting: Specialists (+1)

Special Modifiers: RwlRwlRwlRwl!- Murlocks gain a +1 (Doubles if Murloc force is double size of enemy, triples, and so on) to all attack rolls when fighting with superior numbers

Equipment/Tech Researched: Bone Weapons/Armor

Population: 88 Murlocs (Growth rate of 17 per turn)
Events in progress: Stone Tools (1 turn)
Buildings: None
Heroes: Blarbalb (Basic Warrior/leader, gives passive +2 to all combat rolls when present)
Magic Abilities/Spells: None

updated map

The trees are against us, the rocks don't love us, and those little fey assholes are probably behind it all. Fuck nature, keep working with bone for now and dig some shit into the earth to use as housing. Also, check to the west for anything interesting.

those fucking fey. we need to get them back.

start clearing a path in the forest from the nearest pond full of spooky ditch monsters to the river nearest to the fey settlement.

Pray to the Silent Shadowy swamp god (it's what murlocs do they pray to anything)

Fuck the housing, I change my vote to scouting west and waging biological war on the fey.

this fucking feys, also more wpns!!!

Start clearing area in the south. We need that thick forest.