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.
Lucas Gonzalez
Is specialist better or worse than exceptional?
Xavier Davis
Never mind, I'm really god damn blind. My apologies.
Landon Sanchez
Better, it means that their basically the paragon of that specific attribute.
Zachary Cruz
Anyone that's looking around can vote and I'll start writing, doesn't have to be to 3 votes.
Chase Moore
Murlocs swamp
Liam Anderson
I'll go with this.
Blake Diaz
Sounds fun
Matthew Ross
Fair enough, Murlocks swamp it is. Even though I have the sneaking suspicion it's one guy posting multiple times.
Lincoln Stewart
let's start op i'm bored lol look at the posters, btw i'm the one who suggest murlocs
Parker Ward
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?
Isaac Reed
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
Ryder Long
Simple Map, this is all that the Murloc's know of right now.
So you can all decide on two actions for the first turn, if you have any questions feel free to ask.
Justin Cooper
Rolled 10, 8 = 18 (2d10)
let's make some huts(on stilts) and gather fish
i suggest our leader name to be Blarbalb
Evan Garcia
this
Asher Robinson
Rolled 4, 7 = 11 (2d10)
rolling
Austin Peterson
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.
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
Cameron Cox
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
Oliver Edwards
let's try to craft some stone tools while some go scout
Dylan Sullivan
make tools to gather resouces then collect some wood,bone,etc
David Richardson
Seconded. Fuck trees.
David Nelson
Rolled 5, 9 = 14 (2d10)
Rolling
Ayden Johnson
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.
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!
Brandon Johnson
Map updated
Liam Moore
btw for the fish we caught can we use their bones and teeth as wpn also scout this strange lights more
Michael Ortiz
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.
Aaron Rivera
why not bone age ;^)
Adam Bailey
>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
Ian Cook
Rolled 6, 6 = 12 (2d10)
Rolling
Luis Walker
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.
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
Logan Richardson
>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.
Samuel Adams
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.
Luis Jenkins
Rolled 1, 4 = 5 (2d10)
Rolling for basic housing and scouting the south
William Thompson
>1
Whoops
Jackson Lewis
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.
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
Leo Murphy
updated map
Sebastian Brooks
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.
Adam Wilson
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.
Isaac Martinez
Pray to the Silent Shadowy swamp god (it's what murlocs do they pray to anything)
Luis Martin
Fuck the housing, I change my vote to scouting west and waging biological war on the fey.
Lucas Ortiz
this fucking feys, also more wpns!!!
Brayden Carter
Start clearing area in the south. We need that thick forest.