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File 156125389360.jpg - (1.55MB , 2880x2160 , civq.jpg )
129715 No. 129715 ID: 482fee

Alright so it's been voted back in https://www.strawpoll.me/18101240
that the next sidequest will be a civquest. First one I'm actually running, and the system I got isn't totally done, so I'm gonna shoot some questions about it here. If you wanna answer or chip in your own feedback, feel free.

Also I'm posting whatever I sketch since I'm sick atm, and more of my time is spent doodling on whatever scrap of paper I got and less on the tablet. So here goes.
Expand all images
>>
No. 129716 ID: 482fee
File 156125397768.png - (1.25MB , 1421x895 , rema.png )
129716

First order: Role playing.Do you guys want it?
This is a two parter as it has to do with a subsystem I'm toying around with.

First, I played some civ games where the players could roleplay some character that was part of the player faction, and it was encouraged so that certain outlandish requests could be done, because the characters would engage in their own narrative that explained why the action was done. Like say someone wanted the player faction to start trade with another nation across the entire map. Normally that wouldn't be possible since the player faction is landlocked and has several neutral/hostile factions in between. Yet through characters playing their part in their own scenario, writing their action as more a short story, they could make something that sounds silly more valid.

Second, the player faction will have a ruling figurehead that the players decide. Eventually they will die, it's the way of Rezan politics. I was going to allow players to make their own persona as part of this faction's family, so they can decide who would replace the family ruler once they die off.

This system is still not done, and I want to know if you folk want me to continue or should I drop it altogether?

If the former, what else should I add?

The pic is some races that are in the setting. In this case what you'd find in Makag family territory.
>>
No. 129719 ID: ae8ec4

>>129716
It honestly sound pretty great OP. Don't brutally rape us constantly or make it too easy and I'm good.
>>
No. 129734 ID: 482fee
File 156134719938.jpg - (915.26KB , 1789x2297 , 20190609_155457.jpg )
129734

>>129719
Well that actually brings up my next question. Combat. I was thinking of adding a sort of rps mechanic to fighting so things don't get messed up by a single bad dice roll. Like footsoldiers are strong against ranged who are strong against mounted and so on. Too much detail or should I go for it?

Pic is Rezan half breeds
>>
No. 129741 ID: afe572

>>129734
Can't really say until we experience it. Just go with what you think is best
>>
No. 129742 ID: afe572

>>129734
Can't really say until we experience it. Just go with what you think is best
>>
No. 129746 ID: 094652

I'm thinking you could do something similar to XCOM, but since the number of scenarios is limited in range and function, you could add some detailed abilities that wouldn't work in a video game. Similar to how all-player synchronized bullet time doesn't work in multiplayer unless you make things inconvenient - so it's hella awesome for its rarity and only found in single player.

I'd suggest you use minimal basic stats so we don't have to memorize or calculate as many variables (remember, this is a public game, we're not going to spend 45 hours coming up with a targeting solution for one turn that might not even be selected) but add some interesting gameplay mechanics and stats.

Hook us.
>>
No. 131532 ID: 482fee

Okay so after some screw ups, the first thread got deleted, so I had to start over with a new one. For anyone who wants to know, it's now here
https://questden.org/kusaba/quest/res/950800.html
>>
No. 131562 ID: 8d62f3

Our character is the equivalent of Bran the Broken in the First Season before everything really went to pot. Since we're playing the incarnation of a supernatural anomaly, we should use modern-day geopolitical strategies and break this game to hell. Any ideas?
>>
No. 131760 ID: 094652

Will Inertia costs eventually decrease with improved government techniques and increased population/popularity, or are we just really hated right now?
>>
No. 131812 ID: 6e6f32

Soooo, It seems casual raiding in a fucking nightmare.
It's partially due to the fact that we've not done it before and don't understand the difficulty or potential reward.

But it's also partially due to how many dimensions are involved.
Summarily: do we raid at all, Who do we raid, Who do we take, and what special instructions are there.
Without all four factors a raid vote is useless.

Maybe we could establish a standard syntax?

Raid Y/N
Target List: Priority 1, 2, 3
Units to use
Special instructions.

so a Raid vote might look like

Don't Raid
Inva, Suza, Arglos
2 Skirmishers, 2 Gulpa
Prioritize razing soft targets

Which would suggest I don't want to raid, but if we do I'd want to have gulpa and skirmishers burning stuff in Inva.

Since all pertinent information is present, if we have a debate and I change my mind about something, I can easily communicate exactly what I want and you don't have to wonder if my new decision implies anything, like "oh, does that mean he's in the Do Raid camp now?"
Also if you allow us to prioritize targets people will feel less need to argue about and constantly change them.
>>
No. 131821 ID: e7c7d3

I do feel like a lot of the stuff we're arguing about will cease once we see how raiding works. There are also a lot of dimensions to raising troops and probably for attacking as well. It's kind of weird how basic input/output decisions are the most difficult in quests, and yet the nuanced decisions like diplomacy are a lot easier.

On that note, one reason that I'm pushing for raiding is that I feel the general consensus among us suggesters is to build up an army and conquering our neighbors, which I believe is absolutely the wrong answer. Since out patron is about trading and has given us a mission all about raising our prosperity (In general and the stat.)So I'm kind of suggesting raiding as a compromise. We will have use for our troops while also gaining spoils to build ourselves up. I do realize that I did not mention any of that in the thread, my mistake in hindsight.
>>
No. 131830 ID: 6e6f32

>>131821
>It's kind of weird how basic input/output decisions are the most difficult in quests, and yet the nuanced decisions like diplomacy are a lot easier.

Yeah. Nuanced stuff can be role-played and long-term stuff develops a sort of momentum and consensus over time.

Incidental input output? It's fricken nerve-wracking. Despite everyone having effectively same goal, it's impossible to know everyone's personal vision on how to get there. Normally as long as everyone at least tries, a path forward can be extrapolated, but sometimes we don't know what forward is.

I don't know who originally suggested conquest, but this IS a civ game. A little meta to be sure, but conquest is part of it.
I've read several suggestions that seek to take this whole province and then the next, but I suspect the point is to the obtain coastal access quickly. A boon that would facilitate trade greatly.

Also who suggested the Weka Tamo road? It looks like a road is there already lol.
>>
No. 131850 ID: fd2dfa
File 157890169589.png - (402.96KB , 2400x1050 , gormoamhi.png )
131850

Okay so after fiddling around with the ideas of what to do after civgame, I realized that I got the timeline screwed up. I'm going to do Family Business Part 12 next, but that messes with Guk's sidequest as his thing takes place before part 12. So to try and save time I was thinking of running Guk's quest concurrently to the Civ Game. Here's the thing:

Guk's quest is super lewd. It's supposed to be some story from the perspective of the Gormoamhi(pic related) and that means lots of sex, non-con etc. However that's a backdrop to what I'm building up in the overall Family Business story(that I introduced in FBExtra 1.1 and hope to expand on). Because it's super lewd, it means updates will be slower since I can't sketch out the updates anywhere I am like I can with Civgame.

So why run them at the same time? Why not run Guk after? Because I'm afraid at my rate I won't hit FB12 until late 2020 or 2021, I'd like to get in a bit earlier. So my decision I leave to you. Do you want rapey, super lewd Guk, should I stick with Civgame and skip Guk altogether, or screw continuity and run Guk after FB12?

https://www.strawpoll.me/19218985
>>
No. 131851 ID: fd2dfa

>>131760
Will Inertia costs eventually decrease with improved government techniques and increased population/popularity, or are we just really hated right now?
Oh damn how did I not see this question until now?
Inertia costs actually increase. Inertia is basically an abstract number to describe your bureaucracy, the size of it, and how effectively it can get shit done. More complicated policy will cost more inertia because you'll need a bigger army of pencil pushers to get it off the ground. However, as population increases, technology improves, and more improvements are unlocked, you can increase the rate of inertia gain. And if you play it right, you can gain an assload of it every turn.
>>
No. 131853 ID: 6e6f32

>>131850
Whatever you wanna do is cool with me, but two quests at once is more stressful than one.

Just do whatever sounds the most fun to you, bruh.
>>
No. 131854 ID: 6ee1b4

I think it would be best to do both quests simultaneously, it would allow a reader to choose to skip either if uncomfortable/uninterested with its contents.
>>
No. 131855 ID: 77b912

>>131850
>105 votes
Okay did someome stuff the ballot box? Or is there something wrong on my end?
>>
No. 131856 ID: fd2dfa

>>131853
>but two quests at once is more stressful than one.
I dabbled it once, it was tough, but back then my only tool was a mouse. But now that I got a tablet, money, and a little more time I can probably manage. Just need a week or two to figure out a decent update schedule to keep both running at a decent pace(like I ever follow one).

>>131854
I guess I should put a disclaimer at the head then.

>>131855
I like to think people are just that hyped to see me make porn.
>>
No. 131859 ID: fd2dfa

Welp for better or worse, Guk's quest is up
https://questden.org/kusaba/quest/res/953402.html
If you feel like you need a break from the civ game or whatever, head over here
>>
No. 131865 ID: 9876c4

My continued inability to read the site names is not intended as disrespect for the setting.
>>
No. 131870 ID: fd2dfa

>>131865
It's fine. Even I get it mixed up when I'm tired.
>>
No. 131898 ID: b1b4f3

Okay what even is a Tovaru?
>>
No. 131902 ID: 9876c4

Is Garit a descendent of the tribal creatures in Gukquest?
>>
No. 131909 ID: fd2dfa

>>131898
I'll elaborate further when the barracks are repaired, but basically they're the next step in Sagura. They are soldiers with at least a century of experience in real fighting, while Kovatu have at least 5 and venerable ones have had a millenium of battles under their belt.

>>131902
Descended from them? Yes. Direct descendant? Eh...
>>
No. 131919 ID: fd2dfa

>>131918
It's as good a place as any. And thanks it's...disturbingly accurate
>>
No. 131920 ID: 9876c4
File 157989973604.jpg - (151.21KB , 629x800 , Steinbeck2.jpg )
131920

Questionable fanart goes here.

>>131919
A few edits for clarity make me happier with this one.
>>
No. 131939 ID: fd2dfa
File 158027822112.png - (319.77KB , 1555x898 , Gulpa.png )
131939

Alright so I got sick again and the virus has been kicking my ass. One family member gets sick, and it always gets to me last...

I'm making updates during periods when I'm lucid but I'm gonna wait until I can sit upright for more than a half hour before updating Guk Quest or the Civ Game.

In the meantime, here's some Gulpa stuff I did back before I got all pukey. They're basically the Rezan equivalent of Goblins- small, short life expectancy, and all over the place.
>>
No. 132016 ID: 9876c4
File 158108703653.png - (1.05MB , 1100x619 , Guktyson.png )
132016

Persistence is the better part of folly, I guess.
>>
No. 132061 ID: fd2dfa

Of all the quests I've run I'm honestly surprised it's Guk Quest getting fanwork.
>>
No. 132063 ID: 9876c4

>>132061
All I can say is I find a tribe of unrepentant barbaric gator/aardvark rapists vaguely amusing. Refuge in audacity makes for good memes.
>>
No. 132065 ID: 6e6f32

Since we'll be able to build again in a turn or two, should we start suggesting potential buildings here as we've nearly exhausted the initial list?
>>
No. 132067 ID: fd2dfa

>>132065
When you fulfill your patron's jobs, they'll grant you more concessions that in turn let's you upgrade your estates into larger cities that have more building availability. However that does seem to be a long way off so building suggestions are appropriate.
>>
No. 132071 ID: 6e6f32

>>132067
Alright. Is it safe to assume then that structures that provide infrastructure for more self governance such as say a courthouse, and structures that represent an organisation that must be legitimized or chartered by the government say, constabularies, universities, or guilds are off limits?

Library- Probably easy to build, but expensive. Primarily an inertia building. Might also have the benefit of allowing us to revisit old policies we skipped that are still relevant, and look up historical information on families and towns around us before we act.

Exploratory mining- A number of shallow mines are built to assess the mineral content and stone quality of the local area. Rolls and reveals the potential industry output of mines and quarries. Has small chance to reveal strategic or precious resources, artifacts, or something very bad. Initially somewhat easy and cheap, the process is repeatable. Doing so can can only improve the results. Each repeated attempt increases the difficulty and cost, has a small, but compounding prosperity malus, and increases the chances of finding something, be it good or bad.

City Undercroft- like the catacombs beneath the estate, but on a larger scale. A huge digging and construction project that will evolve over time. Massively increases the cities defensiveness, and will occasionally produce kobold pops. Also produces events. Usually bad ones.
Depending on how much control is kept over it, it can significantly or improve or harm prosperity.

School- a Tiny prosperity boon and can be specialized for a modest percent increase to industry, prosperity, or inertia. Multiple can be built but only one of each specialization.

Service Academy- Special school that trains high class and high skill servants and slaves. Creates a market for high quality slaves and creates a hierarchy within the the service class that brings the illusion of prestige and upward mobility. Meant to improve troop availability, and I imagine it would improve prosperity some as well.

Shrine to the God of War - Includes sacrificial alter!

Proving Grounds - A series of outdoor courses and training facilities that teach new recruits the ways of war and wilderness survival. Small boost to Kobold raider and Sagaru combat and siege ability.
>>
No. 132079 ID: fd2dfa

>Is it safe to assume then that structures that provide infrastructure for more self governance such as say a courthouse, and structures that represent an organisation that must be legitimized or chartered by the government say, constabularies, universities, or guilds are off limits?
Sorta? I mean some of those are available with the right policy that breaks the family away from the royalist structure, but some of your suggestions like constabularies could be added with said policies.
>>
No. 132086 ID: 6e6f32

Did it just skip from spring to fall?
>>
No. 132087 ID: fd2dfa

>>132086
No, Summer is the season for raiding, and last turn was the height of summer. This turn is the transition from summer to fall.
>>
No. 132433 ID: 9876c4
File 158554563733.png - (640.78KB , 1000x1165 , Bunbound.png )
132433

No brakes on the meme train, unfortunately.
>>
No. 132438 ID: e29e4e

>>132433
This is just getting worse. More like a NOPE train.
>>
No. 132440 ID: 9876c4

>>132438
So no one gets the wrong idea, I was criticizing my terrible remixes, and not anything in the quest.
>>
No. 132521 ID: fd2dfa

>>132440
It's fine, and fitting. Little Ansli was an odd one
>>
No. 132576 ID: 4f51b2

Are Gormoamhi lizards or something like that? I still haven't read the other quest, I like Guk's Story a lot.
>>
No. 132600 ID: fd2dfa

>>132576
They're mammals, though they do have some reptilian behavior. I got a bit of a backstory on the race I'm making, I'll post it when it's done.

And I'm still surprised how much attention Guk is getting compared to everything else.
>>
No. 132626 ID: 4f51b2

>>132600
Well is only one thread so I think it attracts new readers. I personally find interesting how inmoral Gok and the rest can be. Usually protagonist from other quets aren't like that or aren't allow to act like this.
>>
No. 132727 ID: fd2dfa
File 158855247812.png - (321.37KB , 2352x769 , Gorm lifecycle.png )
132727

>>132626
Then I did them right. It was my original intent to try and play a 'bad guy' race that was pretty damn immoral but players would just role with it. I tried first with Rezans but I think I wound up turning them into a bunch of edgelords. Then I softened them up and they became less 'immoral' instead just becoming assholes.

Anyway like I had promised, Gormy backstory

Life Stages

They are mostly mammals, though their origins make them kinda iffy and jams them into a spot between both mammals and reptiles. They give birth in litters of 4-5, and of those it's a 1-in-10 chance any of them is a boy. If it is a boy, he will be quite sickly and need support from his mother for much longer than his sisters otherwise he will die. According to their Spirit Mistresses, the Creator-Goddess-Sisters Gormoamhi and Gormoloha had both favored the man K'vladu. In the end K'vladu chose Gormoamhi to mate wit and made the the Gormoamhi race. In a jealous rage, Gormoloha cursed the pair and their children. K'vladu died shortly after and Gormoloha ensured all men born from Gormoamhi would be just as weak and delicate.

As they stop being pups and grow into whelplings that become part of clan structure, the boys will stay with their mother, as much because of their own weakness as their own status as a precious resource. Because male births are so rare, they tend to be hoarded and coddled by their clans so it creates a very selfish personality in them. They don't see it as being cruel or immoral when they take others things. They are told it belongs to them all their life(except their sisters who regularly bully them when they can).

Once they reach adolescence, the sisters enter apprenticeship under one of the clan mistresses as part of whatever profession they showed the most skill in as a whelpling. The boys, while slightly bigger, are still kept close to their mothers at this time. There's still a lot that can kill them and a dead Gormoamhi boy is a huge blow to even the largest clans. The sisters still lord over their brothers, reveling in how small and useless they are.

Then the growth spurts kick in. Horns grow, skin thickens, and the boys catch up and overtake their sisters in size. The sisters are near complete with their training and may not yet be aware of their brothers' sudden changes.

Adulthood. The women are professional members of clan society, and the men finally leave their mothers, strong and tough as their sisters(much to their annoyance). However chances are good they'll never see their brothers again

Clans
A typical clan may have 5-10 men and 50 women. A powerful clan may have 50 men and near 1000 women. The greatest clans can have hundreds of men and tens of thousands of women. When a new man reaches maturity, he is taken away. Women do not feel a compulsion to mate every day as men do, a product of their late development. Combined with an upbringing where physical violence got them what they wanted and instant gratification being near guaranteed, men are kept apart in chambers meant only for them. to keep them preoccupied, the women go raiding for supplies they need, tools they can't make, and non-people that will becomes slave labor or female company for the men.

While women don't have a desire to mate save for select times of the year, they do harbor desires for a particular man they may catch glimpses of, and may petition the Breed-Mistress for a breeding contract on their specified days. The contract may or may not be granted based on what the Breed Mistress deems as good breeding stock, or if the man is slated to be traded to another clan.

Some men may get traded off as part of a contract or alliance. Some may be given as tribute to a greater clan, taken in raids, or killed by a warring clan for some crime(like giving a weak, dying man as trade).

The women do a majority of the tasks in the clan, with each specific field overseen by a mistress. The work that is beneath them is relegated to the slaved non-people. Once in their assigned profession, the woman never changes. A man's task is to breed the next generation, and not kill anyone; but that can be overlooked if he is part of a Warrior Throng- a group of men released into enemy lines using their toughness and strength to sow chaos and destruction.

The fact that men are in charge of the clan in Guk's Quest is something that just isn't done. Gormoamhi women would see them as freaks, and men would pummel them to death for daring to do woman's work so openly.
>>
No. 132746 ID: 4f51b2

>>132727
That was an intersting read. Shit, imagine if we found another Gormoamhi tribe. That would be terrible news.
>>
No. 132834 ID: 9876c4
File 158952408725.png - (1.67MB , 1000x1500 , UncleTok's.png )
132834

Someone said something and I ran with it. Perhaps too far.
>>
No. 132856 ID: fd2dfa
File 158969413444.jpg - (181.33KB , 1400x1050 , Sirrassar concept.jpg )
132856

>>132834
Given where Guk Quest will go, not far enough. Confession time, the Civ Game is taking longer to update because I'm still juggling with the final concept for the Sirassar. I had some previous sketches but nothing really clicked, as this is supposed to be the ruling caste of the Jassanids, the multi-racial bug-reptile collective that conquered a third of the planet. I want something that looks harmless physically but hides a malicious predator. Why am I saying this? Because one of the new roll slots for the '5 turn random events' is the Egg hatching and I want to nail her down now.

This is my latest spin.
>>
No. 132859 ID: 094652

>>132856
Okay, I've got it. Make her even cuter because her appearance isn't the part that should creep people the @#$% out.

I googled "Bug that thinks with its back" and this is what I found:
https://www.wired.com/2014/06/absurd-creature-of-the-week-assassin-bug/

Basically, have her obsess over expanding her collection of stuffed animals to hug, then move on to an instinct to personally rip the organs out of her enemies and stuff their skins insides with the ashes of their families.

And then hug the taxidermist victim with even more creepy-kawaii.
>>
No. 132860 ID: d4c513

>>132856
your description puts me in mind of those preying mantises that look like flowers (turns out they are called orchid mantises)

also I dunno if the fullbody one there has wings or just a fancy cape but it made me think of moths (and mothra)
so I'm now picturing that concept taken up to eleven; pastel colours and soft lines hiding natural weapons and the instincts to use them
>>
No. 132869 ID: 9876c4

>>132856
Maybe try for a hybrid of moth and mantis, fluffy, big eyed, and designed to rip and tear.
>>
No. 132871 ID: fd2dfa

>>132859
>>132860
>>132869
Well that's the bug aspect, there still needs to be a reptile aspect while still maintaining a human shape. That's my conflict.

>Assassin bug that wears corpses
That's actually another caste in the Jassanids, the Mukhassayat.

>I dunno if the fullbody one there has wings or just a fancy cape
It can be either. The ones with wings have higher status than wingless ones, but the wingless ones imitate the wings with silk.

>Maybe try for a hybrid of moth and mantis, fluffy, big eyed, and designed to rip and tear.
Yeah but the Sirassar aren't all into the rip and tearing. They're supposed to be the ones up top who let the lesser castes do the ripping and tearing. Currently, they(the one in the pic) spear their victims, draw them in, and shave the flesh off with their radula(which they have in place of a hard palate. The tongue is to pierce soft parts of the skull to draw in blood, brain matter, and soft tissue to lubricate their rotating teeth.
>>
No. 132937 ID: 2aa5f0

>Well that's the bug aspect, there still needs to be a reptile aspect while still maintaining a human shape. That's my conflict.

well you could give them a long tongue so they can do the lizard eye lick thing. Maybe also give some of the noble cast a frill that looks like a ruffled collar when down but can puff up like a lizard's frill... and I guess thinking about it you could maybe give some of them the ability to spit venom or something.
>>
No. 132939 ID: 9876c4

Maybe something like a Gecko-moth?
>>
No. 133137 ID: 10c408

Perhaps a series of vestigal and fluffy/frilly fin-like segments arranged around the facial area that, normally folded down, react to aggression and spread out.
>>
No. 133149 ID: 6e6f32

I'm imagining a giant Rolly-Polly sonic-the-hedge-hogging around like some sort of terrifying sentient Indiana Jones boulder. When it stops and unfolds I'm seeing it's shell open up like a beetles to reveal two pairs of massive wings, a menagerie of terrifying blade like claws, and an overly cute and fluffy face.
A cute and fluffy face that spit's acid and that is adorned with two huge mandibles.
>>
No. 133452 ID: fd2dfa
File 159506394080.jpg - (435.21KB , 1601x2085 , imp.jpg )
133452

This was trickier than I thought and took waaay too much time to get the alignment right. Still not 100% correct when made into a font, but fuck it close enough. Basically the written trade language used by humans, daoine, avar, and most folks in the region. Provided they know how to write.
>>
No. 133456 ID: b1b4f3

>>133452
Capital letters are the same as lowercase?
>>
No. 133462 ID: fd2dfa

>>133456
It's a simple written language, there's no concept of capital or lowercase. The purpose is for Impraithic to be picked up by anyone. Except Guk. He's quite illiterate...
>>
No. 133508 ID: 4f51b2

So, what’s the plan in Guk’s quest tight now? We kill all the people in the fort?
>>
No. 133509 ID: df76b1

>>133508
Find 3-4 Gamin, take their stuff, which we use as bait when we ambush a bandit patrol. Bandits freak, follow the trail and attack the Gamin. Assuming heavy casaulties on both sides, another sect of ghost skins gets involved, and attacks whoever's weakest. Then the tribe deals with whoever's left.

I might be missing something, but it's a Gormoamhi plan, which means room for improvisation.
>>
No. 133529 ID: fd2dfa

>>133509
This basically. Also sorry for the delays. I'm dealing with finals(not mine) and it's eating up a lot of my time.
>>
No. 133544 ID: 6e6f32

>>133529
Grading them worse than taking them I presume?
>>
No. 133549 ID: fd2dfa

>>133544
Something like that.
>>
No. 133793 ID: 4f51b2

Does Nietch shows up in any of the other Family quest?
>>
No. 133811 ID: fd2dfa

>>133793
She's in the earlier Family Biz chapters. 4, and 5 if I remember correctly. Be warned that was back when my skills were kinda shit and I drew with a mouse instead of a tablet.
>>
No. 133813 ID: df76b1

Gukquest is an CRPG Delmart bought from a totally-reputable fetish shop, isn't it?
>>
No. 133814 ID: fd2dfa

>>133813
Revealing Delmart's purchase history is a violation of company policy
>>
No. 133963 ID: 6e6f32

With the library done, I went and found all the previous policies we were offered but didn't take.

Turn 1
1) Dismantle Royal Infrastructure: All money generating improvements increase gains by 10

2) Defense Force: +1 Standing armies

Turn 8
1) Bonded Auxiliaries: Unlocks slave auxiliaries. New Auxiliaries are unlocked based on foreign lands raided and what races are captured.

2) Reformed Servitude: Output from assigned slaves is now 4 instead of 2

Turn 11
1) River Clan Sponsorship: Unlocks Rezmodla Clan House, giving your envoys experts in Rezmodla language and politics. Allows the trade of resources and slaves with friendly families.

3) Found Gorod Line: Found Gorod Line

Turn 15
1) Gold for Irons: Opens the Slave Market for trading slave populations, can buy slaves directly from friendly families.

2) Scrshk fortifications: Allows a city to build 'Scrshk-proofing' improvement to reduce chances of Scrshk ambush.

Turn 16
1) Reclamation Standards: Unlocks action, ‘Reclaim’ to occupy ruined settlements.

Turn 21
1) Found Trade Guild: Can build warehouses to store tradegoods in different cities. Can build Guildhouses to increase income from trade routes.

3) Entice Craftsmen: Allows creation of Crafter's Workshops based around available raw trade goods. Processed trade goods are worth more on the market and Weaponsmiths can be comissioned to craft better wargear for the leklos.

Turn 23
1) Harness the Wyrd: Build a Karving institute. Can recruit basic unit 'Chained Karvlings'. Further policy and upgrades can recruit Karver officers.

3) Mountainside Sponsorship: Gain Tuk'Drav interpreters.

------------

As a note, it appears the effect of Bonded Auxiliaries can be replicated by having a functioning House of Higher Servitude and an Undercroft.

Also a question: The value of Defense Force appears to have increased over time with new units and an increased leklos size. Is the policy still even available? If so, what would this army look like?
>>
No. 133996 ID: fd2dfa

>Is the policy still even available?
Of course.
>what would this army look like?
Whatever you put in it. If you're referring to size, that's dependent on future reforms
>>
No. 133998 ID: 158d8e

>>133996
Oooooh. I get it now.
I was in aware there was a maximum standing army limit.
What is the base standing army limit, and what generally affects it?
>>
No. 134016 ID: fd2dfa

>>133998
The current limit is at 3. Owning a province (I mean taking control of the whole province, not just the nodes) increases it by 1, reforms increase it by 1. Further reforms and concessions by the patron family increase the army size
>>
No. 134262 ID: 7a1a17

A head's up. I'm moving now. Internet has been spotty, and what I'm not just fiddling around at a cafe, I'm using my phone as a tether to connect(not very economic). Still working on updates, but my schedule will be more erratic than usual.
>>
No. 134263 ID: 4f51b2

>>134262
Good luck with the moving.
>>
No. 134268 ID: df76b1

>>134263
Yes this.
>>
No. 134269 ID: 6e6f32

>>134262
I wish your move be as painless as possible, and that your new neighbors be neat, and not annoying.
>>
No. 134614 ID: 7a1a17
File 160915375725.gif - (1.70MB , 275x206 , 1551401759792.gif )
134614

I just realized my short detours are actually longer than the usual chapters. Well fuck
>>
No. 134673 ID: 094652

I'd like more detailed descriptions and menus in the Civgame; we don't use the full extent of our powers because many of us don't spend years becoming experts in 4X, so we make simple short-term decisions because that's what we're used to when interacting with quest characters on a personal level.
>>
No. 134675 ID: 6e6f32

>>134673
This

Like for real I spend way to much time on 4x and Grand strategy, while also formulating ideas for this quest for hours whilst at my boring, mindless job. I don't even know all the rules.

Like, what does industry do?
Is construction speed and max parallel construction limit influenced by Pops? Unassigned Pops? Industry? Holding being improved within? What even is the current max parallel construction limit?

How does food work? What is the base production per holding without upgrades? How much does each pop eat per turn? or is it per season?
We have food stored. It's been depleting thanks to the siege, and we've been rationing automatically. Besides pop loss, what's the effect of rationing? Could we have opened the food stores freely and queued the farm improvement?

That's just what comes off the top of my head. I'm sure there's more.
>>
No. 134684 ID: df76b1

As long as our general suggestions are interpreted as the actions of moderately proficient Civ players, I'm fine.

I'm not a Civ player. I know what I want to do, but not the proper mechanics for it.
>>
No. 134700 ID: 7a1a17

>>134673
Alright I'll tweak the 'template' post to be more descriptive.

>>134675
I think it will be easier to leave those sorts of descriptions here so they don't get buried in updates. Though I may have to retcon that at some point. I've run civ games before but this is my first time with a homebrew system and the balance is kinda...broken. It's one of the reasons the civquest is taking longer to update as I'm looking at my mechanics and trying to decide how to properly scale it up.

Also I'm brainstorming an old quest idea I never ran because I'm insane

>>
No. 134717 ID: 7a1a17

>>134675
Okay so to address this
>what does industry do?
By itself? Nothing. It's essentially how many points of industry you generate per turn. Every structure costs a certain amount of industry(the cost changes the more improvements you build, soldiers you hire, towns you own, etc. I keep the value on my end because it keeps changing. The more things you have, the more the next project costs. That's not to say everything has the same base cost. So something simple like the trading post will cost more than what it takes to recover injured units, but less than upgrading the city.

>Is construction speed and max parallel construction limit influenced by Pops?
Actually population affects industry value. Assigning a population unit to an industrial improvement adds a bonus to your industry score. Unassigned pops are essentially idle and do nothing but generate small revenue by existing. Slave populations are worth double the amount of citizens but consume wealth rather than produce. Unless assigned to a wealth improvement. Idle slaves do nothing but consume wealth, but there are possible policies and improvements that make idle slave bonuses just as worthwhile as working them.

If you do parallel projects, your industry is divided evenly between all projects until the cost is met.

>What even is the current max parallel construction limit?
Effectively until you have enough improvements the industry is divided until 1 point is given to each project per turn.

>How does food work?
Every turn your citizen population is below the food produced, it grows by 1.
>What is the base production per holding without upgrades?
10 for cities.
>We have food stored. It's been depleting thanks to the siege, and we've been rationing automatically. Besides pop loss, what's the effect of rationing? Could we have opened the food stores freely and queued the farm improvement?
Food can be stored with future upgrades. If any of you played Endless Legend or Endless Space, it's kinda like that.

Actually one of the big problems I'm still having to balance things out is upkeep. Juggling all the stats have left me neglecting some things, and others aren't quite scaling with player progress. Which is why I might just revamp the stats and mechanics. However even if I do, it won't happen until after you guys start moving into other provinces.
>>
No. 134723 ID: 7a1a17

Alright, I added some descriptors to the menu options. Tell me if you think that's enough.
>>
No. 134774 ID: 031458

>>134723
I foresee these being very useful, thank you!
>>
No. 134795 ID: 7a1a17
File 161235174645.png - (972.10KB , 1400x1050 , 177.png )
134795

This update took a hell of a lot longer than I wanted. This was the closest I was hoping for, with a sort of fade to parchment like in Total Warhammer. Didn't work. Eventually I said 'fuck it' and posted this with some quick shit I did in PS. Here's the original before the animated effect.
>>
No. 134796 ID: df76b1

I think it turned out beautifully.
>>
No. 134899 ID: 094652

So does Waya develop a fuckable nipple now?
>>
No. 134900 ID: 6e2528

>>134899
This is the question that needs answering XD
>>
No. 134902 ID: df76b1

All nipples are fuckable if you have the tenacity.
>>
No. 134903 ID: 7a1a17

>>134899
I'm afraid of the repercussions if I answer this
>>
No. 135128 ID: 7a1a17
File 161621865953.jpg - (227.30KB , 1400x1600 , Venian Profile pic.jpg )
135128

Alright so call it poor time budgeting, but I've taken a detour on the quests to start making stuff for the wiki(if I ever do get to updating it). It's also been giving me some time to practice and develop my style, since it's still sort of transitioning right now. Anyway, new updates should happen tomorrow
>>
No. 135129 ID: 7a1a17
File 161621867621.png - (715.51KB , 1400x1600 , Gyoji profile pic.png )
135129

At least one of the quests
>>
No. 135130 ID: 7a1a17
File 161621869218.png - (694.41KB , 1400x1600 , Iagn profile pic.png )
135130

If I remember.
>>
No. 135131 ID: 041c52

>>135129
Cute dress.
>>
No. 135133 ID: 218941

>>135128
Neat armor
>>
No. 135353 ID: 7a1a17

Finally managed to get an update in. I swear my job has this nasty pattern of doing nothing for days and weeks at a time, then BAM! Metric ton of crap I have to get through in a couple days. Pain in the ass.
>>
No. 135372 ID: 9aaeef

>>135353
I know that feel, don’t worry.
>>
No. 135413 ID: 7a1a17
File 161960218691.jpg - (186.94KB , 963x907 , 20210426_214043.jpg )
135413

Fuck, my computer had a...a problem. I don't even know what caused it, but I couldn't even do anything on my machine for more than a few seconds before the whole thing froze. Long story short, I had to basically reinstall my OS. But the kicker was that the freezing happened right as I was going to save my progress on the updates. All that work was gone. A real spirit breaker that.

Anyway, it's all back now. Hoping I get no more surprises this month. And here's a doodle I did while waiting for my computer to get unfucked. A mountain elf and her daoine compaion. I might introduce them later into Guk Quest or Family business or I may not.
>>
No. 135414 ID: 7a1a17

I'm starting to feel like I'm just making more excuses than updates.
>>
No. 135415 ID: 9aaeef

>>135413
They are pretty, if they show in Guk quest they better prepare for a rude mating.
>>
No. 135420 ID: 031458

>>135414
Shit happens maen.
We appreciate the work you do for us in these quests.
I personally feel lucky that you are providing us with updates at all.
Thank you.
>>
No. 135429 ID: df76b1

I completely concur with the overall theme of shit happens.

And yes, thank you for all that has come before.
>>
No. 135499 ID: 9aaeef
File 162065539725.jpg - (2.00MB , 4032x3024 , 7B0D6A5F-33D8-4CB1-ADA2-7A1BB61F3CCE.jpg )
135499

I copied one panel from Guk quest, hope you don’t mind.
>>
No. 135670 ID: 7a1a17

Alrighty just got Clip. I'm still getting used to it, and the tablet is still fighting me to use it. So I'm going to be experimenting a little until I can get into a 'groove' I guess? Excpect some updates to look funky. Well funkier than usual.
>>
No. 135671 ID: 7a1a17

>>135499
That's fine by me.
>>
No. 135708 ID: 7a1a17
File 162323121261.jpg - (150.05KB , 889x977 , 20200917_183817.jpg )
135708

Damn my hands are all shaky now. I can't draw the Family History update like this.
>>
No. 135864 ID: 7a1a17
File 162650737193.jpg - (492.22KB , 1548x1541 , 20210713_135501.jpg )
135864

Did this while waiting for carsickness to go away. I think I'd like to expand on the differences between Oklak and Guk's people. A nice diversion from the constant fuckery. Now how to do it without shoehorning walls of text?
>>
No. 135875 ID: dfbac0

I still can't get over how hilarious it is that our family took the wind runner oath.
I didn't actually think my suggestion would be used for the ideal.
>>
No. 135892 ID: dfbac0

Since Family History is happening before Family Business (At least, I think it is.) I wonder what you have planned for tie-ins. I know that is mostly dependent on what we do, but I do think it would be great to see the Taruvik name mentioned in the main story line. That does probably mean we not only have to survive but we would also have thrive to ensure our family would live on. However, I am interested to see how the mannerisms we display while handling the family during this war will be represented in Family Business, maybe if we take notice of other warriors like Deego the Taruvik family could have a tradition of noticing competent warriors and giving them opportunities to rise in the ranks. (Which would probably have the effect of increased troop morale as if the troops think that if they do good on the field of battle they'll be recognized and promoted to a more glorious standing.) Perhaps our family could provide a role by following it's ideal and end up placing a person or group under it's protection.
I guess what I'm trying to do is ask if you plan on including the Taruvik family into the main story.
>>
No. 135893 ID: f4981a

>>135892
Expanding on that, Family History is like a gold mine of smaller quest ideas.

Do you ever see yourself turning any of the scenarios contained within into standalone threads or quests?
>>
No. 135895 ID: fd2dfa
File 162695144557.jpg - (728.48KB , 1613x2377 , 20190609_155452.jpg )
135895

>>135892
>I guess what I'm trying to do is ask if you plan on including the Taruvik family into the main story.
Yes that is the plan, Taruvik may have an influence in the story as what they do in the past can affect Makag in the future in a small, or major way depending on the ultimate fate of the family.

>Do you ever see yourself turning any of the scenarios contained within into standalone threads or quests?
It's a possibility. I had a few ideas floating around, nothing concrete enough for me to work with yet; but it's getting there. Now will it have an effect on other thread? Eh, maybe, maybe not.

I do have a planned ending to it all, but the journey from here to there is not concrete so a lot of stuff can be fit into that.
>>
No. 135905 ID: 7a1a17

Just so you guys know, I got an update ready and sketched out, but it will take two more days as I have an interview tomorrow that I need to drive a couple hours for, so my tablet and everything else will be stowed away until I return home.
>>
No. 135906 ID: df76b1

Life comes first, as it should be.
>>
No. 136314 ID: 7a1a17
File 163368280032.jpg - (246.38KB , 1000x900 , gulpa raid.jpg )
136314

So some of you may have noticed I'm updating more frequently again. Honestly I'm not sure where this is coming from myself as I'm busier than before. Maybe it's because it's now contract work that keeps me 'motivated' to do things when I'm normally burnt out? I dunno. I hope to keep this schedule going. Guk Quest has been going on for longer than any of the main quest chapters and I'd say it's probably 50% done?

Anyway this is something I did like 3-4 ish years ago to test a tablet.
>>
No. 136315 ID: 7a1a17
File 163368282701.png - (1.93MB , 1965x1613 , Gulpa raid.png )
136315

...and this was yesterday's attempt to redo it now with my current tablet.
>>
No. 136316 ID: a52b96

>>136315
Oh no, they're cute!
>>
No. 136321 ID: fd2dfa
File 163392508549.png - (510.47KB , 821x653 , Tool Thing.png )
136321

So yeah some of you may notice the updates a bit uggo. And it's for Family History instead. Yeah I got called away on an urgent job and it wound up taking me an extra day out of town than I expected. So no tablet. Doing this on a laptop with a mouse.

I should be back to it by tomorrow. So uh...here's Tool. I was going to do something with him in one of the updates but never had a chance
>>
No. 136322 ID: df76b1

>>136321
No probs. They're not our army, we don't care if they're ugly.
>>
No. 136327 ID: fd2dfa
File 163428584515.png - (441.90KB , 501x725 , frosty the gobbo.png )
136327

Alright, so upkeep. It's going to hurt. As you've seen. Here's how it works
Upkeep has a base value of 100 kushel, + tier level + status + experience + logistics(number of existing armies just add extra cost)

Tier level is the level of quality of the unit. An example of what unit is in each tier.
Tier 0: + 10
Kobolds (so upkeep for fresh kobold is 110)

Tier 1: + 100
Sagura (200)

Tier 2: + 500
Tovaru (fresh is 600)

Tier 3: +1000

Tier 4: +5000
Kovatu

Tier 5: +50,000
True Kovatu

Status
is where they are, and the cost of getting supplies to them. Stationed in a city is no cost. A resource node, 100 per unit. Marching in the field or laying siege? 200.

Experience level is...well how many battles they have survived. Basically their current level time 5 is how many battles they need to level up again, and when it does, they get an extra hundred as a pay raise. Level 1s are fresh recruits and don't get any special treatment.

Logistics is what it says on the tin. More active armies, the more you pay.

Upkeep can be mitigated with reforms, buildings unlocked through reforms, and officers. Officer level works on the same strategy as unit experience. Current lvl * No. of Battles. Each level gets a perk, and active perks apply to the army they lead or city they are garrisoned in.

I don't have any knew sketches so uh...have some old doodle of a goblin I was fiddling with. I'll probably do something with her later, not sure what.


For the sake of not fucking you over in a single turn, I'm just counting tiers; and I'll treat everyone as though they are level 1, officers and armies(though in meta I'll treat veterans as veterans still). Give you guys a chance to refocus those economics.


Also I realize I tabulated the current upkeep wrong but I'm keeping it at that level now to cut you a break.
>>
No. 136332 ID: 031458

Back in turn 30, we passed a rapid development edict that had like 1000 kushel upkeep. I think we interacted with it once, the festival of chains happened, the siege ended and then... nothing?

Are we still paying for it? Has it done anything since?
I can't really suggest a decision in regards to the current situation until we this is squared away.
>>
No. 136335 ID: 18ca2c

>>136327
Does this already reflect the reduced upkeep perk we get for being under Rokof?
>>
No. 136350 ID: 7a1a17

>>136332
I'll need to dig up my spreadsheet in the storage drive. Computer BSOD'd after the security update this week so my current one is gonzo.
>>136335
Yes, I applied that already
>>
No. 136369 ID: 031458

>>136350
Well copy that. I went and suggested a few days ago anyway, though it's probably still rather important for us to know about.

Why is Windows though? Just. Why?.
>>
No. 136448 ID: 7a1a17
File 163602117068.png - (1.97MB , 1301x1365 , blrrr.png )
136448

I honestly don't know what happened this last week. I was still making updates, I was sitting on them, but for whatever reason I just didn't make the post. I can think of a number of times I could have done it, but I just didn't.

Got no excuse for this one, just sorry. I don't know what came over me; and I hope this doesn't happen again.
>>
No. 136451 ID: df76b1

>>136448
Sometimes shit just happens, man.
>>
No. 136452 ID: 031458

>>136448
Sound's familiar to my life.
*Shudders*
>>
No. 136496 ID: 7a1a17
File 163705421918.png - (136.24KB , 819x1061 , gormoine.png )
136496

The latest turn in FH will be an opportunity to roleplay, either capture an officer, or recruit one from the defenders. I did promise to include some more in, and I don't think I've been doing that much.

Also when we finally get back to Family Business, here's Gwendolyn's half-sister redone. None of the jankiness of the mouse, and all the curves that came from hours of mindless doodling.
>>
No. 136500 ID: 7a1a17
File 163766046716.png - (1.20MB , 4078x1200 , Daoine subraces.png )
136500

So I dunno if it will come up in the civ game, but on a whim I did some of the sub-races of Daoine. Eastaland has the Utaqi(oo-tan-shi) and Daoine, while Westerland has the Avaqkut and Kholutan(the same region Oklak's people live).

Maybe I should upload this elsewhere. What do you guys think is better? Newgrounds or Deviantart?
>>
No. 136501 ID: cda6c9

Between those two, Newgrounds. Deviantart is just getting worse.
>>
No. 136502 ID: df76b1

NG is going to be a whole lot easier to access if you want to upload adultish material later down the line.
>>
No. 136506 ID: 7a1a17
File 163773467947.png - (403.55KB , 1664x1549 , vidi and sergei practice.png )
136506

>>136501
Worse how?
>>136502
Well I already got an NG account for non-quest stuff I occasionally do. I'm just wondering if there's anywhere better. It's as much a place to put pics as it would be to dump lore so I don't forget important things.

I've also been struck with temporary insanity and have been planning FT5, to run concurrently with what I have going now. Cause Guk Quest is taking too damn long!
>>
No. 136508 ID: 09c686

>>136506
Lore dump and a gallery?

Theres always the wiki
>>
No. 136511 ID: 7a1a17
File 163783137716.jpg - (868.38KB , 2071x2433 , a friggin post it.jpg )
136511

>>136508
Some of it is just general world building that may or may not get included, but I want in on hand as a reference. Would that be fine for the wiki, or just clutter up the page?
>>
No. 136513 ID: 09c686

>>136511

The wiki page is pretty sparse, I don't see why you couldn't use it for fleshing out background details, especially considering it's the page for your quest.

Alternatively make a page for the setting as a whole? Some older quests have separate pages for races etc.
>>
No. 136518 ID: c0a638

>>136511
You can put whatever you want on your own wiki page, really. Secondary pages might help organize it if there's a lot of stuff that hasn't appeared in the quest, but until the page starts getting really huge (which it could if anyone just chronicled the story and cast so far, really) you can just put it under the Setting header in the main article.
>>
No. 136711 ID: 7a1a17
File 163965735413.jpg - (44.30KB , 396x361 , sergggg.jpg )
136711

That was a big update. I'm almost ready to start putting stuff in the wiki. I want to get all the profile pics done before I start though.

Also why the hell do my doodles turn out better than the finished pic I'll never know.
>>
No. 136833 ID: 7a1a17
File 164112019581.png - (953.07KB , 1167x1333 , Sergei.png )
136833

Alright, I guess it's only fair to say it here to, I've updated the wiki page. If you want to get a rundown on the main characters, and see what I've been doodling for the past few days
>>
No. 136843 ID: 7a1a17
File 164129103363.jpg - (499.42KB , 1637x1745 , gwendy.jpg )
136843

FT5 is up and running. I'm gonna puke.
https://questden.org/kusaba/quest/res/1019446.html

Gwendolyn's profile pic is next for the wiki. Vivian's profile pic is still a WIP. Debating whether I should use her persona as a rookie cop or the collected secret police in a bodyglove.
>>
No. 136844 ID: 094652

>>136843
Get her general behavior when she's murdering someone
>>
No. 136845 ID: c92a02

>>136711
Bodyglove time for a portrait.
>>
No. 136868 ID: 7a1a17
File 164160928484.jpg - (184.64KB , 1015x1023 , 20220105_013643.jpg )
136868

>>136844
She never murders people. A murderer does that. She eliminates targets.
>>136845
Meh not sure about the pose. Might try again.
>>
No. 136869 ID: 7a1a17

Oh and FT5 updated again. It's gonna slow down after this week as I get close to the pivot moment in Guk quest. It will determine if Guk Quest ends soon, or if Guk Quest 1 ends soon...
>>
No. 136876 ID: 7a1a17
File 164181345011.jpg - (642.75KB , 2135x1949 , 20220104_024010.jpg )
136876

Okay Guk Quest finally got an update. This is the big Choice, determine if the quest will end now-ish, or if it will be split into two threads and run the entire story I laid out complete with all the violence and graphic nudity it entails.

Also a bit from a chart I'm designing to explain the rezan generations, including the re-re-redesign of the gorod.

And yes, that is a Rezan-Gormoamhi-Tsang Naji mix on the left.
>>
No. 136877 ID: df76b1

considering that Gukquest is a spinoff from the main chronology, I'm not sure it needs a spinoff of it's own, and I have voted with that in mind.
>>
No. 136878 ID: 7a1a17

One more update for FT5 before I start travelling tomorrow. My dad just got out of surgery and I'll have to take care of him for the next couple of months so updates are gonna slow again.
>>
No. 136880 ID: bc15b4

>>136876
>>136878
Damn, hope we choose the option that leads to two more threads. Hope your Dad os ok and good luck!
>>
No. 136881 ID: 7a1a17
File 164198509833.png - (1.42MB , 4368x2750 , Rezan chart.png )
136881

Welp before I turn in, I'll add some stuff for the wiki. Upping the chart here for reference
>>
No. 136896 ID: fd2dfa
File 164266401898.png - (223.31KB , 1087x783 , nom.png )
136896

Vidian hand practice gone too far. Dunno if this counts as nsfw
>>
No. 136931 ID: fd2dfa
File 164361348559.png - (529.47KB , 712x626 , fuc my life.png )
136931

This week has been weird. I had to drive back down to see my dad cause he was getting sick. Apparently he was trying too early to get out of bed after getting the staples out or something. And now I got to take him back home because my mother got sick and she doesn't want my dad catching it in case it's Covid.

Aaaand I left my updates on the other machine, so I spun the latest Family Tradition update from some scratch paper I had in the car. Once I get back I'll update FH as well.
>>
No. 136947 ID: 7a1a17

Alright, I had sometime today to post the updates. But I'm gonna have to leave again next week cause of other problems with my uncle. Like, "might get violent" problems.
>>
No. 136960 ID: df76b1

>>136947
Allow me to express my utmost OOF.

Hang in there.
>>
No. 137137 ID: 7a1a17
File 164621643073.jpg - (7.84MB , 4298x4466 , Altogether.jpg )
137137

Finally back. That was a crazy-how many weeks was it? Anyway, couple of things:
1)I'm closing FH1, it's getting to bulky and unlike Guk Quest, it won't be a oneshot. FH2 will start once I get the raid mechanics ironed out.

2)I did this in the interim for that AdRidiculous contest, but this wasn't what tied me up for so long. Not exactly sure what happened, it's all a blur.

3)I'll update the wiki shortly after I get Guk's update hammered out.
>>
No. 137195 ID: 24f618
File 164672648602.png - (729.21KB , 1846x1720 , mo sala.png )
137195

Nothing bad happening to me right now. Just got distracted by that new raid in Destiny. After everything that's happened, I just wanted to shut my brain off for a while.

Anyway. Guk Quest is updated, and the wiki has a few small changes.
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No. 137211 ID: 7a1a17
File 164688848945.jpg - (2.82MB , 2880x2160 , There is Anders.jpg )
137211

Alright so with FT5's latest update, I'm introducing the Chimera. So the Chimera, or "Manbuilt" are a catch all term for races and being created by humans. Yes only humans do that. That's how they survive in this crazy world. Some are planned out, some are random chance. But every now and then, a human just has a switch that flips and they suddenly start designing a machine that defies most conventional ideas of science and logic. When finished, out pops their new Manbuilt creations. Sometimes it's an individual, sometimes it's an entire city's worth of people. Given how the humans that do this are driven off the deep end, these creations are then turned towards conquest and war. But a few are either sane enough(or to valuable to kill) and are reintegrated into society. Their Chimera are designated as Manbuilt until they can prove to be a successful civilization without intervention by another nation or race.

I got a couple of designs for them, and funny enough they all come from the weird stone patterns in my shower stall. See if you can find them!
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No. 137327 ID: fd2dfa
File 164863289620.jpg - (299.11KB , 2106x839 , 20220324_221029.jpg )
137327

Update to FT5. I think I got a system for raiding done, and I'm gonna make a little quest that will serve as a test run for the system. It's barebones, but because it's supposed to be a mini-system for the larger quest I didn't want it to be too complicated.

The test quest will entail guiding a bunch of Daoine mercenaries(and your self-insert whoever they will be) into dangerous situations for more booze money. If it's well received I might even make them a regular thing.
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No. 137904 ID: fd2dfa
File 166054682969.png - (696.70KB , 2189x1525 , Kellmayn.png )
137904

The test quest is now active. For sake of simplicity, I'm reupping the character profiles here

Kellmayn: A (in)famous Daoine archer, skilled with the daoine-bow. With it, she has won more than a few shooting competitions, able to hit a fly from 40 leagues away with her right eye. Too bad she now has to shoot with her left.
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No. 137905 ID: fd2dfa
File 166054695237.png - (704.39KB , 2397x1629 , joanny.png )
137905

Joanir- Utaqi Freeblade. Excels in close combat with really big club. His hobbies include making money, and spending it on ale and whores. He only speaks a few words of the trade tongue, making it difficult to understand him. Even harder that he speaks an obscure Utaquese dialect nobody has heard of.
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No. 137906 ID: fd2dfa
File 166054715757.png - (614.38KB , 2211x1969 , Viyasda.png )
137906

Viyasda- Avaqut vagabond, or “The bestingest sneak-queen that ever thief yes” (her words). Her coat holds all her tools for breaking into places she isn’t supposed to, and sharp thingies she likes throwing at people. She regularly complains how hot everything is, never thinking that maybe her heat discomfort involves her thick coat. Though if you try to suggest she takes it off, she'll flash something sharp, burning, or generally unpleasant into your face.
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No. 137907 ID: fd2dfa
File 166054751617.png - (594.50KB , 1857x1681 , Norberg.png )
137907

Norberg - Daoine monk turned fighter. Even by Daoine standards he is short tempered. Once, he was part of the Holy Order Quadranate and was a disciple of the Four Truths. He could never follow the 2nd one about acts of unnecessary violence. Because of this he was eventually ousted from the order when he had bludgeoned to death all the Gormoamhi raiding the abbey. His strength is more balanced between axe and shield. But when angered, he'll pulverize his enemies with the shield.
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No. 137908 ID: fd2dfa
File 166054757588.png - (1.02MB , 2241x2225 , Balboran.png )
137908

Balboran-Daoine healer. He doesn't do magic, but everyone thinks it’s magic. It’s actually drugs. Really powerful drugs that send you to another world while he re-attaches your limbs and shoves those organs back inside where they belong. Unlike other Daoine whose rage turns them into a berserker bunny, Balboran’s rage gives him a panic attack. It might have something to do with all the drugs.
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No. 139040 ID: 90c451

Was looking back at the civquest archives. At some point we lost Sarcra? We got Sarcra in the marriage and it was in our holdings but the next turn it was gone.
Thought I'd ask what happened. Was there a mistake or a mix-up?
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No. 139393 ID: fd2dfa

>>139040
No I think it was a typo in my own saved spreadsheet. Let me look into that.
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