Elves Civilization Quest - /qst/ (#6273022)

Anonymous ID: 7srgPBk6
7/10/2025, 9:20:22 PM No.6273022
elves
elves
md5: b4a7a6088f3c44ea37053eb19606b7d7🔍
You're the elves of Lenor, a fledgling settlement in the first age after (most of) the fairies left the world. You will choose a leader who will take your civilization to the heights of power!
Anonymous ID: 7srgPBk6
7/10/2025, 9:30:41 PM No.6273024
Select Elf subtype:

> Forest Elves: attuned to the forest, your elves gain forest pathfinding and can tame any forest animals like Bears, Wolves and such to fight for them.

> High Elves: attuned to magic, your elves can perform Divinations to see into distant lands and cast Ice Bolt to hurt their foes, but you never learned to tame any animals.

> Silent Elves: after enduring millenia of rebellion and enslavement under the fairies, your people aren't how they used to be. Your people can See Invisible things and tame only giant spiders that can shoot Web.

After you select the subtype, we will then proceed to choose the leader.
Replies: >>6273028
Anonymous ID: P8j9cCRc
7/10/2025, 9:48:42 PM No.6273028
>>6273024
>> High Elves: attuned to magic, your elves can perform Divinations to see into distant lands and cast Ice Bolt to hurt their foes, but you never learned to tame any animals.
Replies: >>6273039
Anonymous ID: 7srgPBk6
7/10/2025, 10:36:39 PM No.6273039
>>6273028

Yes, you're the High Elves! With your mastery of the powerful Divination and Ice Bolt magic, you can locate and defeat many enemies - provided you have enough mana.

Who will your leader be?

> High Seer Enara, leaders of the divinators: the very best seer of them all, it is said you're capable of finding anything anywhere in the world (given enough time). Start with perfect scout knowledge of all your relevant neighbours, as well as mana sources, instead of knowing nothing about them.

> Warmage Isolde, leader of the warmages, it is said you developed the powerful Ice Bolt yourself. You trained a small cabal of apprentices in your new magic. Starts with four magicians capable of casting Ice Bolt instead of just one.

> Master Earendil, leader of the noble families: you may not be a magician, but your words weave magic. You were the one who decided to sail to a distant continent to get away from the fairies, and the people trust you. You are very famous and so you start with a retinue of forty loyal warriors instead of just ten, and you pay half for any new elvish recruits, who are eager to work for you.
Replies: >>6273041 >>6273050 >>6273053
Anonymous ID: P8j9cCRc
7/10/2025, 10:56:43 PM No.6273041
>>6273039
>> High Seer Enara, leaders of the divinators: the very best seer of them all, it is said you're capable of finding anything anywhere in the world (given enough time). Start with perfect scout knowledge of all your relevant neighbours, as well as mana sources, instead of knowing nothing about them.
Replies: >>6273068
Anonymous ID: 06nhNPqF
7/10/2025, 11:13:34 PM No.6273050
>>6273039
>> High Seer Enara, leaders of the divinators: the very best seer of them all, it is said you're capable of finding anything anywhere in the world (given enough time). Start with perfect scout knowledge of all your relevant neighbours, as well as mana sources, instead of knowing nothing about them.
Replies: >>6273068
Anonymous ID: BokaI7aM
7/10/2025, 11:18:21 PM No.6273053
>>6273039
>High Seer Enara, leaders of the divinators: the very best seer of them all, it is said you're capable of finding anything anywhere in the world (given enough time). Start with perfect scout knowledge of all your relevant neighbours, as well as mana sources, instead of knowing nothing about them
Replies: >>6273068
Anonymous ID: 7srgPBk6
7/10/2025, 11:41:06 PM No.6273068
scoutreport
scoutreport
md5: 1aef707abb3fff39bdf7c3c211c0a452🔍
>>6273041
>>6273050
>>6273053

High Seer Enara is chosen as the leader! Her abilities are deemed essential for our continued survival and as such we decided to praise her highly with the honors of being our Eternal Leader!

After carefully inspecting the island, Enara figures out we have only the ocean as neighbour to the north, a kingdom of mermaids living somewhere in the deep 50,000 strong in about ten small cities. But it is unlikely they will bother us. To the south there is a human kingdom with three major cities in our continent: Jork, with 15,000 people, Trondon, with 12,000 and Winnipeg, their capital, with 21,000 people. They have several hamlets scattered all over the place, with populations in the low hundreds, totalling about 200,000 people, the majority of the hamlets concentrating in the yellow areas around the cities. Response against attack in such areas is fast, as the terrain is even, there are roads, and the humans deploy Cavalry, which they have in excess of 400, about 100 in each city and the rest scattered. They also have about 1,000 men which they can deploy, with low quality equipment and poor training, but most of the time they merely garrison cities and villages, and only the cavalry is used as army. The humans believe themselves the only civilized people in this continent. Their leader is King Willpeg.

The swamp to the southwest is home to lizardmen, their city is called Szazis, it has about 8,000 lizardmen. Their army proper is composed of about 40 javelineers, the rest of the people defend the settlement in case of attack.

In the center of the island live two quarreling groups of dwarves underground, locked in an unwinnable war in the tunnels, the Korn and the Zorak. They have in excess of a 100,000 dwarves each, their army about 2,000 dwarves. They are always training more soldiers and often lose men in skirmishes. There is no way they can ever route out their enemies. If they ever stop quarreling and join together, they would be the dominant force in the island.

There are scattered tribes of monsters prowling in the woods. The only ones who are more than random scavengers are Findor a hobgoblin tribe near Jork, Norak a kobold tribe lead strangely enough by a banshee called Elise, and the Pazulu a gnoll tribe that worships demons.

There are 13 mana sources in the island, only one of the captured, the one between Pazulu and Norak, captured by the Pazulu. They are all guarded by monsters, who instinctively build their homes where the magic is strongest.

The largest and most powerful is the one in Szazis, where was once a dragon's lair - but the dragon was killed by an ancestor of King Willpeg and the place is only held as a sacred site by the lizardmen, who do nothing with all that magic.

There is also an island to the south with a powerful mana source. It is guarded by a bunch of nagas, but otherwise uninhabitted.

The four closest mana sources are guarded by Trolls, Harpies, Centaurs and a Nomad holy site.
Replies: >>6273074
Anonymous ID: 7srgPBk6
7/10/2025, 11:55:47 PM No.6273074
>>6273068

We arrived in two Galleys, but they departed to go fetch more people. We could ask for something in particular, but whatever we ask other than settlers for will cost us when it arrives.

> Ask for settlers (extra population)
> Ask for warriors (more combatants)
> Ask for magicians (more magic)
> Ask for nobles (more money)
> Write in

Our population is about 1,000 people. We have 10 elite warriors only, equipped with longbows and swords, and one mage who can cast Ice Bolt. The rest of the people are families who came to settle this place, though they could be pressed into service if they are forced to defend the settlement, equipped with spears.

We have only treetop houses we've built. They look rather inconspicuous, and an unattentive traveller might not even notice them.

We have abou 100 gold. (1 gold = 1 lb of gold = ~50 coins)

1 turn = 10 years unless there is a war.

Turn 1

What do you wanna do next?
> Pan gold in the rivers (+10 gold)
> Build something (granary, market, armory, sawmill, city walls, stable, library, write in)
> Send diplomats (to whom)
> Send a war party (where)
> Breed (increase population faster; normal pop growth of +1200 becomes +2400)
> Capture a mana site (we roll combat then if you win we build a structure there to siphon the mana)
> Recruit more soldiers (spearmen - you can feed up to 80; swordsmen - costs 1 gold to recruit 4 and 1 gold upkeep, you can feed up to 40; to train longbowmen, build sawmill, to train cavalry build a stable, to train magicians build a mage tower (requires library, sages guild, alchemist guild, university))
> Write in
Replies: >>6273078
Anonymous ID: 06nhNPqF
7/11/2025, 12:08:56 AM No.6273078
>>6273074
> Ask for settlers (extra population)
>> Breed (increase population faster; normal pop growth of +1200 becomes +2400)
Create the foundations for growth.
Replies: >>6273084
Anonymous ID: 7srgPBk6
7/11/2025, 12:23:18 AM No.6273084
>>6273078


The galleys return with 1,000 more colonists! Choose what you want them to bring back next!
> specify

In the meantime we breed and produce another 2,400 elf children!

Our sages are worried that with this many children, if we don't build a trade school for them to learn a real profession they will start fancying themselves "adventurers" and will start causing trouble. Or we could build an armory and make lots of weapons to press them into becoming soldiers, once they come of age.

> Let's focus on building a trade school to educate the youth (peaceful society)
> Let's focus on bulding an armory to prepare our youth for war (martial society)
> Let the children choose what they want to do and assign mentors to them (balanced society)
> Write in

Population 4,400

100 gold

Turn 1

What do you wanna do next?
> Pan gold in the rivers (+44 gold)
> Build something (granary, market, armory, sawmill, city walls, stable, library, trade school, write in)
> Send diplomats (to whom)
> Send a war party (where)
> Breed (increase population faster; normal pop growth of +1500 becomes +3,000)
> Capture a mana site (we roll combat then if you win we build a structure there to siphon the mana)
> Recruit more soldiers (spearmen - you can feed up to 160; swordsmen - costs 1 gold to recruit 4 and 1 gold upkeep, you can feed up to 80; to train longbowmen, build sawmill, to train cavalry build a stable, to train magicians build a mage tower (requires library, sages guild, alchemist guild, university))
> Write in
Replies: >>6273094
Anonymous ID: BokaI7aM
7/11/2025, 12:46:43 AM No.6273094
>>6273084
>Ask for settlers
We are vastly outnumbered
>Martial Society
It's either this, half-measures or being harmless. Plus, a martial focus implies high organization which could make our lower population be able to punch above its weight.
>Breed
Early growth is the fastest, next turn our unfocused growth will bring us to 5 digit pops, then we can specialize.
Replies: >>6273096 >>6273108
Anonymous ID: 06nhNPqF
7/11/2025, 12:49:50 AM No.6273096
>>6273094
+1
Replies: >>6273108
Anonymous ID: 7srgPBk6
7/11/2025, 1:13:40 AM No.6273108
>>6273094
>>6273096

The galleys return with 1,000 more colonists!

In the meantime we breed another 3,000 elf children!

Our sages begrudingly acknowledge that since we are vastly outnumbered and there are threats everywhere, we must become a martial society. We build an armory and start making weapons to prepare our youth for combat! We can now train Halberdiers, which are good against cavalry.

A group of centaurs approach our settlement cautiously. They say their shaman is sick, cursed by the demon worshipping gnolls, and ask if we don't have powerful magic that can heal her.

Elves are not exactly "healers" - healing usually comes from the gods, and the elves don't trust the gods much except maybe the nature goddess and up to a point. But we have long since mastered the art of transfering our lifeforce to another person. This decreases a little bit our immensely long lifespams and heal people a little bit. In the old lands, we would select young girls and give them green robes to mean they are pure and sacred, exempt from all common duties, then their only duty would be to transfer their lifeforce to others - until they die. They would not show signals of aging, but one day their lifeforce would be exhausted, they would pass out and never wake up, often times as young as few decades old. Truly selfless little elf ladies.

> Start the elf "healer" tradition again and help the centaurs
> Start the elf "healer" tradition again, but don't help the centaurs
> Don't start the elf "healer" tradition anymore
> Write in

Population 8,400

100 gold

Turn 3

What do you wanna do next?
> Pan gold in the rivers (+84 gold)
> Build something (granary, market, armory, sawmill, city walls, stable, library, trade school, shrine, write in)
> Send diplomats (to whom)
> Send a war party (where)
> Breed (increase population faster; normal pop growth of +1900 becomes +3,800)
> Capture a mana site (we roll combat then if you win we build a structure there to siphon the mana)
> Recruit more soldiers (spearmen - you can feed up to 200; swordsmen - costs 1 gold to recruit 4 and 1 gold upkeep, you can feed up to 100; to train longbowmen, build sawmill, to train cavalry build a stable, to train magicians build a mage tower (requires library, sages guild, alchemist guild, university))
> Write in
Replies: >>6273113
Anonymous ID: 06nhNPqF
7/11/2025, 1:20:15 AM No.6273113
>>6273108
>> Start the elf "healer" tradition again and help the centaurs
Macabre, but useful.
>> Build something (granary, market, armory, sawmill, city walls, stable, library, trade school, shrine, write in)
Build a granary to support our growing population.
Replies: >>6273629
Anonymous ID: 7srgPBk6
7/12/2025, 4:41:51 AM No.6273629
>>6273113

Figuring that the tradition was in place for a reason, you reinstate it - young girls are selected to don the green robe and be "shamans", who will heal the ailments of the tribe, draining their own life force in the process. Though short lived, their existence is carefree, and they are cherished by all the townsfolk.

We send a couple of the girls to heal the centaur shaman. They manage to remove the curse, at great expenditure of life force. The centaur shaman thanks us greatly for our help. She says her tribe has found great magic, but can do little with it because they lack the knowledge. They are willing to share in the magic with us if we so desire. We are eager to build a structure there to siphon the mana, but what will we do about the centaurs?

> Accept the centaur's offer and share the magic with them
> Pretend to accept to share the magic, but give them a pittance, they wouldn't get anything without you anyway
> We refuse to share magic with lesser beings, we are going to wipe the centaur tribe out and have the magic all for ourselves
> Write in

We build a granary to support our growing population. It increases the rate by which our population grows.


Humans are found wandering too deep into the woods. Divinations reveal they are looking for the site of the gnoll sacrifice pits. Someone they care about was kidnapped, the daughter of some noble. She has been killed already, after being brutalized by a pack of gnolls. But the humans are wandering into our town!

> Misdirect the humans away from your town into somewhere deadly
> Misdirect the humans away from your town into somewhere harmless
> Direct the humans straight to the gnoll lands
> Eliminate the human threat
> Parley with the humans
> Write in
Population 10,300

Granary

100 gold

10 warriors

1 mage (ice bolt)

Turn 4

What do you wanna do next?
> Pan gold in the rivers (+103 gold)
> Build something (market, armory, sawmill, city walls, stable, library, trade school, shrine, write in)
> Send diplomats (to whom)
> Send a war party (where)
> Breed (increase population faster; normal pop growth of +2300 becomes +4,600)
> Capture a mana site (we roll combat then if you win we build a structure there to siphon the mana)
> Recruit more soldiers (spearmen - you can feed up to 240; swordsmen or halberdier - costs 1 gold to recruit 4 and 1 gold upkeep, you can feed up to 120; to train longbowmen, build sawmill, to train cavalry build a stable, to train magicians build a mage tower (requires library, sages guild, alchemist guild, university))
> Write in
Replies: >>6273820
Anonymous ID: 06nhNPqF
7/12/2025, 5:21:51 PM No.6273820
>>6273629
>> Pretend to accept to share the magic, but give them a pittance, they wouldn't get anything without you anyway
I think we should see them as useful tools for now, when convient we should discard them. It would be best not to teach them too much.

>> Direct the humans straight to the gnoll lands
While it could rile up the gnolls, it would deplete both their strength by fighting leaving us in a stronger position of the three.
Also
> Parley with the humans
Talk with them and build a rapport with them seeing as humans are the most populus race.

> Build something (market, armory, sawmill, city walls, stable, library, trade school, shrine, write in)
Build a market, we need a steady source of gold to feed our armies.