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Players get four actions per turn. Only two of those actions can be building, developing or researching.
>>
>>1765088
Choose a race and spot on the map. Population starts at 100.
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>>1765088
Elves

You see where that little blue dot is in the north. I pick that.
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I am serpentfolk.

Actions will be:

> Explore surroundings
> Form an absolute monarchy
> Build an elevated platform using dirt on our island
> Invent shovels to shovel dirt
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>>1765088

Minotaur
Pink dot on map
>

> Develop a way to farm
> Research a way to catch fish
> Build small rock communal forts for minotaurs to live and fuck in.
> Research a way to make shit float on water
>>
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>>1765088
Humans
Orange dot on map
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>>1765095
Arachne
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Hobgoblins.
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>>1765088
Dwarves
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>>1765718
What color? Where is your dot?
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>>1766314
His dot is in the south east, the gray one in the mountains
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>>1766315
Thanks
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>>1766344
Should we put in our tribe and our action at the same time or does that begin later?
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>>1765088
Vlad the Impaler leader of vampires, on the black dot, population is around 90 humans to 10 vampires, no half breeds yet.

They start off by;
>Vampires hunt animals mostly at night
>Humans research a way to turn animals into clothes as the vampires are hindered by sunlight
>The smartest of the tribe research fire as the tribe doesn't like eating raw animals
>Humans breed to increase their numbers, vampires don't convert anyone however one vampire is fucking a human
>>
Alright. All races in. I will post the stats for them and an updated map in a bit.
>>
>>1766665
Alright OP
>>
So the way this works is no OP actions, magic or research. I will make the final call. You need reasonable prerequisites to do things.

You must roll every turn. This will determine the result of your choices.

Population starts stagnant. You must make actions to change that (increase pop happiness, enforce breeding laws, etc.)

If you piss off your people enoigh they may revolt.
>>
Turn 1 Start:

Elves
Population: 100
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood
Agriculture: Foragers
Economy: None
Magic: None
Racial Trait: Forest Survival (+2 rolls in forest)
Racial Trait: Magic Affinity (+2 rolls to cast spells)

Serpentfolk
Population: 100
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood
Agriculture: Foragers
Economy: None
Magic: None
Racial Trait: Poison and Disease Immunity
Racial Trait: Swamp Craft (+2 rolls to craft diseases and poisons)

Minotaur
Population: 100
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood
Agriculture: Foragers
Economy: None
Magic: None
Racial Trait: Magic Reisitance (+2 on rolls against magic)
Racial Trait: Strong Defense (+2 on rolls on defensive actions)

Humans
Population: 100
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood
Agriculture: Foragers
Economy: None
Magic: None
Racial Trait: Inovative (+2 Technology rolls)
Racial Trait: Explorers (+2 on expansion rolls)

Arachne
Population: 100+1
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood
Agriculture: Foragers
Economy: None
Magic: None
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

Hobogoblins
Population: 100
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood
Agriculture: Foragers
Economy: None
Magic: None
Racial Trait: Militant (+2 on war rolls)
Racial Trait: Slavers (+2 on rolls to coerce or enslave)

Dwarves
Population: 100
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood
Agriculture: Foragers
Economy: None
Magic: None
Racial Trait: Mountain Survival (+2 rolls in mountains)
Racial Trait: Dwarven Greed (+2 on economy rolls)

Vampires
Population: 100
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood
Agriculture: Foragers
Economy: None
Magic: None
Racial Trait: Tyrannical (+2 on rolls against revolts)
Racial Trait: Persuasive (+2 on diplomacy rolls)

Map incoming. For those that posted turn 1 already, make a roll (1d20)
>>
>>1766773
To clarify: Forest and mountain affinity only apply to rolls related to that Biome. (e.g. foraging in the forest, Mining in the mountain, etc.) Not all actions in that biome.
>>
Rolled 11 (1d20)

>>1766363
>>
>>1766770
Just curious but what do you mean by no research? Won't that affect building and development with our current technology levels?
>>
>>1766826
You can research. No OP (overpowered) research
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>>1766770
What die are we rolling? 10s? 20s? 100s?

>>1766826
He meant no OP: Magic, research, or actions. He wasn't saying we couldn't do any of those things just that we need to be reasonable.
>>
>>1766833
Aye
>>
Rolled 12 (1d20)

>>1766773
Humans
>Explore the local area
>Begin building huts
>Begin research into Farming
>Elect Chief

Does that count as OP research Op?
>>
>>1766836
d20
>>
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>>1766843
>>Begin building huts
kinky
>>
Rolled 5 (1d20)

Hobogoblins
Population: 100
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood
Agriculture: Foragers
Economy: None
Magic: None
Racial Trait: Militant (+2 on war rolls)
Racial Trait: Slavers (+2 on rolls to coerce or enslave)

1. Civil War for Government control

Hobgoblins are a violent and warlike race, built on public dominance and perceptions of strength. Leaders of the various clans, attempting to secure sole control over the Hobgoblin race, fight among one another.

2. Research Grain-based Agriculture

3. Expand Borders to the lake

A decent portion of hobgoblins move west, away from the power struggles, to settle new lands.

4. Develop Writing and Alphabet
>>
Rolled 15 (1d20)

Go foraging in the woods
Make simple clothes from any deceased animals we find
Learn how to make flint weapons, i.e. spears
Learn how make nets and rope
>>
Rolled 8, 18, 4, 4 = 34 (4d20)

Arachne
Population: 100+1
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood
Agriculture: Foragers
Economy: None
Magic: None
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

1. Build wooden structures in the forest to house our young, our weary, and our possessions.
2. Develop "Spears": a weapon with a wooden pole as a base, with a sharp rock fastened to the end.
3. Scout the surrounding areas for anything of interest.
4. Look for and collect any "toys" that might be foolishly wandering around the forest at night. I hope we get some men <3.
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>>1766924
What exactly do Arachne look like?
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Rolled 13 (1d20)

>>1766773
Rolling for serpentfolk
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Rolled 4 (1d20)

>>1766773
Dwarves

>Begin research into mining
>Begin making primitive tools
>explore local area for wildlife and forageable food resources
>begin building huts
>
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>>1766942
Maybe something like this?
>>
Are you still accepting tribes or are you full?
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>>1767106
How horrifying
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>>1767106
Ah, so like driders then.

>>1767127
Probably.
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>>1767106
10/10 would let lay eggs inside of me
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>>1766773

/roll

Minotaur actions
> Develop: Minotaurs need lots of food. We gather nearby fruits, berries, anything edible and easy to forage.
>Develop: Minotaurs develop ways to make weapons to hunt easy prey with.
> We cut wood down with our basic wooden tools.
> Use wood to build shelters alongside rivers.
>>
>>1767356
dice+1d20
>>
>>1767127
You can submit a tribe if you read through the post and pick a race. It has been a busy day so I haven't had a chance to respond yet
>>
Rolled 11 (1d20)

>>1767361
>>
>>1767366
op what kind of dice we rolling?
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>>1767375
1d20
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>>1767386
>>1767369
>>1767356

Cool just checking.
>>
>>1766896
Elves TURN 1 (roll 15)
> The Elves go foraging in the woods (+2 roll) and come out very well. They find new sources of foods. [+Agriculture: Foragers (forest)/ +Resources: Honey, Button Mushrooms, Wild Garlic, Wild Ginger, Wild Elder Berry, Wild Potato]
> The elves make simple clothes from the deceased animals they find while foraging (+2 roll). They have great luck finding hides, But without any way to keep the hides together, making clothing is hard. [+Resources: Hide Loincloths, Hide Feet Wraps]
> The Elves learn how to make basic spears by tying sharp rocks to long wooden staffs. [+Technology: Stone Spears]
> The Elves learn how to make rope by weaving forest vines together. [+Technology: Rope (Vines)]

You can only learn 2 things a turn. I left off netting, but gave you loincloths since it was a minimal discovery and your roll was so high.
>>
>>1765137
Serpentfolk TURN 1 (roll 13)
> The serpentfolk set off exploring thier surroundings. They find the area to be a desolate swamp. The only nearby creatures seem to be insects, fish, reptiles, amphibians and some birds. For herbivores, the edible plants of the area include cattail tubers and reed grass. [+Resources: blue tailed skink, leopard frog, brown anole, cricket, cattail tubers, reed grass]
> The Serpentfolk form an absolute monarchy (You can name your leader). [+Political Structure: Absolute Monarchy]
> The Serpentfolk build an elevated platform using dirt on thier island. [+Technology: Basic Terraforming (Swamp)]
> The Serpentfolk have access to basic wooden tools, but found that tying a slab of thin slate to a wooden staff made a good way to shovel dirt. [+Technology: Slate Shovels]
>>
>>1767356
Minotaur TURN 1 (roll 11)
> The Minotaurs search for anything edible and easy to forage for on the flood plains nearby. [+Resources: Wild Rice, Wild Soybeans, Wild Millet, Wild Amaranth]
> The Minotaurs discover that larger branches make great weapons to hunt easy prey with. [+Technology: Wooden Club]
> The Minotaurs collect branches, but have trouble cutting wood down with thier basic wooden tools. [+Resources: Kindling, Branches]
> The Minotaurs use branches to build shelters alongside the rivers. [+Architecture: Wigwam/ -Resources: Kindling, Branches]
>>
>>1766843
Humans TURN 1 (roll 12)
>The humans explore the local area which is a transition from swamp to forest. It is a unique area with a diverse ecosystem. [+Resources: cattail tubers, reed grass, wild potato]
> The humans gather leaves and grass and begin building grass huts. [+Architecture: Basic Grass Hut]
> The humans begin research into Farming (+2 roll). The humans see various stages of plants and realize that it may be possible to grow them in favorable locations. The humans plant rows of potatoes in the ground to see what happens. [+Agriculture: Farming (Potato)]
> The humans elect a Chief (you can pick your leaders name). [Political Structure: Chiefdom]
>>
>>1766924
Arachne TURN 1 (roll 8)
> The Arachnes attempt to build wooden structures in the forest to house thier young, weary, and possessions, but don't have the best of luck. The Arachnes pile branches to make small dens that are functional, but not the most comfortable. [+Architecture: Bramble Den]
> The Arachnes develop spears by fastening sharp rocks to wooden staffs with vines. [+Technology: Stone Spears]
> The Arachnes scout the surrounding areas (+2 roll) for anything of interest. The area is a quiet enclave in the forest. Insects, rodents and birds are prevelant in the area and easy to catch in their webs. [+Resources: cricket, common mouse, finch, dove]
> The Arachnes look for and collect any "toys" that might be foolishly wandering around the forest at night (+2 roll). They do not have the best of luck, but do find some things. [+Resources: fruit bat, possum, racoon, badger]

Only one roll per turn.
>>
>>1766863
Hobogoblins TURN 1 (roll 5)
> The Hobgoblins are a violent and warlike race, built on public dominance and perceptions of strength. Leaders of the various clans, attempting to secure sole control over the Hobgoblin race, fight amongst one another. (you can pick leader names). [Political Structure: Anarchy]
> The Hobogoblins see the grasses around them and think that being able to grow these in desireable locations would be beneficial, but do not have the best luck. The Hobogoblins are unable to figure out which parts of the plants will grow, and when planting whole grasses, find that they die off quickly. [Resources: Wild Millet, Wild Wheat].
> A decent portion of hobgoblins move west, away from the power struggles, to settle new lands, but do not have the best of luck. It turns out to be harder then the group thought to survive off the land. With the split of the nation and unrest of the area, the population has started to decrease. [+Population: 30-1, 70-1/ Overall Hapiness: Unrest]
> The Hobogoblins attempt to develop a system of writing and formal alphabet to better communicate, but it turns out to be harder to agree on a universal language then the warring tribes thought. However, the Hobogoblins did begin to develop a language system. [+Language: Basic Gesturing, Basic Body Language & Facial Expressions]
>>
>>1767093
Dwarves TURN 1 (roll 4)
> The dwarves see the stones around them and figure that they could be of use. They begin to research mining (+2 roll), but find wooden tools to be very inefficient. [+Resources: Sandstone Rocks]
> The dwarves begin making primitive tools by tying a rock the end of a strong stick with roots. [+Technology: Stone Hammer].
> The dwarves explore the local mountains for wildlife and forageable food resources (+2 roll). The dwarves see small mammals, goats and birds, but are unable to catch any of them. The dwarves find that the pine is edible. [+Resources: Pine Nuts, Pine Needles, Pine Bark]
> The dwarves begin building shelter out of the sandstone they had gathered, but found it ineffective for roofing. [+Architecture: Sandstone Walls/ -Resources: Sandstone Rocks]

Try to be more descriptive in what you are doing.
>>
>>1766363
Vampires TURN 1 (roll 11)
Split Population [+Population: 90/10]
> The Vampires attempt to hunt animals at night and have decent success. [+Resources: fox, racoon, possum]
> The humans attempt to turn animals into clothes, but do not have much hide or a way to hold it together. [Resources: Hide Loincloth]
> The smartest of the tribe attempts to start a fire. They don't have many tools to work with, but find a way that works occasionally. [+Technology: Wood Fire Plough]

You do not decide who breeds in this quest. You can make laws to force breeding or you can try and encourage it with other actions.
>>
Rolled 2 (1d20)

>>1767690
Population: 100
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood, stone spears, ropes (vines)
Agriculture: Foragers
Magic: None
Racial Trait: Forest Survival (+2 rolls in forest)
Racial Trait: Magic Affinity (+2 rolls to cast spells)

1. With these new tools that can no doubt pierce flesh, hunt animals in the forest for meat.
2. Form a council of seven Elves. They shall be made up of the wisest and oldest among the tribe and direct tribal affairs deemed necessary.
3. Develop a standard speaking language among the Elven people so that all may understand each other. (Call it Tunan)
4. I have spears, basic wood and rope, may as well research bows and arrows.
>>
Elves
Color: Blue
Population: 100
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood, Stone Spears, Rope (Vines)
Architecture: None
Agriculture: Foragers (+forest)
Economy: None
Magic: None
Resources: Honey, Button Mushrooms, Wild Garlic, Wild Ginger, Wild Elder Berry, Wild Potato, Hide Loincloths, Hide Feet Wraps
Racial Trait: Forest Survival (+2 rolls related to forest)
Racial Trait: Magic Affinity (+2 rolls to cast spells)

Serpentfolk
Color: Red
Population: 100
Overall Hapiness: Neutral
Political Structure: Absolute Monarchy
Language: None
Technology: Basic Wood, Slate Shovels, Basic Terraforming (Swamp)
Architecture: None
Agriculture: Foragers
Economy: None
Magic: None
Resources: blue tailed skink, leopard frog, brown anole, cricket, cattail tubers, reed grass
Racial Trait: Poison and Disease Immunity
Racial Trait: Swamp Craft (+2 rolls to craft diseases and poisons)

Minotaur
Color: Pink
Population: 100
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood, Wooden Club
Architecture: Wigwam
Agriculture: Foragers
Economy: None
Magic: None
Resources: Wild Rice, Wild Soybeans, Wild Millet, Wild Amaranth
Racial Trait: Magic Reisitance (+2 on rolls against magic)
Racial Trait: Strong Defense (+2 on rolls on defensive actions)

Humans
Color: Orange
Population: 100
Overall Hapiness: Neutral
Political Structure: Chiefdom
Language: None
Technology: Basic Wood
Architecture: Basic Grass Hut
Agriculture: Foragers, Farming (Potato)
Economy: None
Magic: None
Resources: cattail tubers, reed grass, wild potato
Racial Trait: Inovative (+2 Technology rolls)
Racial Trait: Explorers (+2 on expansion rolls)

Arachne
Color: Teal
Population: 101+1
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood, Stone Spears
Architecture: Bramble Den
Agriculture: Foragers
Economy: None
Magic: None
Resources: cricket, common mouse, finch, dove, fruit bat, possum, racoon, badger
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)
>>
Hobogoblins
Color: Gray
Population: 70-1/30-1
Overall Hapiness: Unrest
Political Structure: Anarchy
Language: Basic Gesturing, Basic Body Language & Facial Expressions
Technology: Basic Wood
Architecture: None
Agriculture: Foragers
Economy: None
Magic: None
Resources: Wild Millet, Wild Wheat
Racial Trait: Militant (+2 on war rolls)
Racial Trait: Slavers (+2 on rolls to coerce or enslave)

Dwarves
Color: Yellow
Population: 100
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood, Stone Hammer
Architecture: Sandstone Walls
Agriculture: Foragers
Economy: None
Magic: None
Resources: Pine Nuts, Pine Needles, Pine Bark
Racial Trait: Mountain Survival (+2 rolls related to mountains)
Racial Trait: Dwarven Greed (+2 on economy rolls)

Vampires
Color: Black
Population: 90/10
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood, Wood Fire Plough
Architecture: None
Agriculture: Foragers
Economy: None
Magic: None
Resources: fox, racoon, possum, hide loincloth
Racial Trait: Tyrannical (+2 on rolls against revolts)
Racial Trait: Persuasive (+2 on diplomacy rolls)
>>
Rolled 8 (1d20)

> Dig a snakepit for breeding
> Dig a pit to safeguard and incubate eggs
> Sharpen some slate shovels to be spears, which we arm our soldiers with
> March a party armed with spears west and settle some near the forest, to be excavated later
>>
>>1768650
Have our leader named Basil the Snake Queen
>>
Rolled 20 (1d20)

>>1768176
Arachne
Color: Teal
Population: 101+1
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood, Stone Spears
Architecture: Bramble Den
Agriculture: Foragers
Economy: None
Magic: None
Resources: cricket, common mouse, finch, dove, fruit bat, possum, raccoon, badger
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

1. Improve our dens by digging out the ground under them to make their interiors larger and by covering the rooves with vegetation to make them more difficult to spot.
2. Develop more complex traps to catch craftier prey, such as by using a strand of Arachne silk as a tripwire.
3. Establish armed sentries to keep watch over dens containing young arachne and unhatched eggs, protecting them from being stolen and/or eaten.
4. Send scouts to verify the regions surrounding the forest, and whether or not they are inhabited.
>>
Rolled 19 (1d20)

>>1768401
>Search the local area
>The vampires organise a fighting tournament where the most badass vampire gets to lead the tribe
>The tribe gathers plants
>The smart ones try making stone tools
>>
Boy, I clearly misunderstood the baseline level of tech if I needed to research how to communicate like a sapient creature. Do we have exactly 100 people or is the pop number abstract?
>>
Rolled 4 (1d20)

>>1768529

Minotaur
> develop: find a way to farm wild rice near river
> Use wooden clubs to hunt nearby prey. Preferably prey in the woods nearby.
> Research: Try to make better tools than the ones we currently have.
> develop: with recently made tools hopefully, we try to develop a way to travel up and down the rive.
>>
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>>1768836
Leader is Vlad the Implyer who turns out to be pretty badass, the people fear and respect him calling him Dracula
>>
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Joining with Sea Elves, located at the blue X.
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>>1769082
>Develop: Fishing nets to gather food
>Scout the area around us for resources and food
>Establish a High Captain to act as our leader (meritocracy)
>Build basic shelters to keep our people safe and not exposed to the elements.
>>
>>1768864
It is exactly a hundred. As old people die, new people are born. However you can still take loses from disease or disaster. If more people die then are born you get a negative modofier. If more people are born then die you get a positive modifier.
>>
Rolled 5 (1d6)

>>1768500
Elves TURN 2 (roll 2)
> With these new tools that can no doubt pierce flesh, the elves decide to hunt animals in the forest (+2 roll). The elves find the spears to work quite well on boar, but encounter a new creature that they were not ready for, The Dire Boar. [+Resources: boar/+Population: *wounded]
2. The elves form a council of seven Elves. They shall be made up of the wisest and oldest among the tribe and direct tribal affairs deemed necessary. [+Political Structure: Oligarchy]
> The elves attempt to develop a standard speaking language among the Elven people so that all may understand each other, but have minimal luck. [Language: Basic Gesturing]
> The elves attempt to research a way to attack from a distance, but have trouble with their roles elasticity. They do develop something though. [+Technology: Wooden Spear Thrower]
>>
>>1769387
Wounded Population: 5
[+Population 95 (*5)]
>>
>>1768650
Serpentfolk TURN 2 (roll 8)
> The Serpentfolk dig a snakepit for breeding. [+Architecture: Breeding Pit]
> The Serpentfolk dig a pit to safeguard and incubate eggs. [+Architecture: Egg Incubation Pit]
> The lizardfolk sharpen some slate shovels into spears, which are given to some villagers. [+Resources: Slate Spears]
> The lizardfolk send a small group of villagers armed with spears west to settle near the forest. This proves harder then expected and this new settlement is too concerned with survival to breed. [+Population: 85/15-1]
>>
>>1769393
[+Heroes: Basil the Snake Queen]
>>
Rolled 5 (1d6)

>>1768868
Minotaur TURN 2 (roll 4)
> The minotaur attempt to plant wild rice near the river for convenience, but have trouble figuring out what part of the plant grows. The crops they plant die quickly.
> The minotaur use wooden clubs to hunt prey in the woods nearby. They have success with small mammals, but encounter a creature that they could not handle, the Triceratop. [+Resources: rabbit, common mouse/ +Population: *wounded]
> The Minotaurs try to make a tool for traversing the river. They find that flattening the end of their clubs makes the water move against it [+Technology: Wooden Oar]
> The Minotaurs try to develop a way to travel up and down the river and find that wood floats, but have trouble doing anything with it (besides hold on) without a way to reliably harvest it or hold it together. [+Technology: Wooden Floats]
>>
>>1769450
Wounded Population: 5
[+Population 95 (*5)]
>>
Humans
Color: Orange
Population: 100
Overall Hapiness: Neutral
Political Structure: Chiefdom (Chief Yuslev)
Language: None
Technology: Basic Wood
Architecture: Basic Grass Hut
Agriculture: Foragers, Farming (Potato)
Economy: None
Magic: None
Resources: cattail tubers, reed grass, wild potato
Racial Trait: Inovative (+2 Technology rolls)
Racial Trait: Explorers (+2 on expansion rolls)

>Continue research into farming
>Develop tools for farming
>Encourage couples to have as many children as possible
>Forage for food and try to discover the local wild life
>>
Rolled 14 (1d20)

>>1769475
I forgot to roll...
>>
>>1768772
Arachne TURN 2 (roll 20)
> The Arachne decide to improve their bramble dens by digging out the ground under them to make their interiors larger and by covering the rooves with vegetation to make them more difficult to spot. This worked very well. [+Technology: Bramble Den (excellent camouflage), Large Bramble Den (excellent camouflage)]
> The Arachnes develop more complex traps to catch craftier prey, such as by using a strand of Arachne silk as a tripwire. This technology worked better then the Arachnes planned (+2 roll). In addition to animals, the Arachne found gnomes in some of their traps. This technology also allows the Archnes to catch creatures alive. [+Technology: Silk Traps/+Resources: creatures (live), fox, boar, deer, gnome]
> The Arachnes station armed sentries to keep watch over dens containing young arachne and unhatched eggs, protecting them from being stolen and/or eaten. [+Technology: Large Incubation Den (excellent camouflage, guarded)
> The Arachne send scouts (+2 roll) to verify the regions surrounding the forest, and whether or not they are inhabited. They have great luck. Undetected, the Arachne find a gnomish settlement on the edge of the mountains to the north east. From their Intel, they assume their to be about a thirty gnomes. The gnomes live in little mud huts and forage for food. They appear to not have weapons.
>>
>>1769475
Humans TURN 2 (roll 14)
> The humans continue research into farming and find that cattail tubers can be planted the same way as potatos. While planting, they find Wild Ginger, also plantable at the root. [+Agriculture: Farming (cattail tubers, ginger)/+Resources: Wild Ginger]
> The humans attempt to develop tools (+2 roll) for farming and find that flattening one end of a wooden staff makes it easier to turn over and move dirt. [+Technology: Wooden Hoe]
>The humans attempt to forage for food and try to discover the local wild life. They see lots of small mammals, amphibians, reptiles and birds and a few foragable plants. [+Resources: cricket, brown anole, common toad, wild garlic]

You dont decide breeding in this quest. To encourage children you have to make your people happy and give them accomadations for child birth and children. Or you can force them to breed.
>>
>>1768836
Vampires TURN 2 (roll 19)
> The vampires search the local area and have great success. The area is a high wetland that has a diverse ecosystem. The tribe finds small mammals, amphibians, reptiles and birds. The tribe also finds a recently deceased Unicorn. [+Resources: blue tailed skink, leopard frog, brown anole, cricket, unicorn blood, unicorn hide, unicorn horn]
> The vampires organize a fighting tournament where the strongest vampire gets to lead the tribe. [+Political Structure: Chiefdom/ +Heroes: Vlad the Impaler "Dracula"]
> The tribe gathers local plants and has great success. [+Resources: truffle, wild leek, wild onion, cattail tubers, reed grass, pickerel weed, wild blackberry, wild elder berry]
> The tribe discovers that tying a sharp stone to a wooden stick makes a great cutting tool [+Technology: Stone Axe]
>>
File: sketch-1502636978723.png (2.81 MB, 1528x1080)
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Map Update:
Dwarves - Yellow
Sea Elves - Purple
>>
>>1769115
You have to roll d20 every turn
>>
>>1769082
Sea Elves
Color: Purple
Population: 100
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood
Architecture: None
Agriculture: Foragers
Economy: None
Magic: None
Resources: None
Units: Villagers
Heroes: None
Racial Trait: Coastal Affinity (+2 rolls related to the ocean)
Racial Trait: Natural Healers (+2 on rolls to craft medicine and heal wounds)
>>
TURN 2 waiting on:
Hobogoblins
Dwarves
Sea Elves (roll)
>>
Rolled 11 (1d20)

> discover fire
> discover poisonmaking from skinks and frogs, placing them in wood bowls
> start hunting and cooking what we hunt in the forest for the forest people.
> continue scouting west with poison tipped spears
>>
Rolled 13 (1d20)

>>1769450

Minotaur turn 3
>Develop: Separate the tribe into 3 careers (hunters, gatherers, thinkers)
>Develop: Pick the smartest and wisest minotaur from the thinkers, to make chief.
> Research: Thinkers need to find a way to heal the tribe. They try to find plants that have healing properties.
> Research: The Gathering Minotaurs continue to find a way to farm the wild rice. It's a very trial and error process, but minotaurs will never give up!
>>
Rolled 20 (1d20)

Elves
Color: Blue
Population: 95 (5 wounded)
Overall Hapiness: Neutral
Political Structure: Oligarchy
Language: Basic Gesturing
Technology: Basic Wood, Stone Spears, Rope (Vines), Wooden Spear Thrower
Architecture: None
Agriculture: Foragers (+forest)
Economy: None
Magic: None
Resources: Honey, Button Mushrooms, Wild Garlic, Wild Ginger, Wild Elder Berry, Wild Potato, Hide Loincloths, Hide Feet Wraps, boar
Racial Trait: Magic Affinity (+2 rolls to cast spells)
Racial Trait: Magic Affinity (+2 rolls to cast spells)

1. Build mud huts for shelter
2. Develop a spoken language (again)
3. Construct a small shrine dedicated to the sun, the great being in the sky who watches over us and gives us strength to endure
4. Learn more about the various plants that grow in the forest, such as if they can used to heal people
>>
Rolled 11 (1d20)

>>1769521
T3
>The blood scouts are organised from the vampires who failed in the tournament, their first task is to track down whatever killed the unicorn.
>A research team is organised from the smartest members, they are to research a numerical system and are promised the best food for hard work.
>A few of the researchers are focused on a different task, making a thin needle from rocks and thread from plants/animal hair.
>Many of the rest go on a scouting expedition north spearheaded by Vlad.
>>
discord to communicate

https://discord.gg/yxn73r
>>
There will be a global event at the end of turn 3.
>>
Rolled 7 (1d20)

>>1769647
>>
Rolled 10 (1d20)

>>1769530
I knew I forgot something
>>
>>1769673
Sea Elves TURN 2 (roll 10)
> The Sea Elves attempt to weave together fronds to make nets, but don't have the best luck catching (+2 rolls) with the materials available. [+Technology: Frond Net/+Resources: Sand Crab, Oyster, Blue Crab]
> The Sea Elves scout the area around the for resources and food (+2 rolls). The area is coastal with a lot of sea life and birds. [+Resources: Sea Grapes, Seaweed, Sea Lettuce]
> The Sea Elves establish a High Captain to act as thier leader [+Political Structure: Meritocracy/ +Heroes: High Captain Naevys]
> The Sea Elves build basic shelters with the materials available to them. [+Architecture: Frond Leanto]
>>
Rolled 10 (1d20)

Arachne
Color: Teal
Population: 102+1
Overall Hapiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood, Stone Spears, Silk Traps
Architecture: Bramble Den, Bramble Den (excellent camouflage), Large Bramble Den (excellent camouflage), Large Incubation Den (excellent camouflage, guarded)
Agriculture: Foragers
Economy: None
Magic: None
Resources: cricket, common mouse, finch, dove, fruit bat, possum, raccoon, badger, creatures (live), fox, boar, deer, gnome
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

1. Make a large den where new slaves will be thoroughly used until they no longer resist.
2. Weave bags out of silk, and use them to collect some local herbs and fruits.
3. Establish a social hierarchy where an Arachne's status is decided by the number of eggs she has, with men and the infertile being at the bottom.
4. Ambush the Gnomish settlement with superior numbers and weaponry. Kill any warriors or leaders, but capture the rest.
>>
Will probably start turn 3 shortly. If the dwarves or hobogoblins show up, they can still take thier turn 2.
>>
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dice+1d20
> Giant race
(Black dot in middle of the open area) can change colour
> Build bonfire
>scout local area, studying wildlife
> attempt at foraging
>attempt to construct a chiefdom (led by chief or whatever y'know) by trials of combat
>>
Rolled 7 (1d20)

>>1770151
>>
File: sketch-1502659438030.png (2.81 MB, 1528x1080)
2.81 MB
2.81 MB PNG
>>1770151
Giants
Color: Brown
Population: 100
Overall Happiness: Neutral
Political Structure: None
Language: None
Technology: Basic Wood
Architecture: None
Agriculture: Foragers (Grassland)
Economy: None
Magic: None
Units: Villagers
Heroes: None
Resources: None
Temporary Resources: None
Racial Trait: Nomadic (Giants do not receive a penalty to population or happiness when expanding or relocating)
Racial Trait: Powerful Combatants (+2 on aggressive attack rolls)
>>
Rolled 17 (1d20)

Develop: Use kelp fibers and strands to make rope.
>Use rope and fibers to improve our nets for fishing.
>Scout inland for more resources.
>Use rope to improve our shelters with sturdier wood tied together.
>>
>>1770151
Giants TURN 2 (roll 7)
> The giants attempt to build a bonfire, but don't have great luck. The area doesn't have too many trees and they are not able to get a fire to start.
> The giants scout out the local area, studying the wildlife. They encounter many small mammals and birds. The area is a vast grassland.
> The Giants attempt to forage, but have minimal luck [+Resources: Wild Wheat, Wild Millet]
> The Giants construct a chiefdom decided by trials of combat. [+Political Structure: Chiefdom/ +Heroes: Golur]
>>
>>1770286
Ill do my 3rd turn while I got the time, just post when you are ready.
> head south until we meet forest
> due to immense size and strength attempt to make bludgeoning tool
> attempt to set up camp
> research to make fire with surrounding forest

Tell me if I'm doing stuff too quick Its my first time.
>>
>>1770297
Forgot to roll whoops
>>
Rolled 8 (1d20)

>>1770300
>>
Rolled 16 (1d20)

Humans
T3

>Develop weapons to chop down trees
>Begin research into creating fire
>Continue foraging in the local area
>Begin scouting the larger area
>>
TURN 3 Start:

Elves
Color: Blue
Population: 95 (5 Wounded)
Overall Happiness: Neutral
Political Structure: Oligarchy
Language: Basic Gesturing
Technology: Stone Spears, Wooden Spear Thrower, Vine Rope
Architecture: None
Agriculture: Foragers (forest), Hunters (forest)
Economy: None
Magic: None
Units: None
Heroes: None
Resources: Honey, Button Mushrooms, Wild Garlic, Wild Ginger, Wild Elder Berry, Wild Potato, Boar, Hide Loincloth, Hide Feet Wraps
Temporary Resources: None
Racial Trait: Forest Survival (+2 on rolls related to forest)
Racial Trait: Magic Affinity (+2 on rolls to cast spells)

Serpentfolk
Color: Red
Population: 85/15-1
Overall Happiness: Neutral
Political Structure: Absolute Monarchy
Language: None
Technology: Slate Shovels, Slate Spears, Basic Terraforming (Swamp)
Architecture: Breeding Pit, Incubation Pit
Agriculture: Foragers (Swamp)
Economy: None
Magic: None
Units: None
Heroes: Basil the Snake Queen
Resources: Blue Tailed Skink, Leopard Frog, Brown Anole, Cricket, Cattail Tubers, Reed Grass
Temporary Resources: None
Racial Trait: Poison and Disease Immunity
Racial Trait: Swamp Craft (+2 rolls to craft diseases and poisons)

Minotaur
Color: Pink
Population: 95 (5 Wounded)
Overall Happiness: Neutral
Political Structure: None
Language: None
Technology: Wooden Club, Wooden Oar
Architecture: Wigwam
Agriculture: Foragers (flood plain), Hunters (forest)
Economy: None
Magic: None
Units: None
Heroes: None
Resources: Wild Rice, Wild Soybeans, Wild Millet, Wild Amaranth, Rabbit, Common Mouse
Temporary Resources: None
Racial Trait: Magic Resistance (+2 on rolls against magic)
Racial Trait: Strong Defense (+2 on rolls on defensive actions)

Humans
Color: Orange
Population: 100
Overall Happiness: Neutral
Political Structure: Chiefdom
Language: None
Technology: Wooden Hoe
Architecture: Basic Grass Hut
Agriculture: Foragers (forest, swamp), Farming (Potato, Cattail Tubers, Ginger)
Economy: None
Magic: None
Units: None
Heroes: None
Resources: Cricket, Brown Anole, Common Toad, Wild Garlic, Cattail Tubers, Reed Grass, Wild Potato, Wild Ginger
Temporary Resources: None
Racial Trait: Innovative (+2 on technology rolls)
Racial Trait: Explorers (+2 on expansion rolls)

Arachne
Color: Teal
Population: 102+1
Overall Happiness: Neutral
Political Structure: None
Language: None
Technology: Stone Spears, Silk Traps
Architecture: Bramble Den (excellent camouflage), Large Bramble Den (excellent camouflage), Large Incubation Den (excellent camouflage, guarded)
Agriculture: Foragers (forest), Hunters (forest), Trappers (forest)
Economy: None
Magic: None
Units: None
Heroes: None
Resources: Creatures (living), Cricket, Common Mouse, Finch, Dove, Fruit Bat, Possum, Raccoon, Badger, Fox, Boar, Deer, Gnome
Temporary Resources: None
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)
>>
>>1770428
Hobogoblins
Color: Gray
Population: 70-1/30-1
Overall Happiness: Unrest
Political Structure: Anarchy
Language: Basic Gesturing, Basic Body Language & Facial Expressions
Technology: Basic Wood
Architecture: None
Agriculture: Foragers (foothills)
Economy: None
Magic: None
Units: None
Heroes: None
Resources: Wild Millet, Wild Wheat
Temporary Resources: None
Racial Trait: Militant (+2 on war rolls)
Racial Trait: Slavers (+2 on rolls to coerce or enslave)

Dwarves
Color: Yellow
Population: 100
Overall Happiness: Neutral
Political Structure: None
Language: None
Technology: Stone Hammer
Architecture: Sandstone Walls
Agriculture: Foragers (mountains)
Economy: None
Magic: None
Units: None
Heroes: None
Resources: Pine Nuts, Pine Needles, Pine Bark
Temporary Resources: None
Racial Trait: Mountain Survival (+2 rolls related to mountains)
Racial Trait: Dwarven Greed (+2 on economy rolls)

Vampires
Color: Black
Population: 90/10
Overall Happiness: Neutral
Political Structure: Chiefdom
Language: None
Technology: Wood Fire Plough, Stone Axe
Architecture: None
Agriculture: Foragers (wetlands), Hunters (wetlands)
Economy: None
Magic: None
Units: None
Heroes: Vlad the Impaler "Dracula"
Resources: Truffle, Wild Leek, Wild Onion, Cattail Tubers, Reed Grass, Pickerel Weed, Wild Blackberry, Wild Elder Berry, Blue Tailed Skink, Leopard Frog, Brown Anole, Cricket, Fox, Raccoon, Possum, Hide Loincloth
Temporary Resources: Unicorn Blood, Unicorn Hide, Unicorn Horn
Racial Trait: Tyrannical (+2 on rolls against revolts)
Racial Trait: Persuasive (+2 on diplomacy rolls)

Sea Elves
Color: Purple
Population: 100
Overall Happiness: Neutral
Political Structure: Meritocracy
Language: None
Technology: Frond Net
Architecture: Frond Leanto
Agriculture: Foragers (coast)
Economy: None
Magic: None
Units: Villagers
Heroes: None
Resources: Sea Grapes, Seaweed, Sea Lettuce, Sand Crab, Oyster, Blue Crab
Temporary Resources: None
Racial Trait: Coastal Affinity (+2 rolls related to the ocean)
Racial Trait: Natural Healers (+2 on rolls to craft medicine and heal wounds)

Giants
Color: Brown
Population: 100
Overall Happiness: Neutral
Political Structure: Chiefdom
Language: None
Technology: Basic Wood
Architecture: None
Agriculture: Foragers (Grassland)
Economy: None
Magic: None
Units: Villagers
Heroes: Golur
Resources: Wild Wheat, Wild Millet
Temporary Resources: None
Racial Trait: Nomadic (Giants do not receive a penalty to population or happiness when expanding or relocating)
Racial Trait: Powerful Combatants (+2 on aggressive attack rolls)
>>
>>1770436
Just use my third roll and actions I posted it in advantage
>>
>>1770428
>>1769575
>>
>>1770428
Here's my roll and actions >>1769598
>>
>>1770436
>>1770202
>>
>>1769598
Elves TURN 3 (Roll 20)
> The Elves build mud huts for shelter which turn out exceptionally well. [+Architecture: Mud Hut (excellent durability)]
> The Elves attempt at a spoken language again and this time do very well. The language is so well established, that it could probably become a written language with minimal effort [+Language: Tunan (Oral)]
> The Elves construct a small shrine dedicated to the sun, the great being in the sky who watches over them and gives them strength to endure. [+Architecture: Mud Shrine/ +Religion: Animism (Sun)]
> The elves attempt to learn more about the various plants that grow in the forest, such as if they can used to heal people with great success. They successfully heal thier wounded. [+Technology: Natural Medicine (excellent)/ +Population: 100/ +Resources: Natural Medicine (excellent), Echinacea, Chamomile]

There will be a global event at the end of this turn.
>>
>>1769561
Serpentfolk TURN 3 (roll 11)
> The Serpentfolk attempt to start a fire with two sticks and succeed. [+Technology: Wood Fire Plough]
> The Serpentfolk start to discover poisonmaking (+2 roll) from grinding up various skinks and frogs. [+Technology: Poison (weak)/ +Resources: Poison Dart Frog]
> The Serpentfolk attempt to hunt in the forest and cook what they eat. They don't find many animals, but succeed in grilling on slate slabs. This provides some comfort to the forest settlers and with some permenant shelter may stop thier population decline. [+Technology: Slate Grilling/ +Agriculture: Hunting (forest)/ +Resources: Skunk]
> The Serpentfolk continue scouting west with poison tipped spears. They are deep in the forest now and find new plants and animals. [+Resources: Common Mouse, Fox, Wild Garlic]

There will be a global event at the end of this turn.
>>
Rolled 5 (1d6)

>>1769575
Minotaur TURN 3 (roll 13)
> The minotaurs separate the tribe into 3 ocupations making them more efficient. [+Units: Hunters, Gatherers, Thinkers]
> The Minotaurs pick the smartest and wisest from the thinkers, to make chief (you can pick his name). [+Political Structure: Chiefdom/ +Heroes]
> The thinkers attempt to find a way to heal the tribe. They try to find plants that have healing properties. They have decent success. [-Population: *wounded/ +Technology: Natural Medicine (weak)/ +Resources: Natural Medicine (weak)]
> The Gathering Minotaurs continue to find a way to farm the wild rice. It's a very trial and error process, but the minotaurs never give up. They discover that keeping the seeds wet before planting and then keeping them submerged in water seems to do the trick. [+Agriculture: Farming (rice)]

There will be a global event at the end of this turn.
>>
>>1770636
+Population: 100
>>
>>1770425
Humans TURN 3 (roll 16)
> The humans attempt to make a tool (+2 roll) to chop down trees. They attach a sharp stone to a stick using roots. While doing this, they figure out that weaving these roots together make useful rope. [+Technology: Stone Axe, Rope (root)]
> The humans research (+2 roll) how to create fire. Using a stick and roots, they figure out a reliable method. [+Technology: Fire Bow Drill]
> The Humans continue foraging in the local area with good luck. [+Resources: Honey, Morel, Wild Strawberry, Wild Watermelon]
> The humans begin to scout the larger area. In the woods to thier east, they come across a small group of Serpentfolk with stone spears. They do not spot the human scouts.

There will be a global event at the end of this turn.
>>
Rolled 5, 6, 6, 6 = 23 (4d6)

>>1770011
Arachne TURN 3 (roll 10)
> The Arachne make a large den where new slaves will be thoroughly used until they no longer resist. [+Architecture: Large Slave Den (excellent camouflage)/ +Agriculture: Slavers (Gnome)]
> The Arachne weave bags out of silk, but do not find any nearby herbs or fruit. [+Technology: Bag (spider silk)
> The Arachne establish a social hierarchy where an Arachne's status is decided by the number of eggs she has, with men and the infertile being at the bottom. This increases the nation's breeding at the cost of creating unrest. [+Political Structure: Class System/ +Population: +1/ +Overall Happiness: Unrest (male oppression, class system)]
> The Arachne attempt to ambush (+2 roll) the Gnomish settlement with superior numbers and weaponry. The Gnomes are defenseless, but some escape capture. [+Temporary Resources: Gnome/ -Resources: Gnome]

There will be a global event at the end of this turn.
>>
>>1770953
+Temporary Resources: Gnome (23)
>>
>>1769621
Vampires TURN 3 (roll 11)
> The tribe names blood scouts which are organised from the vampires who failed in the tournament, Their first task is to track down whatever killed the unicorn. After inspection, they cant figure out what killed the creature and assume natural causes. [+Units: Blood Scouts]
> A research team is organised from the smartest members, they begin researching a numerical system and have decent success [+Technology: Arithmetic (poor)]
> A few of the researchers are focused on a different task, making a needle and thread. They are only able to make crude stone needles and string from dried and twisted animal hide. The result isn't pretty, but it functions ok. [+Technology: Stone Needle (crude), String (animal hide)]
> Most of the rest go on a scouting expedition north spearheaded by Vlad. This group is too concerned with survival to breed. [+Population: (40/9)/(50-1/1)

There will be a global event at the end of this turn.
>>
I will finish turn 3 in the morning. Dwarves and Hobogoblins feel free to submit both turn 2 and 3 before then. If you do not submit before turn 3 ends you will have to pick up with those turns lossed. Also, we habe a discord.
>>
>>1770202
Sea Elves TURN 3 (roll 17)
> The Sea Elves use kelp fibers and strands to make rope. It works really well. [+Technology: Rope (excellent kelp)/ +Resources: Kelp]
> The Sea Elves use rope to improve thier nets for fishing. It has great success for small fish (+2 roll). [+Technology: Net (excellent kelp)/ +Resources: Shrimp, Sardines, Goldfish, Goatfish, Clownfish, Surgeonfish, Triggerfish, Angelfish]
> The Sea Elves scout inland for more resources and find a mediterranean coastline full of small mammals and birds. [+Resources: Wild Grapes, Wild Olives, Wild Mustard, Wild Wheat, Wild Figs]
> The Sea Elves use rope to improve thier shelters with sturdier wood tied together. The results turn out really well. [+Architecture: Frond Hut]

There will be a global event at the end of this turn.
>>
>>1770297
Giants TURN 3 (roll 8)
> The giants head south looking for trees. They eventually find a small pocket of trees on the grassland, but it is no forest.
> Due to the immense size and strength of the giants, they attempt to make bludgeoning tools. They are able to make crude clubs from dead logs and debris. [+Technology: Wooden Club]
> The giants attempt to set up camp, but are only able to make grass huts using the materials available to them. [+Architecture: Grass Hut]
> The Giants attempt to start a fire with sticks and although not reliable are able to start it occasionally. They gather kindling, branches and dead trees to make a bonfire. [+Technology: Fire Hand Drill/ +Architecture: Bonfire]

There will be a global event at the end of this turn.
>>
Rolled 1, 5, 2, 1, 1, 6, 2, 1, 1, 3, 2, 1 = 26 (12d6)

TURN 3 Global Event: Severe Weather

> Hurricane force winds come out of nowhere as clouds block out the sun. Torrential downpours flood the land. Lightning shatters trees and thunder shakes the earth. A terrible storm has come.

Elves
> The Elves Mud Huts stand up against the storm well. Their people are well protected and the minimal repairs are taken care of.

Serpentfolk
> Without shelter, the Serpentfolk run for cover from the rain. Hiding behind trees and rocks, debris flys through the air. Thier scouting party also unprotected gets hit badly too. The villagers are upset. [+Population (1d6 dead/1d6 wounded)/ (1d6 dead/ 1d6 wounded)/ +Overall Happiness: Unrest]

Minotaur
> The Minotaurs Wigwams stand up against the storm well. Their people are well protected and the minimal repairs are taken care of.

Humans
> The Humans Grass Huts do not stand up to the storm well. The hurricane force winds destroy thier shelters and flying debris wounds thier villagers. [+Population (1d6 wounded)/ -Architechture: Grass Huts]

Arachne
> The Arachne dens hold up well against the storm, but the rains bring massive flooding. Although the villagers are safe, the flooding destroys the interior of many dens, increasing the already high tension within the tribe. 2d6 males, infertile females and sympathizers revolt. They demand that the class system and breeding laws are abolished or they will attempt to take control by force.

Vampires
> Without shelter, the Vampires run for cover from the rain. Hiding behind trees and rocks, debris flys through the air. Thier scouting party also unprotected gets hit badly too. The villagers are upset. [+Population (1d6 dead/1d6 wounded)/ (1d6 dead/ 1d6 wounded)/ +Overall Happiness: Unrest]

Sea Elves
> The Sea Elves Frond Huts (tied down with kelp rope) stand up against the storm well. Their people are well protected and the minimal repairs are taken care of.

Giants
> The Humans Grass Huts do not stand up to the storm well. The hurricane force winds destroy thier shelters and flying debris wounds thier villagers. [+Population (1d6 wounded)/ -Architechture: Grass Huts]
>>
>>1772152
Serpentfolk
> [+Population (1 dead/5 wounded)/ (2 dead/ 1 wounded)]

Humans
> [+Population (1 wounded)]

Arachne
> [+Population (8 revolting)]

Vampires
> [+Population (1 dead/1 wounded)/ (3 dead/ 2 wounded)]

Giants
> [+Population (1 wounded)]
>>
Rolled 1 (1d20)

>>1772152
T4
>Remaining blood scouts train their senses especially the sense to smell blood, if they were a bit quicker they could have prevented a few deaths, the wounded blood scouts focus on regeneration.
>Vlad makes a sorting system for the vampires, from tier 0(human) to tier 6(strongest vampires)
>Vlad orders the highest ranking vampire under him to convert the wounded human, with greater durability and regeneration of vampires a life can be saved, it is now law for a vampire to convert a human if other ways of saving them are too hard.
>Develop shovels, from now on we will bury our dead, to show that they will be remembered.
>>
>>1772152
> Giants [-Architechture: Bonfire]
>>
>>1772163
So, how doomed am I?

I guess the conversion is the only order that can go horridly wrong
>>
TURN 4 Start:

Elves
Color: Blue
Population: 100
Overall Happiness: Neutral
Political Structure: Oligarchy
Language: Tunan (oral)
Technology: Stone Spears, Wooden Spear Thrower, Rope (vine), Natural Medicine (excellent)
Architecture: Mud Hut (excellent durability), Mud Shrine (sun)
Agriculture: Foragers (forest), Hunters (forest)
Economy: None
Religion: Animism (sun)
Magic: None
Units: None
Heroes: None
Resources: Honey, Button Mushrooms, Wild Garlic, Wild Ginger, Wild Elder Berry, Wild Potato, Boar, Hide Loincloth, Hide Feet Wraps, Natural Medicine (excellent), Echinacea, Chamomile
Temporary Resources: None
Racial Trait: Forest Survival (+2 on rolls related to forest)
Racial Trait: Magic Affinity (+2 on rolls to cast spells)

Serpentfolk
Color: Red
Population: 79 (5 wounded)/ 11-1 (1 wounded)
Overall Happiness: Unrest
Political Structure: Absolute Monarchy
Language: None
Technology: Slate Shovels, Slate Spears, Basic Terraforming (Swamp), Wood Fire Plough, Poison (weak), Slate Grilling
Architecture: Breeding Pit, Incubation Pit
Agriculture: Foragers (swamp), Hunting (forest)
Economy: None
Religion: None
Magic: None
Units: None
Heroes: Basil the Snake Queen
Resources: Blue Tailed Skink, Leopard Frog, Brown Anole, Cricket, Cattail Tubers, Reed Grass, Poison Dart Frog, Skunk, Common Mouse, Fox, Wild Garlic
Temporary Resources: None
Racial Trait: Poison and Disease Immunity
Racial Trait: Swamp Craft (+2 rolls to craft diseases and poisons)

Minotaur
Color: Pink
Population: 100
Overall Happiness: Neutral
Political Structure: Chiefdom
Language: None
Technology: Wooden Club, Wooden Oar, Natural Medicine (weak)
Architecture: Wigwam
Agriculture: Foragers (flood plain), Hunters (forest), Farming (rice)
Economy: None
Religion: None
Magic: None
Units: Hunters, Gatherers, Thinkers
Heroes: None
Resources: Wild Rice, Wild Soybeans, Wild Millet, Wild Amaranth, Rabbit, Common Mouse, Natural Medicine (weak)
Temporary Resources: None
Racial Trait: Magic Resistance (+2 on rolls against magic)
Racial Trait: Strong Defense (+2 on rolls on defensive actions)

Humans
Color: Orange
Population: 99 (1 wounded)
Overall Happiness: Neutral
Political Structure: Chiefdom
Language: None
Technology: Wooden Hoe, Stone Axe, Rope (root), Fire Bow Drill
Architecture: None
Agriculture: Foragers (forest, swamp), Farming (potato, cattail tubers, ginger)
Economy: None
Religion: None
Magic: None
Units: None
Heroes: None
Resources: Cricket, Brown Anole, Common Toad, Wild Garlic, Cattail Tubers, Reed Grass, Wild Potato, Wild Ginger, Honey, Morel, Wild Strawberry, Wild Watermelon
Temporary Resources: None
Racial Trait: Innovative (+2 on technology rolls)
Racial Trait: Explorers (+2 on expansion rolls)
>>
Arachne
Color: Teal
Population: 95+2 (8 revolting)
Overall Happiness: Unrest (male oppression, class system, breeding laws)
Political Structure: Class System
Language: None
Technology: Stone Spears, Silk Traps, Bag (spider silk)
Architecture: Bramble Den (excellent camouflage), Large Bramble Den (excellent camouflage), Large Incubation Den (excellent camouflage, guarded), Large Slave Den (excellent camouflage)
Agriculture: Foragers (forest), Hunters (forest), Trappers (forest), Slavers (gnome)
Economy: None
Religion: None
Magic: None
Units: None
Heroes: None
Resources: Creatures (living), Cricket, Common Mouse, Finch, Dove, Fruit Bat, Possum, Raccoon, Badger, Fox, Boar, Deer
Temporary Resources: Gnome (23)
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

Vampires
Color: Black
Population: [38 (1 wounded)/ 9]/ [45-1 (2 wounded)/ 1]
Overall Happiness: Unrest
Political Structure: Chiefdom
Language: None
Technology: Wood Fire Plough, Stone Axe, Arithmetic (poor), Stone Needle (crude), String (animal hide)
Architecture: None
Agriculture: Foragers (wetlands), Hunters (wetlands)
Economy: None
Religion: None
Magic: None
Units: Blood Scouts
Heroes: Vlad the Impaler "Dracula"
Resources: Truffle, Wild Leek, Wild Onion, Cattail Tubers, Reed Grass, Pickerel Weed, Wild Blackberry, Wild Elder Berry, Blue Tailed Skink, Leopard Frog, Brown Anole, Cricket, Fox, Raccoon, Possum, Hide Loincloth
Temporary Resources: Unicorn Blood, Unicorn Hide, Unicorn Horn
Racial Trait: Tyrannical (+2 on rolls against revolts)
Racial Trait: Persuasive (+2 on diplomacy rolls)

Sea Elves
Color: Purple
Population: 100
Overall Happiness: Neutral
Political Structure: Meritocracy
Language: None
Technology: Net (excellent kelp, frond), Rope (excellent kelp)
Architecture: Frond Leanto, Front Hut
Agriculture: Foragers (coast)
Economy: None
Religion: None
Magic: None
Units: Villagers
Heroes: None
Resources: Sea Grapes, Seaweed, Sea Lettuce, Sand Crab, Oyster, Blue Crab, Kelp, Shrimp, Sardines, Goldfish, Goatfish, Clownfish, Surgeonfish, Triggerfish, Angelfish, Wild Grapes, Wild Olives, Wild Mustard, Wild Wheat, Wild Figs
Temporary Resources: None
Racial Trait: Coastal Affinity (+2 rolls related to the ocean)
Racial Trait: Natural Healers (+2 on rolls to craft medicine and heal wounds)

Giants
Color: Brown
Population: 99 (1 wounded)
Overall Happiness: Neutral
Political Structure: Chiefdom
Language: None
Technology: Wood Club, Fire Hand Drill
Architecture: None
Agriculture: Foragers (Grassland)
Economy: None
Religion: None
Magic: None
Units: Villagers
Heroes: Golur
Resources: Wild Wheat, Wild Millet
Temporary Resources: None
Racial Trait: Nomadic (Giants do not receive a penalty to population or happiness when expanding or relocating)
Racial Trait: Powerful Combatants (+2 on aggressive attack rolls)
>>
>>1772163
Vampires TURN 4 (roll 1)
> The blood scouts attempt train their senses, but don't have much luck.
> Vlad makes a sorting system for the vampires, from tier 0 (human) to tier 6 (strongest vampires). This upsets a lot of humans [+Political Structure: Class System/ +Overall Happiness: Unrest (class system)]
> Vlad orders the highest ranking vampire under him to convert the wounded humans. It is now law for vampires to convert humans if other ways of saving them are too hard. A lot of humans decide that they do not trust the vampires or believe them to be good leaders and revolt. [+Overall Happiness: Unrest (forced conversion laws)/ +Population: (*revolting) -1]
> The vampires attempt to find an easier way to dig, but can't. From now on they will bury our dead, to show that they will be remembered. (+Architecture: Graveyard)
>>
Rolled 4, 5, 4, 5, 2, 2 = 22 (6d6)

>>1772192
>>
>>1772193
+Population:
Villagers: [25-1 (1 wounded/ 13 revolting) Humans/ 9 Vampires]
Scouting: [35-2 (2 wounded/ 9 revolting) Humans/ 1 Vampire]
>>
Rolled 11 (1d20)

Humans
Color: Orange
Population: 99 (1 wounded)
Overall Happiness: Neutral
Political Structure: Chiefdom
Language: None
Technology: Wooden Hoe, Stone Axe, Rope (root), Fire Bow Drill
Architecture: None
Agriculture: Foragers (forest, swamp), Farming (potato, cattail tubers, ginger)
Economy: None
Religion: None
Magic: None
Units: None
Heroes: None
Resources: Cricket, Brown Anole, Common Toad, Wild Garlic, Cattail Tubers, Reed Grass, Wild Potato, Wild Ginger, Honey, Morel, Wild Strawberry, Wild Watermelon
Temporary Resources: None
Racial Trait: Innovative (+2 on technology rolls)
Racial Trait: Explorers (+2 on expansion rolls)

>Cut down trees and build new huts out of wood
>Attempt to copy the weapons seen on the serpentfolk
>Tend to the wounded
>Search the area for something that may aid the wounded
>>
>>1772198
Human TURN 4 (roll 11)
> The Humans cut down trees and build new shelters out of wood. [+Architecture: Log Cabin]
> The Humans attempt to copy the weapons seen on the serpentfolk and tie pointy rocks onto wood staffs. [+Technology: Stone Spear]
> The humans search the area for something that may aid the wounded and have decent luck. They find plants that have healing properties. [+Technology: Natural Medicine/ +Resources: Natural Medicine]
> The humans tend to the wounded. [+Population: 100]
>>
Rolled 10 (1d20)

TURN 4 Start:

Elves
Color: Blue
Population: 100
Overall Happiness: Neutral
Political Structure: Oligarchy
Language: Tunan (oral)
Technology: TURN 4 Start:

Elves
Color: Blue
Population: 100
Overall Happiness: Neutral
Political Structure: Oligarchy
Language: Tunan (oral)
Technology: TURN 4 Start:

Elves
Color: Blue
Population: 100
Overall Happiness: Neutral
Political Structure: Oligarchy
Language: Tunan (oral)
Technology: TURN 4 Start:

Elves
Color: Blue
Population: 100
Overall Happiness: Neutral
Political Structure: Oligarchy
Language: Tunan (oral)
Technology: Stone Spears, Wooden Spear Thrower, Rope (vine), Natural Medicine (excellent)
Architecture: Mud Hut (excellent durability), Mud Shrine (sun)
Agriculture: Foragers (forest), Hunters (forest)
Economy: None
Religion: Animism (sun)
Magic: None
Units: None
Heroes: None
Resources: Honey, Button Mushrooms, Wild Garlic, Wild Ginger, Wild Elder Berry, Wild Potato, Boar, Hide Loincloth, Hide Feet Wraps, Natural Medicine (excellent), Echinacea, Chamomile
Temporary Resources: None
Racial Trait: Forest Survival (+2 on rolls related to forest)
Racial Trait: Magic Affinity (+2 on rolls to cast spells)

1. Select a few Elves to be hunters
2. Explore the area around us
3. Learn fire
4. Learn how to make stronger and more durable rope
>>
Rolled 17 (1d20)

>>1772192
T5
>Researchers research surgery and medical practices, as soon as good results have been achieved the wounded will be treated with this.
>Researchers also improve upon the needle and make surgical and medical tools.
>Vampires persuade people that they are doing nothing wrong and that the tiering system only affects the responsibilities of the higher ups, rewards are based on merit.
>Form a council of 8 elected yearly by the people, their job is to be a voice for the people, the council candidates can be either vampire or human, and both humans and vampire have equivalent vote
>>
Rolled 12 (1d20)

>>1772175
Develop: Sea Elves develop a language.
- They build a store room / stockpile to begin saving up resources and food.
- Sea Elves have been inspired by the force of nature they witnessed during the storm, and build a shrine to honor their new deity of Storm and Sea. They name her Shalarah.
- Sea Elves attempt to grow grapes, wheat and olives nearer their settlement.
>>
> Develop Stone axes
> Begin chopping down many trees to use for fire and crafting
> Dig a pit for foxes we capture so that we can begin farming them for food
> Learn how to cast magic that can serve as an effective armor for ourselves
>>
>>1772209
Elves TURN 4 (roll 10)
> The Elves elect a few to be hunters giving them better hunting capability. [+Units: Hunters]
> The Elves attempt to make fire with sticks and succeed occasionally [+Technology: Fire Hand Drill]
> The Elves try to make stronger and more durable rope. They still do not have the elasticity they desire, but do create more durable rope from roots. [+Technology: Rope (root)]
> The Elves explore the forest around them (+2 roll). Traveling South, the elves come across a natural spring that houses a tribe of about 30 water sprites. When the elves approach, the sprites hear them and fly off and hide. Beyond the forest north is a rocky coastline.
>>
Rolled 4 (1d20)

>>1772229
>>
>>1772216
Sea Elves TURN 4 (roll 12)
> The Sea Elves attempt to develop a language. It is primitive and rough, but functional for basic commands. [+Language: Falmarian (oral, primitive)]
> The Sea Elves build a store room to begin saving up resources and food. [+Architecture: Large Frond Hut (stockpile)]
> The Sea Elves have been inspired by the force of nature they witnessed during the storm, and build a shrine to honor their new deity of Storm and Sea. They name her Shalarah. [+Religion: Monotheism (Shalarah of Storm and Sea).
> The Sea Elves attempt to grow grapes, wheat and olives nearer their settlement. While they have no luck with olives or grapes, the wheat they plant begins to grow. [+Technology: Farming (wheat)]
>>
>>1772246
[+Architecture: Frond Shrine (shalarah)]
>>
>>1772229
Serpentfolk TURN 4 (roll 4)
> The Serpentfolk attempt to develop Stone axes, but the slate they have been using for tools keeps breaking when hit.
> The Serpentfolk do not have the tools to chop down trees, but collect kindling and branches for fire and crafting. [+Temporary Resources: Kindling, Branches]
> The Serpentfolk dig a pit for captured animals so that they can begin breeding them for food. The Serpentfolk dig the pit, but have no way of catching animals live. [+Architecture: Breeding Pit (animal)]
> The Serpentfolk are inspired to learn how to cast magic that can serve as an effective armor. However, the Serpentfolk have no magical source (e.g. diety, sacrifice, etc.) or material components for the spell.
>>
Rolled 10 (1d20)

>>1772246
T5
Develop: Sea Elves attempt to discover fire.
- With the beginnings of language comes the beginning of identity, and professions begin to emerge. Farmers, foragers, fishers and weavers help provide for the tribe.
- They begin gathering more wood from what is available, and scout further along the coastline in both directions to discover more.
- Sea elves (hopefully) use their newly discovered fire to begin cooking their seafood.
>>
File: sketch-1502728510492.png (2.81 MB, 1528x1080)
2.81 MB
2.81 MB PNG
Map Update
>>
TURN 4 Waiting on
Minotaur
Arachne
Giants
>>
>>1765088
On a side note, where did you got that map?
There is a site do randomly make maps like these for later usage?
>>
>>1772264
I have used this one before, you can come up with some interesting potential:
http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/demo.html
>>
>>1772264
I googled "blank fantasy map" lol

There are some great free map making tools online though. This is one:

https://inkarnate.com/
>>
>>1772268
>>1772269
Thank you both, bros <3
>>
Rolled 9 (1d20)

>>1772174

Minotaur turn 4
> Develop better tools for farming
> Make hunters go into the forest again and hunt
> Research a new type of technology called the nail
> Research how to make string

Chiefs name is Odysseus
>>
>>1772263
Do I add the bonus of my strength to the hunt, op?
>>
>>1772280
No. I add to the rolls. The Minotaurs only get a bonus to defensive attacks. You have designated hunters now though which helps. Also, doing the same action more then once helps. The roll is basically the luck of your turn, unlucky<10<lucky.
>>
>>1772277
Minotaur TURN 4 (roll 9)
> The Minotaurs attempt to develop better tools for farming and have some luck with it. They discover that sharpened bone makes harvesting rice much easier. [+Technology: Sickle (crude bone)]
> Hunters go back into the forest, but have minimal luck finding anything [+Resources: Squirrel, Badger]
> The Minotaur attempt to develop nails, but find that sharpening rocks to such a small size while keeping thier integrity to be very difficult.
> The Minotaur attempt to make string, and find that drying and twisting animal, while not pretty, works. [+Technology: String (animal hide)
>>
Rolled 3 (1d20)

>>1772316

Posting in advance

Minotaur turn 5
> Develop the chisel
> Develop the hammer
> Research a way to improve housing
> Research how to make the nail once again
>>
>>1772324
FUCK THE DICE GOD!!
>>
>>1772326
If you have discord:

https://discord.gg/yxn73r
>>
>>1772263
Giants Turn 4.
>attempt to make rope out of loose roots to haul materials and such
> travel behind mountains situated east of current location
>attempt to find cave of a sort or crevace that could hold its population,
> send small armed group of giants outside said camp to take guard.
>>
>>1772343
Need a roll
>>
Rolled 5 (1d20)

>>1772343
>>
Rolled 2 (1d6)

>>1772343
Giants TURN 4 (roll 5)
> The giants attempt to make rope out of loose roots to haul materials and such. It doesn't work too well as the roots are stiff and keep breaking.
> The giants attempt to travel east. After a long journey the area turns from a grassland to a marsh and a large black dragon comes from the sky to eat. The Giants are no match for the creature but most are able to flee south. [+Population: (* wounded)/ -Resources: (Wild Wheat, Wild Millet)]
> The Giants attempt to find a cave along the mountains that could hold its population, but cant find anything large enough. [+Architecture: Small Mountain Cave]
> The Giants station a small armed group outside to take guard.
[+Architecture: Small Mountain Cave (guarded)]
>>
>>1772385
[+Population: (2 wounded)]
>>
File: Tiffany_Cox.jpg (20 KB, 350x489)
20 KB
20 KB JPG
Discord link please
>>
Rolled 20 (1d20)

For turn 5

1. With all the boars we've slain, learn how to make fur clothes from their hides that cover the entire body and offer protection/comfort from the elements
2. Develop stone axes
3. Rally the hunters and go after the dire boar
4. Scout to the west
>>
>>1772391

>>1772331
>>
>>1772409
It expired
>>
Rolled 20 (1d20)

Humans
T5

>Develop a language to better communicate
>Cut down trees and begin development of a wooden wall around the encampment
>Gather wild Strawberries and Watermelon. Take their seeds for farming
>Teach men in the camp to defend themselves with the Spears
>>
Rolled 18 (1d20)

>>1772175
Arachne
Color: Teal
Population: 95+2 (8 revolting)
Overall Happiness: Unrest (male oppression, class system, breeding laws)
Political Structure: Class System
Language: None
Technology: Stone Spears, Silk Traps, Bag (spider silk)
Architecture: Bramble Den (excellent camouflage), Large Bramble Den (excellent camouflage), Large Incubation Den (excellent camouflage, guarded), Large Slave Den (excellent camouflage)
Agriculture: Foragers (forest), Hunters (forest), Trappers (forest), Slavers (gnome)
Economy: None
Religion: None
Magic: None
Units: None
Heroes: None
Resources: Creatures (living), Cricket, Common Mouse, Finch, Dove, Fruit Bat, Possum, Raccoon, Badger, Fox, Boar, Deer
Temporary Resources: Gnome (23)
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

Turn 4:
1. Repair the damage from the storm.
2. The Arachne develop a spoken language.
3. In an attempt to appease the males and infertile, Arachne may now form a union between a woman and one or more other persons such that children born to the woman are the recognized legitimate offspring of all partners.
4. Try to look for items with an aphrodisiac effect for use on the slaves and willing couples.
>>
Rolled 11 (1d20)

>>1772385
Giants turn 5
Doing ahead because wint have time
>attempt to heal wounded giants by any means necessary, broken bones, or cuts, try to rearrange or cut too much blood flow with flaccid roots around the area
> Gather kidnling and fuel for fire
> attempt to make fire
> send armed giants to hunt and/or gather food
>>
Rolled 1 (1d20)

>>1772255
> develop agricuture growing garlic
> craft nets for catching animals
> send scouts further west
> build several snakepits for shelter in both camps. Have spearmen defend it at night with fire and poison tipped spears
>>
>>1772409
ye discord invite aint workin no more
>>
>>1772981
https://discord.gg/yxn73r
>>
>>1772455
Arachne TURN 4 (roll 18)
> The Arachne repair the damage from the storm and create storm drainage in thier dens to prevent any future flooding. This increases the populations happiness.
> The Arachne develop a spoken language. It turns out so well that it would be easy to turn into a written language (you can name the language) [+Language: Arachne (oral)]
> In an attempt to appease the males and infertile, the Arachne may now form a union between a woman and one or more other persons such that children born to the woman are the recognized legitimate offspring of all partners. This pleases the populace and stops the revolt. [+Overall Happiness: Neutral/+Population: 103]
> The Arachne try to look for items with an aphrodisiac effect for use on the slaves and willing couples. They have great success. [+Resources: Barrenwort (aphrodisiac)]
>>
TURN 5 Start:

Elves
Color: Blue
Population: 100
Overall Happiness: Neutral
Political Structure: Oligarchy
Language: Tunan (oral)
Technology: Stone Spears, Wooden Spear Thrower, Rope (root, vine), Natural Medicine (excellent), Fire Hand Drill
Architecture: Mud Hut (excellent durability), Mud Shrine (sun)
Agriculture: Foragers (forest), Hunters (forest)
Economy: None
Religion: Animism (sun)
Magic: None
Units: Hunters
Heroes: None
Resources: Honey, Button Mushrooms, Wild Garlic, Wild Ginger, Wild Elder Berry, Wild Potato, Boar, Hide Loincloth, Hide Feet Wraps, Natural Medicine (excellent), Echinacea, Chamomile
Temporary Resources: None
Racial Trait: Forest Survival (+2 on rolls related to forest)
Racial Trait: Magic Affinity (+2 on rolls to cast spells)

Serpentfolk
Color: Red
Population: Villagers: 79 (5 wounded), Scouting: 10-1 (1 wounded)
Overall Happiness: Unrest
Political Structure: Absolute Monarchy
Language: None
Technology: Slate Shovels, Slate Spears (weak poison), Basic Terraforming (Swamp), Wood Fire Plough, Poison (weak), Slate Grilling
Architecture: Breeding Pit (serpentfolk, animal), Incubation Pit
Agriculture: Foragers (swamp), Hunting (forest)
Economy: None
Religion: None
Magic: None
Units: None
Heroes: Basil the Snake Queen
Resources: Blue Tailed Skink, Leopard Frog, Brown Anole, Cricket, Cattail Tubers, Reed Grass, Poison Dart Frog, Skunk, Common Mouse, Fox, Wild Garlic
Temporary Resources: Kindling, Branches
Racial Trait: Poison and Disease Immunity
Racial Trait: Swamp Craft (+2 rolls to craft diseases and poisons)

Minotaur
Color: Pink
Population: 100
Overall Happiness: Neutral
Political Structure: Chiefdom
Language: None
Technology: Wooden Club, Wooden Oar, Natural Medicine (weak), String (animal), Sickle (crude bone)
Architecture: Wigwam
Agriculture: Foragers (flood plain), Hunters (forest), Farming (rice)
Economy: None
Religion: None
Magic: None
Units: Hunters, Gatherers, Thinkers
Heroes: Odysseus
Resources: Wild Rice, Wild Soybeans, Wild Millet, Wild Amaranth, Rabbit, Common Mouse, Natural Medicine (weak), Squirrel, Badger
Temporary Resources: None
Racial Trait: Magic Resistance (+2 on rolls against magic)
Racial Trait: Strong Defense (+2 on rolls on defensive actions)

Humans
Color: Orange
Population: 100
Overall Happiness: Neutral
Political Structure: Chiefdom
Language: None
Technology: Wooden Hoe, Stone Axe, Rope (root), Fire Bow Drill, Stone Spear, Natural Medicine
Architecture: Log Cabin
Agriculture: Foragers (forest, swamp), Farming (potato, cattail tubers, ginger)
Economy: None
Religion: None
Magic: None
Units: None
Heroes: None
Resources: Cricket, Brown Anole, Common Toad, Wild Garlic, Cattail Tubers, Reed Grass, Wild Potato, Wild Ginger, Honey, Morel, Wild Strawberry, Wild Watermelon, Natural Medicine
Temporary Resources: None
Racial Trait: Innovative (+2 on technology rolls)
Racial Trait: Explorers (+2 on expansion rolls)
>>
Arachne
Color: Teal
Population: 105+2
Overall Happiness: Neutral
Political Structure: Class System
Language: Arachne (oral)
Technology: Stone Spears, Silk Traps, Bag (spider silk)
Architecture: Bramble Den (excellent camouflage), Large Bramble Den (excellent camouflage), Large Incubation Den (excellent camouflage, guarded), Large Slave Den (excellent camouflage)
Agriculture: Foragers (forest), Hunters (forest), Trappers (forest), Slavers (gnome)
Economy: None
Religion: None
Magic: None
Units: None
Heroes: None
Resources: Creatures (living), Cricket, Common Mouse, Finch, Dove, Fruit Bat, Possum, Raccoon, Badger, Fox, Boar, Deer, Barrenwort (aphrodisiac)
Temporary Resources: Gnome (23)
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

Vampires
Color: Black
Population: Villagers: 25-1 (1 wounded/ 13 revolting) Humans/ 9 Vampires, Scouting: 35-2 (2 wounded/ 9 revolting) Humans/ 1 Vampire
Overall Happiness: Unrest (forced conversion laws, class system)
Political Structure: Chiefdom, Class System
Language: None
Technology: Wood Fire Plough, Stone Axe, Arithmetic (poor), Stone Needle (crude), String (animal hide)
Architecture: Graveyard
Agriculture: Foragers (wetlands), Hunters (wetlands)
Economy: None
Religion: None
Magic: None
Units: Blood Scouts
Heroes: Vlad the Impaler "Dracula"
Resources: Truffle, Wild Leek, Wild Onion, Cattail Tubers, Reed Grass, Pickerel Weed, Wild Blackberry, Wild Elder Berry, Blue Tailed Skink, Leopard Frog, Brown Anole, Cricket, Fox, Raccoon, Possum, Hide Loincloth
Temporary Resources: Unicorn Blood, Unicorn Hide, Unicorn Horn
Racial Trait: Tyrannical (+2 on rolls against revolts)
Racial Trait: Persuasive (+2 on diplomacy rolls)

Sea Elves
Color: Purple
Population: 100
Overall Happiness: Neutral
Political Structure: Meritocracy
Language: Falmarian (oral, primitive)
Technology: Net (excellent kelp, frond), Rope (excellent kelp)
Architecture: Frond Leanto, Frond Hut, Large Frond Hut (stockpile), Frond Shrine (shalarah)
Agriculture: Foragers (coral reef, mediterranean coastline), Farming (wheat)
Economy: None
Religion: Monotheism (Shalarah of Storm and Sea)
Magic: None
Units: Villagers
Heroes: None
Resources: Fish (living), Sea Grapes, Seaweed, Sea Lettuce, Sand Crab, Oyster, Blue Crab, Kelp, Shrimp, Sardines, Goldfish, Goatfish, Clownfish, Surgeonfish, Triggerfish, Angelfish, Wild Grapes, Wild Olives, Wild Mustard, Wild Wheat, Wild Figs
Temporary Resources: None
Racial Trait: Coastal Affinity (+2 rolls related to the ocean)
Racial Trait: Natural Healers (+2 on rolls to craft medicine and heal wounds)
>>
Giants
Color: Brown
Population: 97 (3 wounded)
Overall Happiness: Neutral
Political Structure: Chiefdom
Language: None
Technology: Wood Club, Fire Hand Drill
Architecture: Small Mountain Cave (guarded)
Agriculture: Foragers (Grassland)
Economy: None
Religion: None
Magic: None
Units: Villagers
Heroes: Golur
Resources: None
Temporary Resources: None
Racial Trait: Nomadic (Giants do not receive a penalty to population or happiness when expanding or relocating)
Racial Trait: Powerful Combatants (+2 on aggressive attack rolls)
>>
The following nations Overall Happiness and Fertility Replacement Rates (total fertility rate at which to sustain population levels) have increased.

Elves
> [+Overall Happiness: Good/ +Population: +1]

Sea Elves
> [+Overall Happiness: Good/ +Population: +1]

Minotaurs
> [+Overall Happiness: Good/ +Population: +1]

Humans
> [+Overall Happiness: Good/ +Population: +1]
>>
Rolled 11 (1d20)

>>1773801
Arachne
Color: Teal
Population: 105+2
Overall Happiness: Neutral
Political Structure: Class System
Language: Arachnean (oral)
Technology: Stone Spears, Silk Traps, Bag (spider silk)
Architecture: Bramble Den (excellent camouflage), Large Bramble Den (excellent camouflage), Large Incubation Den (excellent camouflage, guarded), Large Slave Den (excellent camouflage)
Agriculture: Foragers (forest), Hunters (forest), Trappers (forest), Slavers (gnome)
Economy: None
Religion: None
Magic: None
Units: None
Heroes: None
Resources: Creatures (living), Cricket, Common Mouse, Finch, Dove, Fruit Bat, Possum, Raccoon, Badger, Fox, Boar, Deer, Barrenwort (aphrodisiac)
Temporary Resources: Gnome (23)
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

>Increase the potency of our aphrodisiac
>Discover fire.
>Thoroughly use the gnome slaves, both to raise spirits and to help get them used to their new lives.
>Divie up the slaves between public sex slaves, private sex slaves, public servants, and private servants. Public vs private is determined by whether or not a particular arachne owns them. Sex slaves are used for what the name implies, while servants do practical work such as cleaning or labor.
>>
>>1773792
My turn is here >>1772395
>>
>>1772257
>>1773816
sea elf turn 5
>>
>>1772452
Humans Turn 5
>>
>>1773792
Turn 5 here >>1772212
The turn where we unfuck everything
>>
>>1773807
Turn 5 for Giants here >>1772467
>>
>>1774002
Arachne TURN 5 (roll 11)
> The Arachne discover fire by using sticks and woven spider silk. [+Technology: Fire Bow Drill]
> The Arachne thoroughly use the gnome slaves, both to raise spirits and to help get them used to their new lives. A new race is born from the breeding of Arachne and Gnomes (you can name it). [+Temporary Resources: Half-Gnome (10)]
> The Arachne divie up the slaves between public sex slaves, private sex slaves, public servants, and private servants. Public vs private is determined by whether or not a particular arachne owns them. Sex slaves are used for what the name implies, while servants do practical work such as cleaning or labor. The gnomes, however, are not breeding with each and thier population has started to decline. [+Political Structure: Slavery/ Temporary Resources: Gnome (-1)]
> The Arachne increase the potency of thier aphrodisiac by refining the plant extract. It makes a highly potent, but highly addictive drug. [+Technology: Drug Manufacturing/ +Population: +1 (addiction)/ +Resources: Barrenwort Extract (drug aphrodisiac)/+Temporary Resources: Half-Gnomes (+1)]

The Arachnes Overall Happiness and Fertility Replacement Rates (total fertility rate at which to sustain population levels) have increased. [+Overall Happiness: Good/ +Population: +1]
>>
File: 20170815_091812.jpg (66 KB, 260x469)
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>>1774040
Elves TURN 5 (roll 20)
> The Elves learn how to make hide clothing from boar hides that cover the entire body and offer protection and comfort from the elements. They do this by tieing together various hides at the waist and neck to fall over the body. While doing this, they debatably discovered a more useful technology. They found that by drying out the boars intestines, it made a durable and elastic string. [+Technology: Hide Clothing, String (catgut)]
> The Elves tie sharp rocks to sticks using catgut. [+Technology: Stone Axes (excellent)]
> The Elves rally the hunters to go after the dire boar. The hunters move quietly through the woods, using the trees as a vantage. Following the dire boar and his actions, they come across truffles to use as bait. Luring the creature into the wedge of a treeline, the Elves spring down, piercing the beast with spears. It makes one or two attacks, but the Elves' boar hide clothing protects them. The beast is slain. [+Units: Hunters (experienced, stealth, tree-walkers, forest-knowledge)/ +Resources: Truffle/ +Temporary Resources: Boar (dire)]
> The Elves scout to the west and find a large ethereal stag standing on the bank of a small pond. It is surrounded by a white light. (you can respond to this event part of turn 5)
>>
>>1774432
Sea Elves TURN 5 (roll 10)
> The Sea Elves attempt to discover fire and succeed. [+Technology: Frond Fire Plough]
> Professions begin to emerge increasing proficiencies. [+Units: Farmers, Foragers, Fishers, Weavers]
> The Sea Elves begin gathering the small amounts of driftwood available, and scout further along the coastline in both directions to discover more. The coastline has tidepools with various creatures. In the distance the Sea Elves can see where the waves break against the reef. In the water, fish jump and sea turtles can be seen. [+Resources: Sea Shells, Sea Anemone]
> The Sea Elves use their newly discovered fire to begin cooking their food. They dig small holes, get a fire going and cover the underground ovens with fronds. [+Technology: Cooking (imu)/ +Architecture: Imu]
>>
>>1774662
>>1772580

The humans start building a large wall around there camp when the Serpentfolk come out of the forest. You both meet east of the river. You can post your actions here or discuss on discord.
>>
The humans start building a large wall around there camp when the Serpentfolk come out of the forest. You both meet east of the river. You can post your actions here or discuss on discord.
>>
>>1772324
Minotaur TURN 5 (roll 3)
> The Minotaur attempt to develop the chisel and have minimal luck. They find pointy rocks that kind of get the job done. [+Technology: Stone Chisel (crude)]
> The Minotaur attempt to develop the hammer and have some luck. They attempt to attach rocks to sticks using string, but it is loose and unstable. [+Technology: Stone Hammer (crude)]
> The Minotaur research a way to improve housing, but do not figure anything out.
> The Minotaur attempt to make nails again. They make some small progress. [+Technology: Stone Nails (crude)]

discord link
https://discord.gg/Ns7gt2
>>
Rolled 6 (1d6)

>>1774855
Giants TURN 5 (roll 11)
> The Giants attempt to heal the wounded by any means necessary. They find local herbs in the area and use roots as tourniquets. [+Technology: Medicinal Herbs, Rope (root)]
> The Giants gather kidnling and build another large fire [+Architecture: Bonfire]
> The Giants start to hunt and gather food. [+Resources: pine nuts, pine bark, pine needles, rabbit, goat/ +Agriculture: Hunters (mountains)]
>>
>>1775134
[+Population: 100]
>>
>>1775134
Ill wait to post turn 6 this time
>>
>>1775134
Whoops forgot name last post is me
>>
>>1774954
> After your encounter, the being vanishes as if it wasn't there and your people feel as if they were dreaming. Small glowing spheres of light (which look like will-o'-wisps) come out from the trees and dance around your people. They hover around the Elves for a short time before disappearing. [+Magic: Dancing Lights]
>>
>>1774772
Vampire TURN 5 (roll 17)
> Using the corpses of small mammals, researchers attempt surgery. Due to thier current technology, the results are scarring and not prettty, but they achieve good results and cure the wounded. [+Technology: Surgery (excellent primitive), +Population: (-wounded)]
> Finding a new type of stone, the researchers also improve upon the needle and make another surgical invention to drain the blood of toxins. [+Technology: Needle (excellent obsidian)/ +Fleam (obsidian)]
> The Vampires persuade people that they are doing nothing wrong (+2 roll) and that the tiering system only affects the responsibilities of the higher ups, rewards are based on merit. This argument is mesmerizing and convincing the people, stops the revolt. [+Population: (-revolting)/ +Overall Happiness: Neutral]
> The Vampires form a council of 8 elected yearly by the people, their job is to be a voice for the people, the council candidates can be either vampire or human, and both humans and vampire have equivalent vote. This pleases the citizens. [+Political Structure: Elected Council]
>>
TURN 5 Waiting on Humans and Serpentfolk to interact.
>>
When the Serpentfolk come out of the forest they see a settlement of humans building a wall. When the Humans see them, the Humans wave and bring out potatos.
>>
Rolled 19 (1d20)

>>1775415
The Serpentfolk immediately attack the Humans. [10 Scouts (1 wounded)/ Slate Spears (weak poison)]
>>
Rolled 14 (1d20)

>>1775956
The Humans defend. [100 Commoners/ Stone Spears]
>>
Rolled 3 (1d8)

>>1775956
>>
Rolled 3 (1d4)

>>1776228
>>
Rolled 5 (1d8)

>>1776238
>>
Attacking: Serpentfolk Commoner: d6 (6hp), AC10, Slate Spear (1d8) + Poison (weak) 1d4, Units: 10

Defending: Human Commoner: d6 (6hp), AC10, Stone Spear (1d8), Units: 100

Combat Scale (CS): 1/10

The Serpentfolk charge from the forest treeline, slamming into the unsuspecting human greeters. (19 atk against 10 AC, 6 * 1/10 = .6 damage). 100 - (5.4/6 × 100) = 10 killed.

The Humans react quickly and with thier numbers, easily strike down the attacking force. (14 atk against 10 AC, 5 * 10/1 = 50 damage). 10 (1 wounded) killed.
>>
>>1772508
Serpentfolk TURN 5 (roll 1)
> The Serpentfolk attempt to grow garlic, but all of the bulbs they plant rot in the ground.
> The Serpentfolk attempt to craft nets for catching animals, but cant find any roots strong enough to hold together that are also flexible enough to bend.
> The Serpentfolk build several Snake Pits for shelter. The Serpentfolk have trouble with the wet ground, but at least make something. They have spearmen defend them at night with fire and poison tipped spears. [+Architecture: Snake Pit (crude guarded)]
> The Serpentfolk send scouts further west. (event) [11 killed]
>>
Rolled 2 (1d20)

Sea Elves T6 ::
- The Sea Elves continue to develop their language by telling stories of Shalarah, using the stories to teach their children morals and instill in them a certainty that they have their goddesses' blessing. They claim the sea and the lands beside it as their divine mandate.
- They learn to swim in the ocean, extending their gathering range beyond the shallows and tidepools. All Sea Elves are taught this, and view spending time in the sea as an act of piety to be closer to their Goddess.
- Sea Elves notice that driftwood floats, and begin developing basic seafaring craft by tying driftwood together with frond rope.
- Some of the foragers study the olives and grapes inland, trying to figure out how to grow them.
>>
Rolled 8 (1d20)

May as well do turn 6 in advance

1. Develop bows. The new string should help
2. Develop clay jars to hold objects and water in
3. Go foraging in the forest once again for new potential resources and to perhaps learn of new animals.
4. Sacrifice boars we've slain during the hunt to Belenos, the god of the sun. Pray for aid in anyway, be it a magnificent gift or a mere word of advice.
>>
Rolled 3 (1d20)

>>1776314
> Develop: Continue researching magical armor (use animal or dead serpentfolk bones as sacrifice)
> Develop: Improved poisons (using either newly discovered plants or refining the process of making our animal poisons)
> Action: Send more to investigate the disappearance of the previous scouts, hopefully this time with magical protection and better poison spears
> Action: Dig traps to catch foxes and populate our fox pit
>>
T6
> start researching a way to travel and orientate the giant race.
> upgrade crude log hammers by using hefty or sharp rocks found in cave and tying them onto the large logs with the roots they use as rope.
>attempt to cut down trees with either the newly formed clubs or with hands
> send small armed party on guard to scout and hunt any nearby prey.
>>
Rolled 19 (1d20)

>>1777101
Roll
>>
>>1777101
By researching my first action I mean researching the stars
>>
>>1772452
Humans TURN 5 (roll 20)
> The Humans develop a spoken language. It turns out so well that it would be easy to turn into a written language (you can name the language) [+Language: Human (oral)]
> The Humans cut down trees and build a wooden wall around the encampment. It is built quickly and strong. [+Architecture: Palisade (excellent wood)]
> The Humans gather wild Strawberries and Watermelon and take their seeds for farming. It works out well. [+Farming (watermelon, strawberry)]
> The Humans teach the men in the camp to defend themselves with Spears. The training goes very well. [+Units: Spearmen (elite)/ +Political Structure: Gender Roles]

> [event] Serpentfolk attack: [+Units: Spearmen (expierenced defenders)/ +Temporary Resources: 11 Serpentfolk (corpse), 11 Slate Spears (weak poison)]
>>
TURN 6 Start:

Elves
Color: Blue
Population: 100+1
Overall Happiness: Good
Political Structure: Oligarchy
Language: Tunan (oral)
Technology: Stone Spears, Wooden Spear Thrower, Rope (root, vine), Medicinal Herbs (excellent), Fire Hand Drill, Hide Loincloth, Hide Feet Wraps, Hide Clothing, String (catgut), Stone Axes (excellent)
Architecture: Mud Hut (excellent durability), Mud Shrine (sun)
Agriculture: Foragers (forest), Hunters (forest)
Economy: None
Religion: Animism (sun)
Magic: Dancing Lights
Units: Hunters (experienced, stealth, tree-walkers, forest-knowledge)
Heroes: None
Resources: Honey, Button Mushrooms, Wild Garlic, Wild Ginger, Wild Elder Berry, Wild Potato, Boar, Medicinal Herbs (excellent), Echinacea, Chamomile, Truffle
Temporary Resources: None
Racial Trait: Forest Survival (+2 on rolls related to forest)
Racial Trait: Magic Affinity (+2 on rolls to cast spells)

Serpentfolk
Color: Red
Population: Villagers: 79 (5 wounded)
Overall Happiness: Unrest
Political Structure: Absolute Monarchy
Language: None
Technology: Slate Shovels, Slate Spears (weak poison), Basic Terraforming (Swamp), Wood Fire Plough, Poison (weak), Grilling (slate)
Architecture: Breeding Pit (serpentfolk, animal), Incubation Pit, Snake Pit (crude guarded)
Agriculture: Foragers (swamp), Hunting (forest)
Economy: None
Religion: None
Magic: None
Units: None
Heroes: Basil the Snake Queen
Resources: Blue Tailed Skink, Leopard Frog, Brown Anole, Cricket, Cattail Tubers, Reed Grass, Poison Dart Frog, Skunk, Common Mouse, Fox, Wild Garlic
Temporary Resources: Kindling, Branches
Racial Trait: Poison and Disease Immunity
Racial Trait: Swamp Craft (+2 rolls to craft diseases and poisons)

Minotaur
Color: Pink
Population: 100+1
Overall Happiness: Good
Political Structure: Chiefdom
Language: None
Technology: Club (wood), Oar (wood), Medicinal Herbs (weak), String (animal), Sickle (crude bone), Chisel (crude stone), Hammer (crude stone), Nails (crude stone)
Architecture: Wigwam
Agriculture: Foragers (flood plain), Hunters (forest), Farming (rice)
Economy: None
Religion: None
Magic: None
Units: Hunters, Gatherers, Thinkers
Heroes: Odysseus
Resources: Wild Rice, Wild Soybeans, Wild Millet, Wild Amaranth, Rabbit, Mouse, Medicinal Herbs (weak), Squirrel, Badger
Temporary Resources: None
Racial Trait: Magic Resistance (+2 on rolls against magic)
Racial Trait: Strong Defense (+2 on rolls on defensive actions)
>>
Humans
Color: Orange
Population: 90+1
Overall Happiness: Good
Political Structure: Chiefdom, Gender Roles
Language: Human (oral)
Technology: Wooden Hoe, Stone Axe, Rope (root), Fire Bow Drill, Stone Spear, Medicinal Herbs
Architecture: Log Cabin, Palisade (excellent wood)]
Agriculture: Foragers (forest, swamp), Farming (potato, cattail tubers, ginger, watermelon, strawberry)
Economy: None
Religion: None
Magic: None
Units: Spearmen (elite experienced defenders)
Heroes: None
Resources: Cricket, Brown Anole, Common Toad, Wild Garlic, Cattail Tubers, Reed Grass, Wild Potato, Wild Ginger, Honey, Morel, Wild Strawberry, Wild Watermelon, Medicinal Herbs
Temporary Resources: Serpentfolk (corpse 11), Slate Spears (weak poison 11)
Racial Trait: Innovative (+2 on technology rolls)
Racial Trait: Explorers (+2 on expansion rolls)

Arachne
Color: Teal
Population: 107+4 (addiction)
Overall Happiness: Good
Political Structure: Class System, Slavery
Language: Arachne (oral)
Technology: Stone Spears, Silk Traps, Bag (spider silk), Fire Bow Drill, Drug Manufacturing
Architecture: Bramble Den (excellent camouflage), Large Bramble Den (excellent camouflage), Large Incubation Den (excellent camouflage, guarded), Large Slave Den (excellent camouflage)
Agriculture: Foragers (forest), Hunters (forest), Trappers (forest), Slavers (gnome)
Economy: None
Religion: None
Magic: None
Units: None
Heroes: None
Resources: Creatures (living), Cricket, Common Mouse, Finch, Dove, Fruit Bat, Possum, Raccoon, Badger, Fox, Boar, Deer, Barrenwort (aphrodisiac), Barrenwort Extract (drug aphrodisiac)
Temporary Resources: Gnome (23-1), Half-Gnome (10+1)
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

Vampires
Color: Black
Population: Villagers: 38 Humans/ 9 Vampires, Scouting: 44-1 Humans/ 1 Vampire
Overall Happiness: Neutral
Political Structure: Chiefdom, Class System, Elected Council
Language: None
Technology: Fire Plough (wood), Axe (stone), Arithmetic (poor), String (animal hide), Loincloth (hide), Surgery (excellent primitive), Needle (crude stone, excellent obsidian), Fleam (obsidian)
Architecture: Graveyard
Agriculture: Foragers (wetlands), Hunters (wetlands)
Economy: None
Religion: None
Magic: None
Units: Blood Scouts
Heroes: Vlad the Impaler "Dracula" (chief)
Resources: Truffle, Wild Leek, Wild Onion, Cattail Tubers, Reed Grass, Pickerel Weed, Wild Blackberry, Wild Elder Berry, Blue Tailed Skink, Leopard Frog, Brown Anole, Cricket, Fox, Raccoon, Possum Temporary Resources: Unicorn Blood, Unicorn Hide, Unicorn Horn
Racial Trait: Tyrannical (+2 on rolls against revolts)
Racial Trait: Persuasive (+2 on diplomacy rolls)
>>
Sea Elves
Color: Purple
Population: 100+1
Overall Happiness: Good
Political Structure: Meritocracy
Language: Falmarian (oral, primitive)
Technology: Net (excellent kelp, frond), Rope (excellent kelp), Fire Plough (frond), Cooking (imu)
Architecture: Leanto (frond), Hut (frond), Large Hut (frond, stockpile), Shrine (frond, shalarah), Imu
Agriculture: Foragers (coral reef, mediterranean coastline), Farming (wheat)
Economy: None
Religion: Monotheism (shalarah of storm and sea)
Magic: None
Units: Farmers, Foragers, Fishers, Weavers
Heroes: None
Resources: Fish (living), Sea Grapes, Seaweed, Sea Lettuce, Sand Crab, Oyster, Blue Crab, Kelp, Shrimp, Sardines, Goldfish, Goatfish, Clownfish, Surgeonfish, Triggerfish, Angelfish, Wild Grapes, Wild Olives, Wild Mustard, Wild Wheat, Wild Figs, Sea Shells, Sea Anemone
Temporary Resources: None
Racial Trait: Coastal Affinity (+2 rolls related to the ocean)
Racial Trait: Natural Healers (+2 on rolls to craft medicine and heal wounds)

Giants
Color: Brown
Population: 100
Overall Happiness: Neutral
Political Structure: Chiefdom
Language: None
Technology: Club (wood), Fire Hand Drill (wood), Medicinal Herbs, Rope (root)
Architecture: Mountain Cave (small guarded), Bonfire
Agriculture: Foragers (mountains grassland), Hunters (mountains)
Economy: None
Religion: None
Magic: None
Units: None
Heroes: Golur (chief)
Resources: Nuts (pine), Bark (pine), Needles (pine), Rabbit, Goat
Temporary Resources: None
Racial Trait: Nomadic (no pop penalty when expanding or relocating)
Racial Trait: Powerful Combatants (+2 on aggressive attack rolls)
>>
File: sketch-1502889850600.png (2.8 MB, 1528x1080)
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Map Update
>>
Rolled 12 (1d20)

Humans
T6
>Develop wooden shields
>Cut into the Serpentfolks corpses and examine their anatomy
>Skin the Serpentfolk corpses, stick their meat to sticks and roast it over a fire.
>Send a scouting party to the west to learn more about the serpentfolk
>>
>>1777182
East i mean
>>
>>1776623
Elves TURN 6 (roll 8)
> The Elves attempt to create bows. With the newly discovered string, they are able to make a crude, but functional short bow. [+Technology: Short Bow (crude wood)]
> The Elves discover a type of dirt that dries hard in the sunlight. They attempt to make clay jars to hold objects and water in. [+Technology: Jar (crude clay)]
> The Elves go foraging in the forest once again for new potential resources and to perhaps learn of new animals, but don't have much luck.
> They Elves offer the boars they've slain during the hunt to Belenos, the god of the sun. Pray for aid in anyway, be it a magnificent gift or a mere word of advice. In the instant of the prayer a beam of light falls on the village and then on a single Elf. A prophet is named a voice echoes through the Elven minds. (you can name him/her). [+Heroes: Elf (prophet)/+Religion: Monotheism (belenos of the sun)]
>>
>>1777159
>>1777161
OP if I decided to join would my tribe get some extra actions in order to catch up with others?
>>
Rolled 5 (1d6)

>>1776722
Serpentfolk TURN 6 (roll 3)
> The Serpentfolk continue researching magical armor by using animal and Serpentfolk bones as offerings. They still do not have much luck until one of the Serpentfolk (covered in mud) begins to speak a clear but unknown language. He convulses for a short period before rolling over and throwing up blood. When he wakes up he feels the mud thick against his skin. It is tarlike and dense. He was told that the Serpentfolk can gain access to immensely powerful magic, but they must worship Qi'Naka, god of blood and tar, and make sacrifices to him (you can name this prophet of Qi'Naka and take the religion if you want it). [+Magic: Tar Skin]
> The Serpentfolk attempt to improve thier poisons, but don't have much luck.
> The Serpentfolk send more scouts to investigate the disappearance of the previous scouts. [+Population: 59 (5 wounded)/ 20-1]
> The Serpentfolk decide to give up on crafting net traps and instead dig traps to catch foxes. It works surprisingly well. [+Architecture: Trapping Pit (crude)/ +Resources: Creatures (living)]

Some of the wounded Serpentfolk have healed naturally.
>>
>>1777217
[+Population: 64/ 20-1]
[+Overall Happiness: Neutral]
>>
>>1777198
No, but your disadvantage would be minimal (if anything). You would start with 100 population and have no unrest. What race and where on the map are you thinking?
>>
>>1777227
>Location
North-east island near the blue dot
>Race
Fae
>>
>>1777182
Humans TURN 6 (roll 12)
> The humans attempt to develop wooden shields, but without a tool to cut the wood into planks, the shields turn out akward and bulky. (If you want to, you can equip these onto your spearmen. They will lower accuracy, but increase defense) [+Technology: Shield (crude heavy wood)]
> The Humans cut into the Serpentfolk corpses and examine their anatomy. [+Technology: Anatomy/ +Units: Spearmen (critical-serpentfolk)]
> The Humans skin the Serpentfolk corpses, stick their meat to sticks and roast it over a fire. [+Temporary Resources: Serpentfolk (skin, meat)
> The humans send a scouting party to the east to learn more about the serpentfolk. [+Population: 71/ 20-1]
>>
Rolled 13 (1d20)

>>1777158
T6
>Assign building to the strong and endurance type villagers, assign hunt/scout duty to the fast type villagers, assign handcrafts to the dexterous, teach the smart type villagers how to research or work as a doctor, motherhood is now a duty and mothers are compensated with better/more supplies than other jobs.
>Teach women how to sew with the needles and thread, the women can earn a lot from parenting and sewing in spare time, have them make clothes with priority on the hooded clothes for vampires
>Have the fast ones scout for building materials so that the stronger ones can build simple homes.
>A religion is founded about the sun god Helios and the moon goddess Selene, vampires persuade people that the sun god is looking for a child of man to bless and become the heir of a new era.
>>
>>1777235
What kind of fae specifically? Fairies?

You can post your first turn now. It is turn 6. I will post your starting stats shortly.

discord:
https://discord.gg/Ns7gt2
>>
>>1777268
[+Population: 85/ 6-1]
>>
>>1777268
+Population: Villagers: 85, Scouting: 6-1
>>
>>1777271
Vampires TURN 6 (roll 13)
> The vampires assign building to the strong and endurance type villagers, assign hunt/scout duty to the fast type villagers, assign handcrafts to the dexterous, teach the smart type villagers how to research or work as doctors, motherhood is now a duty and mothers are compensated with better/more supplies than other jobs. [+Units: Builder, Hunter, Crafter, Researcher, Doctor, Breeder/ +Political Structure: Child Welfare Laws/ +Population: +1]
> Women are taught how to sew with the needles and thread. They attempt to make clothing with priority on hooded clothing for vampires. [+Unit: Seamstress, Political Structure: Gender Roles/ +Technology: clothing (hooded hide)]
> The builders build simple homes from logs gathered. [+Architecture: Log Cabin]
> A religion is founded about the sun god Helios and the moon goddess Selene, vampires persuade people (+2 roll) that the sun god is looking for a child of man to bless and become the heir of a new era. [+Religion: Polytheism (helios of the sun, selene of the moon)]

[+Overall Happiness: Good/ +Population: +1]
>>
File: sketch-1502902473705.png (2.8 MB, 1528x1080)
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2.8 MB PNG
Faeries
Color: Green
Population: 100
Overall Happiness: Neutral
Political Structure: None
Language: None
Technology: None
Architecture: None
Agriculture: None
Economy: None
Religion: None
Magic: None
Units: None
Heroes: None
Resources: None
Temporary Resources: None
Racial Trait: Illusive (half miss chance when ignoring or fleeing attacks)
Racial Trait: Escape Artist (+2 on escaping snares, enslavement and traps)
>>
posting for faeries from discord request: turn 6

>use trees for shelter
>forage for useful plants
>develop language
>develop clothing out of leaves and stuff
>>
Rolled 19 (1d20)

>>1777490
>>
File: 20170816_133546.jpg (77 KB, 344x259)
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77 KB JPG
Rolled 5 (1d6)

>>1776426
Sea Elves TURN 6 (roll 2)
> The Sea Elves continue to develop their language by telling stories of Shalarah, using the stories to teach their children morals and instill in them a certainty that they have their goddesses' blessing. They claim the sea and the lands beside it as their divine mandate. [+Political Structure: Theocracy, Moral Tenets (good)]
> The Sea Elves notice that driftwood floats, and begin developing basic seafaring craft by tying driftwood together with rope. It kind of works. [+Technology: Raft (crude driftwood)]
> Some of the foragers study the olives and grapes inland, trying to figure out how to grow them, but have no luck.
> The Sea Elves learn to swim in the ocean, to extend their gathering range beyond the shallows and tidepools. All Sea Elves are taught this, and view spending time in the sea as an act of piety to be closer to their Goddess. The lessons go slowly and they find the task more difficult then expected. Some of the villagers decide that they are ready to travel deeper into the sea and are faced with something that they are unable to handle, the Kronosauraus. They manage to get away, but are wounded. [+Technology: Swimming (poor)/ +Population (wounded)]
>>
>>1777561
[+Population (5 wounded)]
>>
>>1777101
Giants TURN 6 (roll 19)
> The Giants start researching the stars to find a way to travel and orientate the giant race. [+Technology: Astronomy]
> The Giants upgrade thier clubs by using hefty and sharp rocks and tying them onto the large logs with rope. [+Technology: Axe (excellent stone), Hammer (excellent stone)]
> The Giants cut down trees with the newly formed axes. [+Temporary Resources: Logs]
> The Giants send a small armed party to scout and hunt (+2 roll) any nearby prey. The Giants are able to wait and ambush thier prey. During the hunt, they come across a new species, the Mammoth. The Giants are able to tire the creatures out before coming in for the kill. [+Resources: Mouse, Fox, Coyote, Racoon, Big Horned Sheep, Mule Deer, Mammoth]
>>
>>1777684
Ill do t7 while I got time
T7 GIANTS
> Begin using cave as camp for the more intelligent Giants to think up and conspire new inventions or ideas
> use mammoth hide as cape for the chief Golur, where he also hides but leads the race in the cave.
> research ways to make armor out of wood and use the roots to tie them along.
> promote giant with most kills/bravery/honor to captain where he shall train the newly armored and armed giants in combat.
>>
>>1777490
Faeries TURN 6 (roll 19)
> The Faeries search for trees to use for shelter and have very good luck. [+Architecture: Tree Hollow (excellent camoflauge)]
> The Faeries forage for useful plants. [+Agriculture: Foragers (forest)/ +Resources: Maple Syrup, Mushroom (chanterelle), Garlic (wild), Ginger (wild), Blueberry (wild)]
> The Faeries develop a spoken language. It turns out so well that it would be easy to turn into a written language [+Language: Fae (oral)]
> They Fairies attempt to develop clothing out of leaves and it works out well. They weave leaves together with small fibers from nearby plants. [+Technology: Rope (plant fiber), Clothing (excellent leaf)]
>>
TURN 6 Waiting on
Minotaur
Arachne
>>
>>1777561
>Sea monsters
Please no...
>>
>>1777762
Need a roll
>>
Rolled 11 (1d20)

>>1777921
Jesus I always forget
>>
Rolled 19 (1d20)

>>1777772
>>
>>1778225
>>1777772
Rolling for fae
>>
>>1777787
Arachne
Color: Teal
Population: 107+4 (addiction)
Overall Happiness: Good
Political Structure: Class System, Slavery
Language: Arachnean (oral)
Technology: Stone Spears, Silk Traps, Bag (spider silk), Fire Bow Drill, Drug Manufacturing
Architecture: Bramble Den (excellent camouflage), Large Bramble Den (excellent camouflage), Large Incubation Den (excellent camouflage, guarded), Large Slave Den (excellent camouflage)
Agriculture: Foragers (forest), Hunters (forest), Trappers (forest), Slavers (gnome)
Economy: None
Religion: None
Magic: None
Units: None
Heroes: None
Resources: Creatures (living), Cricket, Common Mouse, Finch, Dove, Fruit Bat, Possum, Raccoon, Badger, Fox, Boar, Deer, Barrenwort (aphrodisiac), Barrenwort Extract (drug aphrodisiac)
Temporary Resources: Gnome (23-1), Gnome Hybrid Arachne (10+1)
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

>Allow the Hybrid Arachne born to slaves to not be slaves and join Arachne society.
>Send scouts into the forest to the West.
>Extract Arachne venom.
>Farm the Barrenwort. Rather, force gnome servants to farm the Barrenwort.
>>
Rolled 19 (1d20)

>>1778332
>>
>>1777772
>>1778225
Turn 7
>use our ability to fly to scout the island
>Religion: a mix of idealism and deism. Fae believe the world is a God's dream and that the physical comes from thoughts not the other way around.
>basic magic system: fae magic system involves using something between a prayer and a command called "words of power" using them they ask the illusory world to change in the way they want.
>look for small (or big from fae point of wiew) bugs
>>
>>1777762
Actually since it isn't posted yet when I mean that I take the mammoth hide to make cape for golur I mean it won't be all of it, didn't phrase it well. Ill give the rest to the people who stay away from the bonfire so ill give other hide to armed guards
>>
TURN 7 Start:

Elves
Color: Blue
Population: 101+1
Overall Happiness: Good
Political Structure: Oligarchy
Language: Tunan (oral)
Technology: Stone Spears, Wooden Spear Thrower, Rope (root, vine), Medicinal Herbs (excellent), Fire Hand Drill, Hide Loincloth, Hide Feet Wraps, Hide Clothing, String (catgut), Stone Axes (excellent), Jar (crude clay), Short Bow (crude wood)
Architecture: Mud Hut (excellent durability), Mud Shrine (sun)
Agriculture: Foragers (forest), Hunters (forest)
Economy: None
Religion: Monotheism (belenos of the sun)
Magic: Dancing Lights
Units: Hunters (experienced, stealth, tree-walkers, forest-knowledge)
Heroes: Elf (prophet of belenos)
Resources: Honey, Button Mushrooms, Wild Garlic, Wild Ginger, Wild Elder Berry, Wild Potato, Boar, Medicinal Herbs (excellent), Echinacea, Chamomile, Truffle
Temporary Resources: None
Racial Trait: Forest Survival (+2 on rolls related to forest)
Racial Trait: Magic Affinity (+2 on rolls to cast spells)

Serpentfolk
Color: Red
Population: Villagers: Villagers: 64, Scouting: 20-1
Overall Happiness: Neutral
Political Structure: Absolute Monarchy
Language: None
Technology: Slate Shovels, Slate Spears (weak poison), Basic Terraforming (Swamp), Wood Fire Plough, Poison (weak), Grilling (slate)
Architecture: Breeding Pit (serpentfolk, animal), Incubation Pit, Snake Pit (crude guarded), Trapping Pit (crude)
Agriculture: Foragers (swamp), Hunting (forest)
Economy: None
Religion: Monotheism (Qi’Naka of blood and tar)
Magic: Tar Skin
Units: None
Heroes: Basil (queen), Kumasi (prophet of Qi'Naka)
Resources: Creatures (living), Blue Tailed Skink, Leopard Frog, Brown Anole, Cricket, Cattail Tubers, Reed Grass, Poison Dart Frog, Skunk, Common Mouse, Fox, Wild Garlic
Temporary Resources: Kindling, Branches
Racial Trait: Poison and Disease Immunity
Racial Trait: Swamp Craft (+2 rolls to craft diseases and poisons)

Minotaur
Color: Pink
Population: 100+1
Overall Happiness: Good
Political Structure: Chiefdom
Language: None
Technology: Club (wood), Oar (wood), Medicinal Herbs (weak), String (animal), Sickle (crude bone), Chisel (crude stone), Hammer (crude stone), Nails (crude stone)
Architecture: Wigwam
Agriculture: Foragers (flood plain), Hunters (forest), Farming (rice)
Economy: None
Religion: None
Magic: None
Units: Hunters, Gatherers, Thinkers
Heroes: Odysseus
Resources: Wild Rice, Wild Soybeans, Wild Millet, Wild Amaranth, Rabbit, Mouse, Medicinal Herbs (weak), Squirrel, Badger
Temporary Resources: None
Racial Trait: Magic Resistance (+2 on rolls against magic)
Racial Trait: Strong Defense (+2 on rolls on defensive actions)
>>
Humans
Color: Orange
Population: Villagers: 85+1, Scouting: 6-1
Overall Happiness: Good
Political Structure: Chiefdom, Gender Roles
Language: Yurislev (oral)
Technology: Wooden Hoe, Stone Axe, Rope (root), Fire Bow Drill, Stone Spear, Medicinal Herbs
Architecture: Log Cabin, Palisade (excellent wood), Shield (crude heavy wood), Anatomy
Agriculture: Foragers (forest, swamp), Farming (potato, cattail tubers, ginger, watermelon, strawberry)
Economy: None
Religion: None
Magic: None
Units: Spearmen (elite experienced defenders critical-serpentfolk shielded)
Heroes: None
Resources: Cricket, Brown Anole, Common Toad, Wild Garlic, Cattail Tubers, Reed Grass, Wild Potato, Wild Ginger, Honey, Morel, Wild Strawberry, Wild Watermelon, Medicinal Herbs
Temporary Resources: Serpentfolk (skin, meat), Slate Spears (weak poison)
Racial Trait: Innovative (+2 on technology rolls)
Racial Trait: Explorers (+2 on expansion rolls)

Arachne
Color: Teal
Population: 111+4 (addiction)
Overall Happiness: Good
Political Structure: Class System, Slavery
Language: Arachne (oral)
Technology: Stone Spears, Silk Traps, Bag (spider silk), Fire Bow Drill, Drug Manufacturing
Architecture: Bramble Den (excellent camouflage), Large Bramble Den (excellent camouflage), Large Incubation Den (excellent camouflage, guarded), Large Slave Den (excellent camouflage)
Agriculture: Foragers (forest), Hunters (forest), Trappers (forest), Slavers (gnome)
Economy: None
Religion: None
Magic: None
Units: None
Heroes: None
Resources: Creatures (living), Cricket, Common Mouse, Finch, Dove, Fruit Bat, Possum, Raccoon, Badger, Fox, Boar, Deer, Barrenwort (aphrodisiac), Barrenwort Extract (drug aphrodisiac)
Temporary Resources: Gnome (23-1), Half-Gnome (10+1)
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

Vampires
Color: Black
Population: Villagers: 38+2 (humans) 9 (vampires), Scouting: 43-1 (humans) 1 (vampire)
Overall Happiness: Good
Political Structure: Chiefdom, Class System, Elected Council, Child Welfare Laws, Gender Roles, Forced Conversion Laws (diseased or mortally wounded)
Language: None
Technology: Fire Plough (wood), Axe (stone), Arithmetic (poor), String (animal hide), Loincloth (hide), Surgery (excellent primitive), Needle (crude stone, excellent obsidian), Fleam (obsidian), Clothing (hooded hide)
Architecture: Graveyard, Log Cabin
Agriculture: Foragers (wetlands), Hunters (wetlands)
Economy: None
Religion: Polytheism (helios of the sun, selene of the moon)
Magic: None
Units: Blood Scouts, Builder, Hunter, Crafter, Researcher, Doctor, Breeder, Seamstress
Heroes: Vlad the Impaler "Dracula" (chief)
Resources: Truffle, Wild Leek, Wild Onion, Cattail Tubers, Reed Grass, Pickerel Weed, Blackberry, Wild Elderberry, Blue Tailed Skink, Leopard Frog, Brown Anole, Cricket, Fox, Raccoon, Possum Temporary Resources: Unicorn Blood, Unicorn Hide, Unicorn Horn
Racial Trait: Tyrannical (+2 on rolls against revolts)
Racial Trait: Persuasive (+2 on diplomacy rolls)
>>
Sea Elves
Color: Purple
Population: 96+1 (5 wounded)
Overall Happiness: Good
Political Structure: Meritocracy, Theocracy, Moral Tenets (good)
Language: Falmarian (oral, primitive)
Technology: Net (excellent kelp, frond), Rope (excellent kelp), Fire Plough (frond), Cooking (imu), Raft (crude driftwood), Swimming (poor)
Architecture: Leanto (frond), Hut (frond), Large Hut (frond, stockpile), Shrine (frond, shalarah), Imu
Agriculture: Foragers (coral reef, mediterranean coastline), Farming (wheat)
Economy: None
Religion: Monotheism (shalarah of storm and sea)
Magic: None
Units: Farmers, Foragers, Fishers, Weavers
Heroes: None
Resources: Fish (living), Sea Grapes, Seaweed, Sea Lettuce, Sand Crab, Oyster, Blue Crab, Kelp, Shrimp, Sardines, Goldfish, Goatfish, Clownfish, Surgeonfish, Triggerfish, Angelfish, Wild Grapes, Wild Olives, Wild Mustard, Wild Wheat, Wild Figs, Sea Shells, Sea Anemone
Temporary Resources: None
Racial Trait: Coastal Affinity (+2 rolls related to the ocean)
Racial Trait: Natural Healers (+2 on rolls to craft medicine and heal wounds)

Giants
Color: Brown
Population: 100
Overall Happiness: Neutral
Political Structure: Chiefdom
Language: None
Technology: Club (wood), Fire Hand Drill (wood), Medicinal Herbs, Rope (root), Astronomy, Axe (excellent stone), Hammer (excellent stone)
Architecture: Mountain Cave (small guarded), Bonfire
Agriculture: Foragers (mountains grassland), Hunters (mountains)
Economy: None
Religion: None
Magic: None
Units: None
Heroes: Golur (chief)
Resources: Nuts (pine), Bark (pine), Needles (pine), Rabbit, Goat, Mouse, Fox, Coyote, Racoon, Big Horned Sheep, Mule Deer, Mammoth
Temporary Resources: Logs
Racial Trait: Nomadic (no pop penalty when expanding or relocating)
Racial Trait: Powerful Combatants (+2 on aggressive attack rolls)

Faeries
Color: Green
Population: 100
Overall Happiness: Neutral
Political Structure: None
Language: Fae (oral)
Technology: Rope (plant fiber), Clothing (excellent leaf)
Architecture: Tree Hollow (excellent camouflage)
Agriculture: Foragers (forest)
Economy: None
Religion: None
Magic: None
Units: None
Heroes: None
Resources: Maple Syrup, Mushroom (chanterelle), Garlic (wild), Ginger (wild), Blueberry (wild)
Temporary Resources: None
Racial Trait: Illusive (half miss chance when ignoring or fleeing attacks)
Racial Trait: Escape Artist (+2 on escaping snares, enslavement or traps)
>>
Minotaurs can post turn 6 and 7.
>>
Sea Elves T7 ::
- Sea Elves treat their wounded, seeking remedies among the resources they have available to craft salves and kelp bandages. (+2 healing)
- The High Captain prays to Shalarah, offering praise to their deity and asking for help to deal with the creature that wounded their people. She asks their goddess to grant the Sea Elves safe passage on the tide.
- The fishers begin offering up the first of their catch to Shalarah, making it a part of their routine.
- Sea Elves attempt to develop better, sturdier rafts, using them to allow the fishers to reach more bountiful sources of fish.
>>
Rolled 4 (1d20)

>>1780119
Forgot roll, woops.
>>
Rolled 6 (1d20)

Elves
Color: Blue
Population: 101+1
Overall Happiness: Good
Political Structure: Oligarchy
Language: Tunan (oral)
Technology: Stone Spears, Wooden Spear Thrower, Rope (root, vine), Medicinal Herbs (excellent), Fire Hand Drill, Hide Loincloth, Hide Feet Wraps, Hide Clothing, String (catgut), Stone Axes (excellent), Jar (crude clay), Short Bow (crude wood)
Architecture: Mud Hut (excellent durability), Mud Shrine (sun)
Agriculture: Foragers (forest), Hunters (forest)
Economy: None
Religion: Monotheism (belenos of the sun)
Magic: Dancing Lights
Units: Hunters (experienced, stealth, tree-walkers, forest-knowledge)
Heroes: Elf (prophet of belenos)
Resources: Honey, Button Mushrooms, Wild Garlic, Wild Ginger, Wild Elder Berry, Wild Potato, Boar, Medicinal Herbs (excellent), Echinacea, Chamomile, Truffle
Temporary Resources: None
Racial Trait: Forest Survival (+2 on rolls related to forest)
Racial Trait: Magic Affinity (+2 on rolls to cast spells)


1. Develop fermentation by outing elder berries and water in the same jar and letting it mix for a while.
2. Develop beds by making piles of grass in homes and putting animal skins on them.
3. Explore to the area west along the coast
4. The prophet Cainteoir, speaking on behalf of Belenos and after speaking with the council, has decreed that all Elves shall live more chaste lifes, having one partner or soulmate of the opposite gender to live with for the rest of their lifes and to have children and grow a family with. [insitute monogamy]
>>
>>1778332
>>1778341
>>1779917
My turn 6 was never resolved
>>
Rolled 1 (1d20)

>>1779906
T7
>Scouts of north expedition finish scouting and collect all their results
>Researchers look into farming in order to plant leeks and onions
>Researchers also look into a concept called crop rotation
>Blood scouts train their senses
>>
Rolled 9 (1d20)

Humans
T7
>Develop Bow and arrow
>Develop clothes out of the Serpentfolk skin
>Continue scouting east. Stay hidden and try to find the Serpentfolk encampment.
>train better scouts back in the village
>>
>>1778332
Arachne TURN 6 (roll 19)
> The Arachne allow the Hybrid Arachne born to join Arachne society. [+Political Structure: Hybrid Citizen Laws/ Population: Arachne (half-gnome) +1]
> The Arachne extract Arachne venom. It works well. [+Technology: Poison (excellent arachne)]
> The Arachne learn to farm Barrenwort and force the gnome slaves to do it. [+Agriculture: Farming (barrenwort)/ +Units: Slaves (farmers, laborers, courtesan)]
> The Arachne send scouts into the forest to the west. At dusk, they come across a small grove. In the center is a stump with what appears to be an amorphous shadow sitting there. It radiates darkness, but as the Arachne approach, thier vision changes. The landscape around them turns to hues of dark blues and purples. The trees, plants and rocks turn black as the being radiates a bright white, as does all of living creatures around (e.g. birds, squirrels, etc.) The Arachne look around for a few seconds before their vision returns to normal and the shadow being disappears into the night. [+Magic: Detect Life]
>>
>>1781811
TURN 6 corrected

Arachne
Color: Teal
Population: 111+4 (arachne) 11+1 (arachne half-gnome) 22-1 (gnome)
Overall Happiness: Good (addiction barrenwort-extract)
Political Structure: Class System (breeding status), Slavery, Hybrid Citizen Laws
Language: Arachne (oral)
Technology: Stone Spears, Silk Traps, Bag (spider silk), Fire Bow Drill, Drug Manufacturing, Poison (excellent arachne)
Architecture: Bramble Den (excellent camouflage), Large Bramble Den (excellent camouflage), Large Incubation Den (excellent camouflage, guarded), Large Slave Den (excellent camouflage)
Agriculture: Foragers (forest), Hunters (forest), Trappers (forest), Slavers (gnome), Farming (barrenwort)
Economy: None
Religion: None
Magic: Detect Life
Units: Slaves (farmers, laborers, courtesan)
Heroes: None
Resources: Creatures (living), Cricket, Common Mouse, Finch, Dove, Fruit Bat, Possum, Raccoon, Badger, Fox, Boar, Deer, Barrenwort (aphrodisiac), Barrenwort Extract (drug aphrodisiac)
Temporary Resources: Gnome (23-1)
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)
>>
>>1778520
Faerie
Turn 7 correction
>use our ability to fly to scout the island
>Religion: a mix of idealism and deism. Fae believe the world is a God's dream and that the physical comes from thoughts not the other way around.
>basic magic system: fae magic system involves using something between a prayer and a command called "words of power" using them they ask the illusory world to change in the way they want.
>look for small (or big from fae point of wiew) bugs and other animals
>>
>>1780173
Elves TURN 7 (roll 6)
> The Elves attempt to develop fermentation by puting elder berries and water in the same jar and letting it mix for a while, but the natural yeasts don't seem to ferment.
> The Elves develop beds by making piles of grass in homes and putting animal skins on them. [+Architecture: Bed (crude grass-hide)]
> The prophet Cainteoir, speaking on behalf of Belenos and after speaking with the council, has decreed that all Elves shall live more chaste lifes, having one partner or soulmate of the opposite gender to live with for the rest of their lifes and to have children and grow a family with. [+Political Structure: Monogamy]
> The Elves explore to the area west along the coast. It is a rocky coastline, but the Elves find nothing.
>>
>>1781327
Vampires TURN 7 (roll 1)
> The northern expedition force finish scouting and collect all their results. [+Population: (-Scouting)]
> Researchers look into farming in order to plant leeks and onions, but the bulbs rot in the ground.
> Researchers also look into a concept called crop rotation, but the bulbs rot before they can do anything with them.
> Blood scouts attempt to train their senses, but don't accomplish much.
>>
>>1780119
Sea Elves TURN 7 (roll 4)
> The Sea Elves attempt to treat their wounded, seeking remedies among the resources they have available to craft salves and kelp bandages. (+2 healing). They find medicinal herbs, but it doesnt seem to work too well. [+Technology: Medicinal Herbs (crude)]
- The High Captain prays to Shalarah, offering praise to their deity and asking for help to deal with the creature that wounded their people. She asks their goddess to grant the Sea Elves safe passage on the tide. There is no response.
> The fishers begin offering up the first of their catch to Shalarah, making it a part of their routine. [+Religion: Offering (fish)]
> The Sea Elves attempt to develop better, sturdier rafts, using them to allow the fishers to reach more bountiful sources of fish. They are able to improve thier existing rafts by replacing out some of the rotting driftwood and bracing it with more kelp rope. [+Technology: Raft (driftwood-kelp)]
>>
Develop bows

Train scouts and guards in usage of magic armor

Develop a laboratory for developing poisons using every possible herb and toxic animal, having some tribesmembers always researching every turn

Start breeding foxes
>>
Rolled 16 (1d20)

>>1782216
Since OP decided that I cant automate actions I will """""scout again""""" instead of breeding foxes and have the lab be established and send lab snakes to experiment with making better poisons
>>
>>1777762
Giants TURN 7 (roll 11)
> The Giants begin using the cave as a camp for the more intelligent Giants to think up and conspire new inventions or ideas. [+Units: Researches]
> The Giants use mammoth hides to make a cape for the chief Golur and clothing for armed guards. [+Technology: Clothing (fur caped)]
> The Giants research ways to make armor out of wood and use roots to tie them together. [+Technology: Armor (wood)]
> The Giants promote the giant with the most kills/bravery/honor to captain where he shall train the newly armored and armed giants in combat. (you can name this captain). [+Political Structure: Meritocracy/ +Units: Soldiers/ +Heroes: Giant (captain)]
>>
>>1782321
Will name Captain Aike
>>
>>1782310
>>1782216
Scouting west in case I need to specify, in the direction of where the previous company scouted,
>>
>>1781917
Faeries TURN 7 (roll 19)
> The Faeries start to believe that the world is a God's dream and that the physical comes from his thoughts. [+Religion: Deism (dreamscape)]
> The faeries begin to develop magic. With the belief of an illusionary world, they ask the world to change and mold in the way they want it to. Using prayer, the forest around them complies and helps them camoflauge when standing still. [+Magic: Blend]
> The Faeries look for bugs and other animals. The see lots of birds and small mammals, but have no way to hunt or trap them. They do find a lot of bugs though. [+Resources: Cricket, Cicada, Ladybird, Weevil, Stag Beetle, Ant (black), Earthworm]
> Although the Faeries can't fly for long periods of time, they take periodic breaks and scout the island. The island is a forest with rocky coasts and a small mountain line. The whole island radiates a strong magical energy. On the other side of the mountains there is a settlement of thirty ents. They do not see the Faeries. (you can interact with them as part of turn 7)
>>
A small scouting party of six Human spearman move silently through the woods, when they come across a much larger force of twenty Serpentfolk commoners. They both see each other. (let me know your actions)
>>
File: sketch-1503000190102.png (2.8 MB, 1528x1080)
2.8 MB
2.8 MB PNG
>>1782522
>>
Rolled 17 (1d20)

>>1782522
We will attack
>>
>>1782540
Humans roll if you're going to attack as well.
>>
>>1782673
Run away
>>
Rolled 18 (1d20)

Arachne
Color: Teal
Population: 111+4 (arachne) 11+1 (arachne half-gnome) 22-1 (gnome)
Overall Happiness: Good (addiction barrenwort-extract)
Political Structure: Class System (breeding status), Slavery, Hybrid Citizen Laws
Language: Arachne (oral)
Technology: Stone Spears, Silk Traps, Bag (spider silk), Fire Bow Drill, Drug Manufacturing, Poison (excellent arachne)
Architecture: Bramble Den (excellent camouflage), Large Bramble Den (excellent camouflage), Large Incubation Den (excellent camouflage, guarded), Large Slave Den (excellent camouflage)
Agriculture: Foragers (forest), Hunters (forest), Trappers (forest), Slavers (gnome), Farming (barrenwort)
Economy: None
Religion: None
Magic: Detect Life
Units: Slaves (farmers, laborers, courtesan)
Heroes: None
Resources: Creatures (living), Cricket, Common Mouse, Finch, Dove, Fruit Bat, Possum, Raccoon, Badger, Fox, Boar, Deer, Barrenwort (aphrodisiac), Barrenwort Extract (drug aphrodisiac)
Temporary Resources: Gnome (23-1)
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

Turn 7:
>Develop bows fletched with Arachne silk.
>Conduct spearfishing in the nearby lake.
>Hunt in the forest with the new spell, Detect Life.
>Send scouts to use Detect Life to find the fled gnomes or another tribe nearby.
>>
>>1782740
Roll
>>
Rolled 17 (1d20)

Sea Elves T8
> Sea Elves pray to their goddess to heal their wounded, hosting a feast in her honor, burning shellfish and fish offerings. [Cure Light Wounds?] +2
> They begin harvesting sea salt by waiting for seawater to evaporate. They use this to season and cure food.
> They scout inland for sources of wood to improve their rafts.
> They develop better woodworking tools using stone and shells to shape the driftwood they find, making it more suitable for use around the tribe.
>>
Rolled 4 (1d20)

>>1782813
Dice gods be with me...
>>
Rolled 1 (1d20)

GIANTS T8

> Due to the last findings of the mammoth, attempt to find more of the species and attempt to tame them, coming armored with wood, without hide on them, only using the larger roots as rope. They do not attempt to harm the mammoth, only make it feel safe.
> the researchers in the cave come outside to study more about the stars surrounding them, attempting to make some map on the rock wall using either rock scratches or ashes from the large bonfire or the blood of deceased animals.
> Aike (captain) and small group of researchers attempt to make a sling (rope, pouch, object) with roots and any type of animal hide they find and large rock (just making sure you dont forget we're giants)
> Golur, being trained by the researchers, decides to now be in charge of dividing the work groups, The soldiers, the most heavily armored and best armed
The hunters, are given sometimes armor or pelt and trials shall be held for their captain
The gatherers, just made of generally weaker giants but still useful to agriculture
And the newly formed Wild Whisperers, who are tasked to tame the wild who deem useful to support their nomadic nature.
>>
Rolled 11 (1d20)

T8
>Look for plants to use as crops in the northern area
>Researchers look into farming, the harvest period is linked to fertility and the moon goddess
>Researchers look into crop rotation
>Blood scouts train their senses and then search the area that the unicorn died, seeing if they can find any clues
>>
Rolled 10 (1d20)

Turn 8
1. Develop primitve wooden shields
2. Develop cooked meat
3. Go hunting for dangerous beasts in the forest
4. Dub our current hunters spearmen and give elves these new bows and from now on they shall be the hunters
>>
Rolled 15 (1d20)

>>1783130
>>
Rolled 5 (1d8)

>>1783274
>>
Rolled 1 (1d4)

>>1783293
>>
Attacking: Serpentfolk Commoner: d6 (6hp), AC10, Slate Spear (1d8) [x3] + Poison (weak) 1d4, Units: 20

Defending: Human Spearman (elite experienced defenders critical-serpentfolk shielded): 2d10 (20hp), Shield (crude heavy wood) AC13, Stone Spear -1 (1d8) [19-20 x3], Units: 6

Combat Scale (CS): 3/10

Initiative: 17/4

A small scouting party of six Human Spearman move silently through the woods when they come across a much larger force of twenty Serpentfolk Commoners. As they see each other, the Spearmen run. The Serpentfolk pursue and quickly catch up.

The Serpentfolk charge from the rear into the small group of humans, killing them off. (15 atk against 13 AC, 6 * 10/3 = 20 damage). 6 killed.
>>
>>1782745
Arachne TURN 7 (roll 18)
> The Arachne develop bows fletched with Arachne silk. [+Technology: Short Bow (excellent)]
> The Arachne conduct spearfishing in the nearby lake. [+Technology: Fishing (spear)/ +Resources: Perch, Pike, Salmon, Trout]
> The Arachne hunt in the forest with the new spell, Detect Life and have great luck. [+Resources: Squirrel, Coyote, Rabbit, Beaver, Pheasant, Skunk, Chipmunk, Turkey]
> The Arachne send scouts to use Detect Life to find the fled gnomes. They find them hiding in a small cave by the mountains. [+Population: Gnome (10)]
>>
>>1781708
Humans TURN 7 (roll 9)
> The humans attempt to develop a bow, but the rope available to them does not seem to have the required elasticity.
> The humans attempt to develop clothes out of the Serpentfolk skin, but without a way to hold it together, they dont have much luck.
> The humans train scouts in the village. [+Units: Scouts]
> The humans continue scouting east. They stay hidden and try to find the Serpentfolk encampment. (event) [+Population: -6]
>>
>>1782216
Serpentfolk TURN 7 (roll 16)
> The Serpentfolk attempt to develop bows, but have no string. Instead, they find a way to throw spears. [+Technology: Spear Thrower (wood)]
> The Serpentfolk train scouts and guards in usage of magic armor. [+Units: Scouts (tar-armor), Guards (tar-armor)]
> The Serpentfolk develop a laboratory pit for developing poisons. [+Architecture: Labratory Pit (poisons)]
> The Serpentfolk continue scouting west. (event) [+Temporary Resources: Human (corpse)/ +Units: Scouts (experienced)]
>>
Rolled 19 (1d20)

>>1782482
>research: basic agriculture
Faeries with the help of bigger forest animals like mice or rats start planting and taking care of useful plants and mushrooms around their homes making foraging much easier.
>try to improve their homes
>word of power: charm animal
Create and use this spell to make some slav-I mean to make some animal friends
>rainbow butterfly games are created. It is a flying competition in which the players test their endurance, speed and ability to perform acrobatics and other tricks while flying.The victors are rewarded with honour and fame. It is also a source of fun for those in the audience.
>>
TURN 8 Start:

Elves
Color: Blue
Population: 102+1
Overall Happiness: Good
Political Structure: Oligarchy, Monogamy
Language: Tunan (oral)
Technology: Stone Spears, Wooden Spear Thrower, Rope (root, vine), Medicinal Herbs (excellent), Fire Hand Drill, Hide Loincloth, Hide Feet Wraps, Hide Clothing, String (catgut), Stone Axes (excellent), Jar (crude clay), Short Bow (crude wood)
Architecture: Mud Hut (excellent durability), Mud Shrine (sun), Bed (crude grass-hide)
Agriculture: Foragers (forest), Hunters (forest)
Economy: None
Religion: Monotheism (belenos of the sun)
Magic: Dancing Lights
Units: Hunters (experienced, stealth, tree-walkers, forest-knowledge)
Heroes: Cainteoir (prophet of belenos)
Resources: Honey, Button Mushrooms, Wild Garlic, Wild Ginger, Wild Elder Berry, Wild Potato, Boar, Medicinal Herbs (excellent), Echinacea, Chamomile, Truffle
Temporary Resources: None
Racial Trait: Forest Survival (+2 on rolls related to forest)
Racial Trait: Magic Affinity (+2 on rolls to cast spells)

Serpentfolk
Color: Red
Population: Villagers: Villagers: 65, Scouting: 19-1
Overall Happiness: Neutral
Political Structure: Absolute Monarchy
Language: None
Technology: Slate Shovels, Slate Spears (weak poison), Basic Terraforming (Swamp), Wood Fire Plough, Poison (weak frog), Grilling (slate), Spear Thrower (wood)
Architecture: Breeding Pit (serpentfolk, animal), Incubation Pit, Snake Pit (crude guarded), Trapping Pit (crude), Labratory Pit (poisons)
Agriculture: Foragers (swamp), Hunting (forest)
Economy: None
Religion: Monotheism (Qi’Naka of blood and tar)
Magic: Tar Skin
Units: Scouts (experienced tar-armor), Guards (tar-armor)
Heroes: Basil (queen), Kumasi (prophet of Qi'Naka)
Resources: Creatures (living), Blue Tailed Skink, Leopard Frog, Brown Anole, Cricket, Cattail Tubers, Reed Grass, Poison Dart Frog, Skunk, Common Mouse, Fox, Wild Garlic
Temporary Resources: Kindling, Branches, Human (corpse)
Racial Trait: Poison and Disease Immunity
Racial Trait: Swamp Craft (+2 rolls to craft diseases and poisons)

Humans
Color: Orange
Population: Villagers: 86+1
Overall Happiness: Good
Political Structure: Chiefdom, Gender Roles
Language: Yurislev (oral)
Technology: Wooden Hoe, Stone Axe, Rope (root), Fire Bow Drill, Stone Spear, Medicinal Herbs
Architecture: Log Cabin, Palisade (excellent wood), Shield (crude heavy wood), Anatomy
Agriculture: Foragers (forest, swamp), Farming (potato, cattail tubers, ginger, watermelon, strawberry)
Economy: None
Religion: None
Magic: None
Units: Spearmen (elite experienced defenders critical-serpentfolk shielded), Scouts
Heroes: None
Resources: Cricket, Brown Anole, Common Toad, Wild Garlic, Cattail Tubers, Reed Grass, Wild Potato, Wild Ginger, Honey, Morel, Wild Strawberry, Wild Watermelon, Medicinal Herbs
Temporary Resources: Serpentfolk (skin, meat), Slate Spears (weak poison)
Racial Trait: Innovative (+2 on technology rolls)
Racial Trait: Explorers (+2 on expansion rolls)
>>
>>1784727
Arachne
Color: Teal
Population: 115+4 (arachne) 12+1 (arachne half-gnome) 31-1 (gnome)
Overall Happiness: Good (addiction barrenwort-extract)
Political Structure: Class System (breeding status), Slavery, Hybrid Citizen Laws
Language: Arachne (oral)
Technology: Stone Spears, Silk Traps, Bag (spider silk), Fire Bow Drill, Drug Manufacturing, Poison (excellent arachne), Fishing (spear), Short Bow (excellent)
Architecture: Bramble Den (excellent camouflage), Large Bramble Den (excellent camouflage), Large Incubation Den (excellent camouflage, guarded), Large Slave Den (excellent camouflage)
Agriculture: Foragers (forest), Hunters (forest), Trappers (forest), Slavers (gnome), Farming (barrenwort)
Economy: None
Religion: None
Magic: Detect Life
Units: Slaves (farmers, laborers, courtesan)
Heroes: None
Resources: Creatures (living), Cricket, Mouse, Finch, Dove, Fruit Bat, Possum, Raccoon, Badger, Fox, Perch, Pike, Salmon, Trout, Squirrel, Coyote, Rabbit, Beaver, Pheasant, Skunk, Chipmunk, Turkey, Boar, Deer, Barrenwort (aphrodisiac), Barrenwort Extract (drug aphrodisiac)
Temporary Resources: Gnome (23-1)
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

Vampires
Color: Black
Population: 82+2 (humans) 10 (vampires)
Overall Happiness: Good
Political Structure: Chiefdom, Class System, Elected Council, Child Welfare Laws, Gender Roles, Forced Conversion Laws (diseased or mortally wounded)
Language: None
Technology: Fire Plough (wood), Axe (stone), Arithmetic (poor), String (animal hide), Loincloth (hide), Surgery (excellent primitive), Needle (crude stone, excellent obsidian), Fleam (obsidian), Clothing (hooded hide)
Architecture: Graveyard, Log Cabin
Agriculture: Foragers (wetlands), Hunters (wetlands)
Economy: None
Religion: Polytheism (helios of the sun, selene of the moon)
Magic: None
Units: Blood Scouts, Builder, Hunter, Crafter, Researcher, Doctor, Breeder, Seamstress
Heroes: Vlad the Impaler "Dracula" (chief)
Resources: Truffle, Wild Leek, Wild Onion, Cattail Tubers, Reed Grass, Pickerel Weed, Wild Blackberry, Wild Elder Berry, Blue Tailed Skink, Leopard Frog, Brown Anole, Cricket, Fox, Raccoon, Possum Temporary Resources: Unicorn Blood, Unicorn Hide, Unicorn Horn
Racial Trait: Tyrannical (+2 on rolls against revolts)
Racial Trait: Persuasive (+2 on diplomacy rolls)
>>
>>1784729
Sea Elves
Color: Purple
Population: 97+1 (5 wounded)
Overall Happiness: Good
Political Structure: Meritocracy, Theocracy, Moral Tenets (good)
Language: Falmarian (oral, primitive)
Technology: Net (excellent kelp, frond), Rope (excellent kelp), Fire Plough (frond), Cooking (imu), Raft (driftwood-kelp), Swimming (poor), Medicinal Herbs (crude)
Architecture: Leanto (frond), Hut (frond), Large Hut (frond, stockpile), Shrine (frond, shalarah), Imu
Agriculture: Foragers (coral reef, mediterranean coastline), Farming (wheat)
Economy: None
Religion: Monotheism (shalarah of storm and sea), Offering (fish)
Magic: None
Units: Farmers, Foragers, Fishers, Weavers
Heroes: None
Resources: Fish (living), Sea Grapes, Seaweed, Sea Lettuce, Sand Crab, Oyster, Blue Crab, Kelp, Shrimp, Sardines, Goldfish, Goatfish, Clownfish, Surgeonfish, Triggerfish, Angelfish, Wild Grapes, Wild Olives, Wild Mustard, Wild Wheat, Wild Figs, Sea Shells, Sea Anemone
Temporary Resources: None
Racial Trait: Coastal Affinity (+2 rolls related to the ocean)
Racial Trait: Natural Healers (+2 on rolls to craft medicine and heal wounds)

Giants
Color: Brown
Population: 100
Overall Happiness: Neutral
Political Structure: Chiefdom, Meritocracy
Language: None
Technology: Club (wood), Fire Hand Drill (wood), Medicinal Herbs, Rope (root), Astronomy, Axe (excellent stone), Hammer (excellent stone), Clothing (fur caped), Armor (wood)
Architecture: Mountain Cave (small guarded), Bonfire
Agriculture: Foragers (mountains grassland), Hunters (mountains)
Economy: None
Religion: None
Magic: None
Units: Researchers, Soldiers
Heroes: Golur (chief), Aike (captain)
Resources: Nuts (pine), Bark (pine), Needles (pine), Rabbit, Goat, Mouse, Fox, Coyote, Racoon, Big Horned Sheep, Mule Deer, Mammoth
Temporary Resources: Logs
Racial Trait: Nomadic (no pop penalty when expanding or relocating)
Racial Trait: Powerful Combatants (+2 on aggressive attack rolls)

Faeries
Color: Green
Population: 100
Overall Happiness: Neutral
Political Structure: None
Language: Fae (oral)
Technology: Rope (plant fiber), Clothing (excellent leaf)
Architecture: Tree Hollow (excellent camouflage)
Agriculture: Foragers (forest)
Economy: None
Religion: Deism (dreamscape)
Magic: Blend
Units: None
Heroes: None
Resources: Maple Syrup, Mushroom (chanterelle), Garlic (wild), Ginger (wild), Blueberry (wild), Cricket, Cicada, Ladybird, Weevil, Stag Beetle, Ant (black), Earthworm
Temporary Resources: None
Racial Trait: Illusive (half miss chance when ignoring or fleeing attacks)
Racial Trait: Escape Artist (+2 on escaping snares, enslavement or traps)
>>
>>1783241
Elves TURN 8 (Roll 10)
> The Elves attempt to develop primitve wooden shields, but have minimal luck with it. (you can give these shields to your spearmen for added defense but less accuracy) [+Technology: Shield (crude shield light)]
> The Elves develop cooking by spit roasting meat over fire. [+Technology: Cooking (spit roast)]
> The Elves go hunting for dangerous beasts in the forest. They have minimal luck. [+Resources: Bear (black)]
> The Elves dub thier current hunters spearmen and give other Elves bows and from now on they shall be the hunters. [+Units: Spearmen, Hunters]
>>
>>1784727
> Develop a new poison that can be stored in animal skin bags and thrown and suffocate people, like in a gaseous form
> Develop travelling satchels for the poison or any sort of food in small animal skins (frog, anole, skunk, etc)
> Scouts eat the humans
> Scouts continue out west, not before chopping trees and crafting spears and shovels for themselves, and being wary of any threats as they are nearing the site where the previous scouts had died
>>
Rolled 7 (1d20)

>>1784782
>>
>>1783207
Vampires TURN 8 (roll 11)
> The Vampires look for plants to use as crops. [+Resources: Watermelon, Strawberry, Potatos]
> Researchers look into farming, the harvest period is linked to fertility and the moon goddess. They have decent luck with it. [+Agriculture: Farming (potatoes, watermelon, strawberry)]
> Researchers look into crop rotation and find it to bring greater crop yields. [+Technology: Crop Rotation]
> The Blood scouts train their senses and then search the area that the unicorn died, seeing if they can find any clues. After a bit of scouting, they realize that what was previously believed to he just a natural mud formation was actually a track. The Blood Scouts followed it to a small cave where they found a Basilisk. It did not notice them. [+Units: Blood scouts (stealth)
>>
>>1784782
Serpentfolk TURN 8 (roll 7)
> The Serpentfolk attempt to develop a new poison that can be stored in animal skin bags and thrown and suffocate in a gaseous form. They make some progress, but not much. [+Technology: Bag (small animal-skin)]
> The Serpentfolk develop travelling satchels for the poisons and food. [+Technology: Satchel (animal-skin)]
> The scouts eat the humans.
> The scouts continue west, being wary of any threats. When the get to the forests edge, the see a palisade wall in the distance. (you can still act this turn)
>>
>>1784866
The Serpentfolks Overall Happiness has increased.

[+Overall Hapiness: Good/ +Population: Villagers: Villagers: 65+1, Scouting: 18-1]
>>
>>1783062
Sea Elves TURN 8 (roll 17)
> The Sea Elves pray to their goddess to heal their wounded, hosting a feast in her honor, burning shellfish and fish offerings (+2 roll). From the waves, a bright light appears. It radiates as a feeling of calm falls over The Sea Elves. When it disappears, the wounded are cured and the tribe feels vitality rush through them. [+Religion: Offering (shellfish), Religious Feast/ +Magic: Cure Light Wounds/ +Population (-wounded)]
> They begin harvesting sea salt by waiting for seawater to evaporate. They use this to season and cure food. [+Technology: Cured Meat (salt)/ +Resources: Salt]
> The Sea Elves scout inland for sources of wood to improve their rafts. They do not have the technology to cut down trees, but do find fallen balsa wood suitable for rafts. [+Technology: Raft (wood-kelp)]
> They develop a woodworking tool using shells to shape the driftwood they find, making it more suitable for use around the tribe. [+Technology: Woodworking Knife (shell)]
>>
Rolled 6 (1d20)

>>1784875
We will set fire to the wall and attack
>>
File: Woolly-Rhino-Images.jpg (39 KB, 428x321)
39 KB
39 KB JPG
Rolled 4 (1d6)

>>1783177
Giants TURN 8 (roll 1)
> Due to the last findings of the mammoth, the Giants attempt to find more of the species and attempt to tame them, coming armored with wood, without hide on them, only using the larger roots as rope. They do not attempt to harm the mammoth, only make it feel safe. The Giants do not find The Mammoths, but instead come across a new creature just as large, the Wooly Rhino. Not prepared for the encounter, the Giants are defenseless as the rhino attacks viciously. [+Population: (wounded)]
> The researchers in the cave come outside to study more about the stars surrounding them, attempting to make some map on the rock wall using either rock scratches or ashes from the large bonfire or the blood of deceased animals. The work is sloppy and very primitive, but it's something. [+Language: Primitive Writing/ +Technology: Art (crude ash blood)]
> Aike (captain) and small group of researchers attempt to make a sling with animal hides and large rocks. With the technology available to the giants, this isn't difficult, but the craftsmanship is shotty [+Technology: Sling (crude hide)]
> Golur, being trained by the researchers, decides to now be in charge of dividing the work groups, The soldiers, the most heavily armored and best armed. The hunters, are given sometimes armor or pelt and trials shall be held for their captain. The gatherers, just made of generally weaker giants but still useful to agriculture. And the newly formed Wild Whisperers, who are tasked to tame the wild who deem useful to support their nomadic nature. [+Political Structure: Job Placement/ +Units: Hunters, Gatherers, Wild Whisperers]
>>
>>1784981
[+Population: (4 wounded)]
>>
>>1784981
The Giants Overall Happiness has increased.

[+Overall Hapiness: Good/ +Population: 96+1 (4 wounded)]
>>
>>1784185
Faeries TURN 8 (roll 19)
> The Faeries attempt to get the help of bigger forest animals, but have no way to control them. They do however start planting and taking care of useful plants and mushrooms around their homes. [+Agriculture: Farming (mushroom-chanterelle, garlic, ginger)]
> The Fairies improve their homes by adding small doors, windows and decorations to their tree hollows. [+Architecture: Tree Hollow (decorated)]
> The Faeries mediate in thier God's dreamscape attempting to pull magical energy from the world and charm animals. The spell only dazes animals for very short periods of time. [+Magic: Charm Animal (lesser)]
> Rainbow Butterfly Games are created. It is a flying competition in which the players test their endurance, speed and ability to perform acrobatics and other tricks while flying. The victors are rewarded with honor and fame. It is also a source of fun for those in the audience. [+Political Structure: Sanctioned Games/ +Overall Hapiness: Good/ +Population: +1]
>>
>>1784727
Humans
T8

>Research into ways to better preserve food
>Develop Wooden buckets to better carry things
>Begin worship to spirits of the world
>A powerful warrior in the village comes to prominence
>>
Rolled 17 (1d20)

>>1785160
>>
Rolled 16 (1d20)

>>1785000
Ill do T9 while I got the chance.
> researchers attempt to develop a bandage made with medicinal herbs and dried and safe hide.
> the newly formed Wild Whisperers go out again to look for the mammoth to tame. but now escorted by the soldiers.
> The giants along with their chief, start believing that the bright lights in the night sky are believed to be the eyes of the lord they name Albu, which is now drawn by researchers on the wall as a bearded Sitting Giant with eyes on his hands.
> They attempt to heal the wounded with the standard herbs and roots (unless they have the newly formed bandages)
>>
>>1785163
Roll again to spot serpentfolk
>>
Rolled 20 (1d20)

>>1785137
Faeries turn 9
>research: paper out of plant fiber and writing
>designate some tree hollows for magic guild/university
>research: woodworking
>designate some ground area as a market there faeries can banter goods between each other.
>>
Rolled 18 (1d20)

>>1785307
>>
>>1785160
Humans TURN 8 (roll 17)
> The humans research (+2 roll) into ways to better preserve food. They discover that using a liquid formed from soured fruits preserves things. [+Technology: Fermentation (vinegar)]
> The humans develop (+2 roll) wooden buckets to better carry things. They use rope, wood and clay. It works well. [+Technology: Bucket (excellent wood-clay)]
> The humans begin to worship the spirits of the world [+Religion: Animism]
> A powerful warrior in the village comes to prominence. (you can name and equip him) [+Heroes: Human (elite)]
>>
>>1785372
The Serpentfolk attempt to sneak up to the Humans palisade, but are spotted by the Humans. (What do you do humans?)
>>
>>1785366
#barter goods#
>>
>>1785379
Arm the villagers, form a shield wall and attack
>>
Rolled 9 (1d20)

>>1785413
>>
Rolled 12 (1d20)

>>1785430
>>
Rolled 4 (1d8)

>>1785441
>>
Attacking: Serpentfolk Scouts (experienced tar-armor): 2d8 (16hp), AC11, Slate Spear (1d8) [x3] + Poison (weak) 1d4, Units: 18

Defending: Human Spearman (elite experienced defenders critical-serpentfolk shielded): 2d10 (20hp), Shield (crude heavy wood) AC13, Stone Spear -1 (1d8) [19-20 x3], Units: 87

Combat Scale (CS): 18/87

Initiative: 6/16

A small scouting party of eighteen Serpentfolk Scouts move silently through the woods. When the get to the forests edge, they see a palisade wall in the distance. They decide to set fire to it and attack the village, but on thier way to the encampment they are spotted.

The Human Spearmen come out from behind the palisade and hold thier position in a shield wall formation. The small group of Serpentfolk continue to charge at them, but the Human shields stop the oncoming spears (11 atk against 17 AC). On collision, the Humans return attacks of their own and kill the Serpentfolk. (11 atk against 11 AC, 4 * 87/18 = 19 damage). 18 killed.
>>
>>1785466
Humans:
+Temporary Resources: Serpentfolk (corpses)
+Heroes: Heroes: Human (experienced)

Serpentfolk:
-Scouts (experienced)
-Population: 18
>>
File: sketch-1503090120721.png (2.8 MB, 1528x1080)
2.8 MB
2.8 MB PNG
Turn 8 waiting on arachne
>>
Rolled 9 (1d20)

>>1785556
Arachne
Color: Teal
Population: 115+4 (arachne) 12+1 (arachne half-gnome) 31-1 (gnome)
Overall Happiness: Good (addiction barrenwort-extract)
Political Structure: Class System (breeding status), Slavery, Hybrid Citizen Laws
Language: Arachne (oral)
Technology: Stone Spears, Silk Traps, Bag (spider silk), Fire Bow Drill, Drug Manufacturing, Poison (excellent arachne), Fishing (spear), Short Bow (excellent)
Architecture: Bramble Den (excellent camouflage), Large Bramble Den (excellent camouflage), Large Incubation Den (excellent camouflage, guarded), Large Slave Den (excellent camouflage)
Agriculture: Foragers (forest), Hunters (forest), Trappers (forest), Slavers (gnome), Farming (barrenwort)
Economy: None
Religion: None
Magic: Detect Life
Units: Slaves (farmers, laborers, courtesan)
Heroes: None
Resources: Creatures (living), Cricket, Mouse, Finch, Dove, Fruit Bat, Possum, Raccoon, Badger, Fox, Perch, Pike, Salmon, Trout, Squirrel, Coyote, Rabbit, Beaver, Pheasant, Skunk, Chipmunk, Turkey, Boar, Deer, Barrenwort (aphrodisiac), Barrenwort Extract (drug aphrodisiac)
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

Turn 8:
>Discover harder and more durable materials than stone to make Spearheads with.
>Practice spear techniques, and make a sport out of it, similar to fencing.
>Lay traps around the settlement in case of an invasion.
>Scout far and wide for more burgeoning civilizations to enslave.
>>
>>1785556
Bump
>>
Rolled 7 (1d20)

> Continue researching the gaseous poison that can be stored in skin bags and thrown. Think like heavy balloons that when popped release the gas.
> Breed the foxes in the pits for food. If we don't have foxes, we will look for them.
> With the loss of more scouts, it is clear that a large threat is emerging in the west. We will begin to build a large network out west of snake holes, connected to our base on our island.
> Designate a few of our population as fishers with spears
>>
>>1785713
Arachne TURN 8 (roll 9)
> The Arachne attempt to discover harder and more durable materials than stone to make Spearheads with but have no luck.
> The Arachne practice spear techniques, and make a sport out of it, similar to fencing. [+Units: Fencer (spear)]
> The Arachne lay traps around the settlement in case of an invasion. [Architecture: Boundary Traps]
> The Arachne dens a scouting party west. [+Population: Scouting 12-1]
>>
TURN 9 Start:

Elves
Color: Blue
Population: 103+1
Overall Happiness: Good
Political Structure: Oligarchy, Monogamy
Language: Tunan (oral)
Technology: Spear (stone), Spear Thrower (wood), Rope (root, vine), Medicinal Herbs (excellent), Fire Hand Drill, Clothing (hide), String (catgut), Axe (excellent stone), Jar (crude clay), Short Bow (crude wood), Shield (crude wood light), Cooking (spit roast)
Architecture: Mud Hut (excellent durable), Mud Shrine (sun), Bed (crude grass-hide)
Agriculture: Foragers (forest), Hunters (forest)
Economy: None
Religion: Monotheism (belenos of the sun)
Magic: Dancing Lights
Units: Spearmen (experienced stealth tree-walkers forest-knowledge shielded), Hunter (bow)
Heroes: Cainteoir (prophet of belenos)
Resources: Honey, Mushroom (button, truffle), Garlic, Ginger, Elderberry, Potato, Boar, Echinacea, Chamomile, Bear (black)
Temporary Resources: None
Racial Trait: Forest Survival (+2 on rolls related to forest)
Racial Trait: Magic Affinity (+2 on rolls to cast spells)

Vampires
Color: Black
Population: 84+2 (humans) 10 (vampires)
Overall Happiness: Good
Political Structure: Chiefdom, Class System, Elected Council, Child Welfare Laws, Gender Roles, Forced Conversion Laws (diseased or mortally wounded)
Language: None
Technology: Fire Plough, Axe (stone), Arithmetic (poor), String (hide), Surgery (excellent primitive), Needle (excellent obsidian), Fleam (obsidian), Clothing (hooded hide), Crop Rotation
Architecture: Graveyard, Log Cabin
Agriculture: Foragers (wetlands), Hunters (wetlands), Farming (potatoes, watermelon, strawberry)
Economy: None
Religion: Polytheism (helios of the sun, selene of the moon)
Magic: None
Units: Blood Scout (stealth), Builder, Hunter, Crafter, Researcher, Doctor, Breeder, Seamstress
Heroes: Vlad the Impaler "Dracula" (chief)
Resources: Mushroom (truffle), Leek, Onion, Cattail Tubers, Reed Grass, Pickerel Weed, Blackberry, Elderberry, Blue Tailed Skink, Leopard Frog, Brown Anole, Cricket, Fox, Raccoon, Possum, Potato, Watermelon, Strawberry
Temporary Resources: Unicorn (blood hide horn)
Racial Trait: Tyrannical (+2 on rolls against revolts)
Racial Trait: Persuasive (+2 on diplomacy rolls)
>>
Sea Elves
Color: Purple
Population: 103+1
Overall Happiness: Good
Political Structure: Meritocracy, Theocracy, Moral Tenets (good)
Language: Falmarian (oral, primitive)
Technology: Net (excellent kelp, frond), Rope (excellent kelp), Fire Plough (frond), Cooking (imu), Raft (wood-kelp), Swimming (poor), Medicinal Herbs (crude), Cured Meat (salt), Woodworking Knife (shell)
Architecture: Leanto (frond), Hut (frond), Large Hut (frond, stockpile), Shrine (frond, shalarah), Imu
Agriculture: Foragers (coral reef, mediterranean coastline), Farming (wheat)
Economy: None
Religion: Monotheism (shalarah of storm and sea), Offering (fish, shellfish), Religious Feast
Magic: Cure Light Wounds
Units: Farmers, Foragers, Fishers, Weavers
Heroes: Naevys (high captain)
Resources: Fish (living), Salt, Sea Grapes, Seaweed, Sea Lettuce, Sand Crab, Oyster, Blue Crab, Kelp, Shrimp, Sardines, Goldfish, Goatfish, Clownfish, Surgeonfish, Triggerfish, Angelfish, Grapes, Olives, Mustard, Wheat, Figs, Sea Shells, Sea Anemone
Temporary Resources: None
Racial Trait: Coastal Affinity (+2 rolls related to the ocean)
Racial Trait: Natural Healers (+2 on rolls to craft medicine and heal wounds)

Giants
Color: Brown
Population: 96+1 (4 wounded)
Overall Happiness: Neutral
Political Structure: Chiefdom, Meritocracy, Job Placement
Language: Primitive Writing/ +Technology: Art (crude ash blood)
Technology: Club (wood), Fire Hand Drill (wood), Medicinal Herbs, Rope (root), Astronomy, Axe (excellent stone), Hammer (excellent stone), Clothing (fur caped), Armor (wood), Sling (crude hide)
Architecture: Mountain Cave (small guarded), Bonfire
Agriculture: Foragers (mountains grassland), Hunters (mountains)
Economy: None
Religion: None
Magic: None
Units: Researchers, Soldiers, Hunters, Gatherers, Wild Whisperers
Heroes: Golur (chief), Aike (captain)
Resources: Nuts (pine), Bark (pine), Needles (pine), Rabbit, Goat, Mouse, Fox, Coyote, Racoon, Big Horned Sheep, Mule Deer, Mammoth
Temporary Resources: Logs
Racial Trait: Nomadic (no pop penalty when expanding or relocating)
Racial Trait: Powerful Combatants (+2 on aggressive attack rolls)

Faeries
Color: Green
Population: 100+1
Overall Happiness: Good
Political Structure: Sanctioned Games
Language: Fae (oral)
Technology: Rope (plant fiber), Clothing (excellent leaf)
Architecture: Tree Hollow (excellent camouflage decorated)
Agriculture: Foragers (forest), Farming (mushroom-chanterelle, garlic, ginger)
Economy: None
Religion: Deism (dreamscape)
Magic: Blend, Charm Animal (lesser)
Units: None
Heroes: None
Resources: Maple Syrup, Mushroom (chanterelle), Garlic, Ginger, Blueberry, Cricket, Cicada, Ladybird, Weevil, Stag Beetle, Ant (black), Earthworm
Temporary Resources: None
Racial Trait: Illusive (half miss chance when ignoring or fleeing attacks)
Racial Trait: Escape Artist (+2 on escaping snares, enslavement or traps)
>>
Arachne
Color: Teal
Population: 107+4 (arachne) 13+1 (arachne half-gnome) 30-1 (gnome), Scouting: 12-1 (arachne)
Overall Happiness: Good (addiction barrenwort-extract)
Political Structure: Class System (breeding status), Slavery, Hybrid Citizen Laws
Language: Arachne (oral)
Technology: Stone Spears, Silk Traps, Bag (spider silk), Fire Bow Drill, Drug Manufacturing, Poison (excellent arachne), Fishing (spear), Short Bow (excellent)
Architecture: Bramble Den (excellent camouflage), Large Bramble Den (excellent camouflage), Large Incubation Den (excellent camouflage, guarded), Large Slave Den (excellent camouflage), Boundary Traps
Agriculture: Foragers (forest), Hunters (forest), Trappers (forest), Slavers (gnome), Farming (barrenwort)
Economy: None
Religion: None
Magic: Detect Life
Units: Fencer (spear), Slaves (farmers, laborers, courtesan)
Heroes: None
Resources: Creatures (living), Cricket, Mouse, Finch, Dove, Fruit Bat, Possum, Raccoon, Badger, Fox, Perch, Pike, Salmon, Trout, Squirrel, Coyote, Rabbit, Beaver, Pheasant, Skunk, Chipmunk, Turkey, Boar, Deer, Barrenwort (aphrodisiac), Barrenwort Extract (drug aphrodisiac)
Temporary Resources: Gnome (23-1)
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

Humans
Color: Orange
Population: 87+1
Overall Happiness: Good
Political Structure: Chiefdom, Gender Roles
Language: Yurislev (oral)
Technology: Wooden Hoe, Stone Axe, Rope (root), Fire Bow Drill, Stone Spear, Medicinal Herbs, Fermentation (vinegar), Bucket (excellent wood-clay)
Architecture: Log Cabin, Palisade (excellent wood), Shield (crude heavy wood), Anatomy
Agriculture: Foragers (forest, swamp), Farming (potato, cattail tubers, ginger, watermelon, strawberry)
Economy: None
Religion: Animism
Magic: None
Units: Spearmen (elite experienced defenders critical-serpentfolk shielded), Scouts
Heroes: Snake Eater (elite experienced)
Resources: Cricket, Brown Anole, Common Toad, Wild Garlic, Cattail Tubers, Reed Grass, Wild Potato, Wild Ginger, Honey, Morel, Wild Strawberry, Wild Watermelon, Medicinal Herbs
Temporary Resources: Serpentfolk (corpse, skin, meat), Slate Spears (weak poison)
Racial Trait: Innovative (+2 on technology rolls)
Racial Trait: Explorers (+2 on expansion rolls)
>>
Serpentfolk
Color: Red
Population: 65+1
Overall Happiness: Good
Political Structure: Absolute Monarchy
Language: None
Technology: Slate Shovels, Slate Spears (weak poison), Basic Terraforming (Swamp), Wood Fire Plough, Poison (weak frog), Grilling (slate), Spear Thrower (wood), Bag (small animal-skin), Satchel (animal-skin)
Architecture: Breeding Pit (serpentfolk, animal), Incubation Pit, Snake Pit (crude guarded), Trapping Pit (crude), Laboratory Pit (poisons)
Agriculture: Foragers (swamp), Hunting (forest)
Economy: None
Religion: Monotheism (Qi’Naka of blood and tar)
Magic: Tar Skin
Units: Scouts (tar-armor), Guards (tar-armor)
Heroes: Basil (queen), Kumasi (prophet of Qi'Naka)
Resources: Creatures (living), Blue Tailed Skink, Leopard Frog, Brown Anole, Cricket, Cattail Tubers, Reed Grass, Poison Dart Frog, Skunk, Common Mouse, Fox, Wild Garlic
Temporary Resources: Kindling, Branches, Human (corpse)
Racial Trait: Poison and Disease Immunity
Racial Trait: Swamp Craft (+2 rolls to craft diseases and poisons)
>>
Rolled 19 (1d20)

>>1786328
Humans
T9

>Research ways to start fire better
>Build shack to store food in
>Set sentries outside village to warn of Serpentfolk attacks
>Send scouting party of 5 to our West
>>
Rolled 18 (1d20)

Sea Elves T9
> Sea Elves practice swimming, starting to teach their children to swim at a younger age to improve their aquatic agility and stamina.They continue to encourage swimming every day.
> Sea Elves create tools to harvest the balsa trees for wood using available sharp stones and shells.
> They invent spears by sharpening stone and affixing it to the end of straight balsa branches, providing them to fishermen to aid in fishing and to defend themselves should they encounter another monster at sea.
> Sea Elves use their woodworking tools to shape broad wooden paddles to more effectively steer and maneuver their rafts
>>
Rolled 13 (1d20)

>>1786294
1. Gain an understanding of how plant life works, so like how a tree starts as a seed, turns into a sapling and eventually grows into a tree
2. Research nets using rope and string
3. Send a unit of hunters to scout further west
4. Cainteoir speaks for Belenos but he is not the only god, Belenos says that there are other gods. Ceres is one such god who is worthy of our prayers. She is the consort of Belenos and one who watches over life to ensure it thrives and grows. [Introduce polytheism. A goddess of life and fertility]
>>
>>1785366
>>1786304
>>
Rolled 11 (1d20)

>>
Rolled 17 (1d20)

>>1786294
T9
>A cultural event is planned, every big harvest will be celebrated with a harvest festival
>Researchers look into cooking techniques
>A new school of science is thought up called Zoology, normal Zoologist study animals, Cryptozoologists specialise in finding animals believed to be myth and folklore, and the Paranormal Zoologist specialises in study of magical creatures.
>One Zoologist and Two Paranormal Zoologists study the basilisk
>>
Rolled 16 (1d20)

>>1786328
Arachne
Color: Teal
Population: 107+4 (arachne) 13+1 (arachne half-gnome) 30-1 (gnome), Scouting: 12-1 (arachne)
Overall Happiness: Good (addiction barrenwort-extract)
Political Structure: Class System (breeding status), Slavery, Hybrid Citizen Laws
Language: Arachne (oral)
Technology: Stone Spears, Silk Traps, Bag (spider silk), Fire Bow Drill, Drug Manufacturing, Poison (excellent arachne), Fishing (spear), Short Bow (excellent)
Architecture: Bramble Den (excellent camouflage), Large Bramble Den (excellent camouflage), Large Incubation Den (excellent camouflage, guarded), Large Slave Den (excellent camouflage), Boundary Traps
Agriculture: Foragers (forest), Hunters (forest), Trappers (forest), Slavers (gnome), Farming (barrenwort)
Economy: None
Religion: None
Magic: Detect Life
Units: Fencer (spear), Slaves (farmers, laborers, courtesan)
Heroes: None
Resources: Creatures (living), Cricket, Mouse, Finch, Dove, Fruit Bat, Possum, Raccoon, Badger, Fox, Perch, Pike, Salmon, Trout, Squirrel, Coyote, Rabbit, Beaver, Pheasant, Skunk, Chipmunk, Turkey, Boar, Deer, Barrenwort (aphrodisiac), Barrenwort Extract (drug aphrodisiac)
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

Turn 9:
>Build more, larger, and more luxurious dens for the growing Arachne population.
>Discover copper.
>Have the scouts check around their current location for people to enslave, or failing that, some resources.
>Have the scouts make camp at their current location, and set up necessities so they stop dyin so quickly.
>>
>>1786294

My Turn (9) is here QM.
>>1785190
>>
>>1786600
Elves TURN 9 (roll 13)
> The Elves gain an understanding of how plant life works, they see how a tree starts as a seed, turns into a sapling and eventually grows into a tree. [+Agriculture: Farming (Elderberry, Echinacea, Chamomile)/ +Technology: Botany (primitive)]
> The Elves research nets using rope and string. (you can equip them if you want) [+Technology: Net/ +Resources: Creatures (living)]
> The elves send a unit of hunters to scout further west. [+Population: Scouting: 12-1]
> Cainteoir speaks for Belenos but he is not the only god, Belenos says that there are other gods. Ceres is one such god who is worthy of our prayers. She is the consort of Belenos and one who watches over life to ensure it thrives and grows. [+Religion: Polytheism (ceres of life and fertility)]

1. Rule Change: You must state how many of each unit type you have (e.g. 10 Spearmen). If it is not stated, your units are commoners by default. If less than 20% of your population is commoners, overall happiness will decrease. Commoners can do any job, but not very well. The more of a unit type you have, the faster and better things will get done (e.g. builder/ building).

2. There will be a global event at the beginning of turn 10.
>>
>>1787766
Vampires TURN 9 (roll 17)
> A cultural event is planned, every big harvest will be celebrated with a harvest festival. [Culture: Harvest Festivals]
> The researchers look into cooking techniques. [+Technology: Cooking (excellent soup grilling)]
> A new school of science is thought up called Zoology, normal Zoologist study animals, Cryptozoologists specialise in finding animals believed to be myth and folklore, and the Paranormal Zoologist specialises in study of magical creatures. [+Unit: Zoologist (elite), Cryptozoologist (elite)]
> The Zoologists and Cryptozoologists study the basilisk. They watch the creature from a distance and make some discoveries. This reptilian creature can turn creatures to stone with a mere glance. Though very dangerous, the gaze of the basilisk has a limited range. Coupled with the fact that this creature is slow and sluggish, most creatures can escape it. The basilisk’s usual prey includes small mammals, birds, reptiles and similar creatures which it waits to ambush, turns to stone and then eats at its leisure. It is omnivorous and able to consume its petrified victims. [+Unit: Cryptozoologist (knowledge-basilisk)]

1. Rule Change: You must state how many of each unit type you have (e.g. 10 Spearmen). If it is not stated, your units are commoners by default. If less than 20% of your population is commoners, overall happiness will decrease. Commoners can do any job, but not very well. The more of a unit type you have, the faster and better things will get done (e.g. builder/ building).

2. There will be a global event at the beginning of turn 10.
>>
Rolled 11 (1d20)

>>1794386
Units: 9(Vampire) Blood Scouts (Stealth), 6 Builders, 8 Hunters, 8 Researchers, 8 Magic Researchers, 2 Doctors, 12 Seamstress, 2 Zoologist, 2 Cryptozoologist

T10
>Researchers look into magic theory, there are now 8 researchers and 8 magic researchers
>The magic researchers look into magically manipulating threads
>The hunters hunt for bigger animals
>The Blood Scouts escort the Cryptozoologists as they search for other mythical creatures
>>
>>1786568
Sea Elves TURN 9 (roll 18)
> Sea Elves practice swimming (+2 roll), starting to teach their children to swim at a younger age to improve their aquatic agility and stamina. They continue to encourage swimming every day. While learning to swim, a child swims out near the reef. He comes back telling stories of an underwater city filled with merfolk. [+Technology: Swimming (excellent)]
> Sea Elves create tools to harvest the balsa trees for wood using available sharp stones and shells. [+Technology: Axe (excellent stone), Woodworking Knife (excellent shell)]
> They invent spears by sharpening stone and affixing it to the end of straight balsa branches, providing them to fishermen to aid in fishing (+2 roll) and to defend themselves should they encounter another monster at sea. [+Technology: Spear (excellent stone)/ Resources: Shark (nurse, reef), Kingfish, Shad, Drum (black, red), Mackerel, Snapper, Flounder]
> Sea Elves use their woodworking tools to shape broad wooden paddles to more effectively steer and maneuver their rafts. [+Technology: Oar (excellent wood)]
>>
>>1785190
Giants TURN 9 (roll 16)
> Researchers attempt to develop a bandage made with medicinal herbs and dried hide. It works well. [+Technology: Bandage, Tourniquet]
> The Wild Whisperers go out again to look for the mammoth to tame. but now escorted by the soldiers. They are successful at befriending the beasts, even able to approach and pet them. [+Technology: Animal Taming (mammoth)/ Units: Wild Whisperers (experienced)]
> The giants along with their chief, start believing that the bright lights in the night sky are believed to be the eyes of the lord they name Albu, which is now drawn by researchers on the wall as a bearded Sitting Giant with eyes on his hands. [+Religion: Monotheism (albu of the stars)/ Culture: Art (excellent cave painting)]
> They heal the wounded with standard herbs, roots and bandages. [+Population (-wounded)]

1. Rule Change: You must state how many of each unit type you have (e.g. 10 Spearmen). If it is not stated, your units are commoners by default. If less than 20% of your population is commoners, overall happiness will decrease. Commoners can do any job, but not very well. The more of a unit type you have, the faster and better things will get done (e.g. builder/ building).

2. There will be a global event at the beginning of turn 10.
>>
>>1794880
There are 10 Hunters
10 gatherers
20 soldiers
10 Wild Whisperers
> 20 researchers and 30 Commoners
>>
>>1795704
(For the giants)
>>
>>1785366
Faeries TURN 9 (roll 20)
> The Faeries research paper out of plant fiber. Fae becomes a written language. [+Language: Fae (written)/ Technology: Paper (excellent)/ Ink (excellent blueberry)]
> The Faeries designate a tree hollow for a magic guild and university [+Architecture: Tree Hollow (magic guild)]
> The Fae research woodworking. [+Technology: Woodworking (excellent), Woodworking Knife (excellent stone)]
> The Faeries designate some ground area as a market where faeries can barter goods between each other. [+Architecture: Outdoor Market/ +Economy: Barter]
>>
>>1788635
Arachne TURN 9 (roll 16)
> The Arachne build more, larger, and more luxurious dens for the growing Arachne population. [+Architecture: Huge Bramble Den (excellent camouflage decorated)]
> The Arachne discover copper, but don't have an efficient way to pull it from the ground. [+Resources: (crude copper)]
> The scouts make camp at their current location, and start to set up basic necessities. (you can name the settlement and your capital) [+Settlement 1: Bramble Dens]
> The scouts check around their current location for people to enslave, and come across a scouting party of a dozen goblins. They don't see the Arachne. (you can make an action in turn 9)
>>
Rolled 14 (1d20)

>>1795792
Send two scouts back to the encampment, just in case.
Then ambush the goblins with a surprise attack, hopefully killing the leader and causing confusion. Then, once they're routed, incapacitate the remaining goblins to be enslaved.
>>
Rolled 15 (1d20)

>>1795807
>>
Rolled 14 (1d20)

>>1795812
>>
Rolled 14 (1d20)

>>1795827
>>
Rolled 1 (1d4)

>>1795831
>>
Rolled 12 (1d20)

>>1795834
>>
Rolled 14 (1d20)

>>1795836
>>
Rolled 1 (1d4)

>>1795839
>>
Rolled 5 (1d20)

>>1795842
>>
Rolled 12 (1d20)

>>1795845
>>
Rolled 4 (1d4)

>>1795848
>>
>>1795851
Attacking: Arachne Commoner: 1d6 (6hp), AC10, Stone Spear (1d8) [x3], Units: 10

Defending: Goblin Warrior (experienced): 2d10 (20hp), Short Sword (stone) Armor (hide) AC15, Stone Short Sword (1d4) [19-20], Units: 12

Combat Scale (CS): 6/5

Initiative: 16/15

Arachne scouts check around their current location for people to enslave, and come across a scouting party of a dozen goblins with stone short swords and hide armor. The goblins don't see the Arachne.

The Arachne surround the goblins, and ambush them with a surprise attack, hopefully killing the leader and causing confusion. The Arachnes' spear have trouble piercing the goblins' armor though and thier attacks are stopped. (14 atk against 15 AC).

The goblins return attacks of their own killing three Arachne. (14 atk against 10 AC, 1 * 6/5 = 2 damage). [10 x 2/6] = 3 killed.

Once again the Arachne stab at the goblins, but the goblins are too fast. (12 atk against 15 AC).

The goblins attack again killing another three Arachne. (14 atk against 10 AC, 4 * 6/5 = 2 damage). [10 x 2/6] = 3 killed.

With morale lost the Arachne stab wildly at the goblins missing completely. (5 atk against 15 AC).

The goblins make one more round of killing blows to finish off the Arachne. (12 atk against 10 AC, 4 * 6/5 = 5 damage). [10 x 5/6] = 9 killed.
>>
>>1786489
Humans TURN 9 (roll 19)
> While trying to research (+2 roll) a way to start fire more efficiently, a man had a vision of a blazing sun. It was hot and unbearable, but was soon blocked out in an eclipse and darkness covered the world. The man woke up cold with flames hovering above his palms. (you can name this prophet if you want). [+Magic: Produce Flames/ Heroes: Human (prophet)]
> The humans build a warehouse to store food in. [+Architecture: Large Warehouse (excellent)]
> The humans set sentries outside the village to warn of Serpentfolk attacks. [+Unit: Guard (elite sentry)]
> The humans send a scouting party of 5 west (+scouting 5-1)
>>
>>1785773
Serpentfolk TURN 9 (roll 7)
> The Serpentfolk continue researching the gaseous poison that can be stored in skin bags and thrown. They make some progress and design an animal skin pouch filled with a fine powder. [+Technology: Chemical Weapons (primitive)/ Poison Grenade (crude powder skin)]
> The Serpentfolk start to breed foxes for food. [+Architecture: Breeding Pit (fox)]
> They begin to build a large network of snake holes going west, connected thier island. [+Architecture: Tunnel System (west)/ Scouting Population: 10-1]
> The Serpentfolk designate a few of thier population as spear fishers. [+Units: Spear Fisher]
>>
TURN 10 Start:

Elves
Color: Blue
Population: Commoner 44+1, 25 Spearman, 25 Hunter
Scouting Population: Hunter 10-1
Overall Happiness: Good
Political Structure: Oligarchy
Language: Tunan (oral)
Technology: Spear (stone), Spear Thrower (wood), Rope (root, vine), Medicinal Herbs (excellent), Fire Hand Drill, Clothing (hide), String (catgut), Axe (excellent stone), Jar (crude clay), Short Bow (crude wood), Shield (crude wood light), Cooking (spit roast), Botany (primitive), Net
Architecture: Mud Hut (excellent durable), Mud Shrine (sun), Bed (crude grass-hide)
Agriculture: Foragers (forest), Hunters (forest), Farming (Elderberry, Echinacea, Chamomile)
Economy: None
Religion: Polytheism (ceres of life and fertility, belenos of the sun)
Culture: Monogamy
Magic: Dancing Lights
Units: Commoner, Hunter (bow net), Spearman (experienced stealth tree-walkers forest-knowledge shielded)
Heroes: Cainteoir (prophet of belenos)
Resources: Creatures (living), Honey, Mushroom (button, truffle), Garlic, Ginger, Elderberry, Potato, Boar, Echinacea, Chamomile, Bear (black)
Temporary Resources: None
Racial Trait: Forest Survival (+2 on rolls related to forest)
Racial Trait: Magic Affinity (+2 on rolls to cast spells)

Vampires
Color: Black
Population: 33+2 Commoner, 6 Builder, 8 Hunter, 8 Researcher, 2 Doctor, 12 Seamstress, 2 Zoologist, 2 Cryptozoologist, 15 Breeder, 9 Blood Scout (vampire), 1 Chief (vampire)
Overall Happiness: Good
Political Structure: Chiefdom, Class System, Elected Council, Child Welfare Laws, Forced Conversion Laws (diseased or mortally wounded)
Language: None
Technology: Fire Plough, Axe (stone), Arithmetic (poor), String (hide), Surgery (excellent primitive), Needle (excellent obsidian), Fleam (obsidian), Clothing (hooded hide), Crop Rotation, Cooking (excellent soup grilling)
Architecture: Graveyard, Log Cabin
Agriculture: Foragers (wetlands), Hunters (wetlands), Farming (potatoes, watermelon, strawberry)
Economy: None
Religion: Polytheism (helios of the sun, selene of the moon)
Culture: Gender Roles, Harvest Festivals
Magic: None
Units: Commoner, Blood Scout (stealth), Builder, Hunter, Researcher, Doctor, Breeder, Seamstress, Zoologist (elite), Cryptozoologist (elite knowledge-basilisk)
Heroes: Vlad the Impaler "Dracula" (chief)
Resources: Mushroom (truffle), Leek, Onion, Cattail Tubers, Reed Grass, Pickerel Weed, Blackberry, Elderberry, Blue Tailed Skink, Leopard Frog, Brown Anole, Cricket, Fox, Raccoon, Possum, Potato, Watermelon, Strawberry
Temporary Resources: Unicorn (blood hide horn)
Racial Trait: Tyrannical (+2 on rolls against revolts)
Racial Trait: Persuasive (+2 on diplomacy rolls)
>>
Sea Elves
Color: Purple
Population: Commoner 34+1, Weaver 10, Farmer 15, Fisher 25, Forager 20
Overall Happiness: Good
Political Structure: Meritocracy, Theocracy
Language: Falmarian (oral, primitive)
Technology: Net (excellent kelp, frond), Rope (excellent kelp), Fire Plough (frond), Cooking (imu), Raft (wood-kelp), Swimming (excellent), Medicinal Herbs (crude), Cured Meat (salt), Axe (excellent stone), Woodworking (excellent), Woodworking Knife (excellent shell), Spear (excellent stone), Oar (excellent wood)
Architecture: Leanto (frond), Hut (frond), Large Hut (frond, stockpile), Shrine (frond, shalarah), Imu
Agriculture: Foragers (coral reef, mediterranean coastline), Farming (wheat)
Economy: None
Religion: Monotheism (shalarah of storm and sea), Offering (fish, shellfish)
Culture: Moral Tenants (good), Religious Festivals
Magic: Cure Light Wounds
Units: Commoner, Farmer, Forager, Fisher, Weaver
Heroes: Naevys (high captain)
Resources: Fish (living), Salt, Sea Grapes, Seaweed, Sea Lettuce, Sand Crab, Oyster, Blue Crab, Kelp, Shrimp, Sardines, Goldfish, Goatfish, Clownfish, Surgeonfish, Triggerfish, Angelfish, Grapes, Olives, Mustard, Wheat, Figs, Sea Shells, Sea Anemone, Shark (nurse, reef), Kingfish, Shad, Drum (black, red), Mackerel, Snapper, Flounder
Temporary Resources: None
Racial Trait: Coastal Affinity (+2 rolls related to the ocean)
Racial Trait: Natural Healers (+2 on rolls to craft medicine and heal wounds)

Giants
Color: Brown
Population: Commoner 101+1
Overall Happiness: Good
Political Structure: Chiefdom, Meritocracy, Job Placement
Language: Writing (primitive)
Technology: Club (wood), Fire Hand Drill (wood), Medicinal Herbs, Rope (root), Astronomy (primitive), Axe (excellent stone), Hammer (excellent stone), Clothing (fur caped), Armor (wood), Sling (crude hide), Bandage, Tourniquet, Animal Taming (mammoth)
Architecture: Mountain Cave (small guarded), Bonfire
Agriculture: Foragers (mountains grassland), Hunters (mountains)
Economy: None
Religion: Monotheism (albu of the stars)
Culture: Art (excellent cave painting, ash, blood)
Magic: None
Units: Commoner, Researcher, Soldier, Hunter, Gatherer, Wild Whisperer (experienced)
Heroes: Golur (chief), Aike (captain)
Resources: Nuts (pine), Bark (pine), Needles (pine), Rabbit, Goat, Mouse, Fox, Coyote, Racoon, Big Horned Sheep, Mule Deer, Mammoth
Temporary Resources: Logs
Racial Trait: Nomadic (no pop penalty when expanding or relocating)
Racial Trait: Powerful Combatants (+2 on aggressive attack rolls)
>>
Faeries
Color: Green
Population: Commoner 101+1
Overall Happiness: Good
Political Structure: None
Language: Fae (oral, written)
Technology: Rope (plant fiber), Clothing (excellent leaf), Paper (excellent), Ink (excellent blueberry), Woodworking (excellent), Woodworking Knife (excellent stone)
Architecture: Tree Hollow (excellent camouflage decorated housing, Tree Hollow (magic guild), Outdoor Market
Agriculture: Foragers (forest), Farming (mushroom-chanterelle, garlic, ginger)
Economy: Barter
Religion: Deism (dreamscape)
Culture: Rainbow Butterfly Games
Magic: Blend, Charm Animal (lesser)
Units: Commoner
Heroes: None
Resources: Maple Syrup, Mushroom (chanterelle), Garlic, Ginger, Blueberry, Cricket, Cicada, Ladybird, Weevil, Stag Beetle, Ant (black), Earthworm
Temporary Resources: None
Racial Trait: Illusive (half miss chance when ignoring or fleeing attacks)
Racial Trait: Escape Artist (+2 on escaping snares, enslavement or traps)

Arachne
Color: Teal
Population: Commoner (113+4 arachne, 14+1 arachne half-gnome)
Slave Population: Laborer 29-1 (gnome)
Overall Happiness: Good
Political Structure: Class System (breeding status), Slavery, Hybrid Citizen Laws
Language: Arachne (oral)
Technology: Stone Spears, Silk Traps, Bag (spider silk), Fire Bow Drill, Drug Manufacturing, Poison (excellent arachne), Fishing (spear), Short Bow (excellent)
Architecture: Huge Bramble Den (excellent camouflage decorated), Large Incubation Den (excellent camouflage, guarded), Large Slave Den (excellent camouflage), Boundary Traps
Agriculture: Foragers (forest), Hunters (forest), Trappers (forest), Slavers (gnome), Farming (barrenwort)
Economy: None
Religion: None
Culture: Drug Addiction (barrenwort-extract), Spear Fencing
Magic: Detect Life
Units: Commoner, Slave (laborer, farmer, courtesan)
Heroes: None
Resources: Creatures (living), Cricket, Mouse, Finch, Dove, Fruit Bat, Possum, Raccoon, Badger, Fox, Perch, Pike, Salmon, Trout, Squirrel, Coyote, Rabbit, Beaver, Pheasant, Skunk, Chipmunk, Turkey, Boar, Deer, Barrenwort (aphrodisiac), Barrenwort Extract (drug aphrodisiac), Copper (crude)
Temporary Resources: Gnome (23-1)
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)
>>
Humans
Color: Orange
Population: Commoner 43+1, Spearmen 40
Scouting Population: 5-1
Overall Happiness: Good
Political Structure: Chiefdom
Language: Yurislev (oral)
Technology: Wooden Hoe, Stone Axe, Rope (root), Fire Bow Drill, Stone Spear, Medicinal Herbs, Fermentation (vinegar), Bucket (excellent wood-clay), Shield (crude heavy wood), Anatomy
Architecture: Log Cabin, Palisade (excellent wood), Large Warehouse (excellent)
Agriculture: Foragers (forest, swamp), Farming (potato, cattail tubers, ginger, watermelon, strawberry)
Economy: None
Religion: Animism
Culture: Gender Roles
Magic: Produce Flames
Units: Commoner, Spearman (elite experienced defenders critical-serpentfolk shielded), Scout, Guard (elite sentry)
Heroes: Snake Eater (elite experienced), Human (prophet)
Resources: Cricket, Brown Anole, Common Toad, Wild Garlic, Cattail Tubers, Reed Grass, Wild Potato, Wild Ginger, Honey, Morel, Wild Strawberry, Wild Watermelon, Medicinal Herbs
Temporary Resources: Serpentfolk (corpse, skin, meat), Slate Spears (weak poison)
Racial Trait: Innovative (+2 on technology rolls)
Racial Trait: Explorers (+2 on expansion rolls)

Serpentfolk
Color: Red
Population: Commoner 56+1
Scouting Population: 10-1]
Overall Happiness: Good
Political Structure: Absolute Monarchy
Language: None
Technology: Slate Shovels, Slate Spears (weak poison), Basic Terraforming (Swamp), Wood Fire Plough, Poison (weak frog), Grilling (slate), Spear Thrower (wood), Bag (small animal-skin), Satchel (animal-skin), Chemical Weapons (primitive), Poison Grenade (crude powder skin)
Architecture: Breeding Pit (serpentfolk, fox), Incubation Pit, Snake Pit (crude guarded), Trapping Pit (crude), Laboratory Pit (poisons), Tunnel System (west)
Agriculture: Foragers (swamp), Hunting (forest)
Economy: None
Religion: Monotheism (Qi’Naka of blood and tar)
Culture: None
Magic: Tar Skin
Units: Commoner, Scout (tar-armor), Guard (tar-armor), Fisher (spear)
Heroes: Basil (queen), Kumasi (prophet of Qi'Naka)
Resources: Creatures (living), Blue Tailed Skink, Leopard Frog, Brown Anole, Cricket, Cattail Tubers, Reed Grass, Poison Dart Frog, Skunk, Mouse, Fox, Wild Garlic
Temporary Resources: Kindling, Branches, Human (corpse)
Racial Trait: Poison and Disease Immunity
Racial Trait: Swamp Craft (+2 rolls to craft diseases and poisons)
>>
Rolled 2, 2, 4, 2, 6, 2, 1, 5, 6, 4, 3, 1 = 38 (12d6)

>>
Rolled 4, 4 = 8 (2d6)

>>1796047
>>
TURN 10 [Global Event]

An unnatural darkness falls across the world as the moon blocks out the sun. It is unexpected and quick, but the world grows cold and within days snow and ice cover the ground. Trees and plants wither and die and animals fight to survive.

Elves (Snow Forest)
With clothing, fire and shelter the elves do ok. However, they run into a major food source issue. The landscape around them is covered in snow and thier sources of fruits, vegetables and animals (boar and bear) are no where to be found. Luckily they have trained hunters that are able to replace thier known food sources. [+Resources: Rabbit, Fox, Mouse]

Vampires (Frozen Marshland)
With clothing, fire and shelter the vampires do ok. However, they run into a major food source issue. The landscape around them is covered in snow and thier sources of fruits, vegetables and animals (reptiles, amphibians, raccoon and possum) are no where to be found. Luckily they have trained hunters that are able to replace thier known food sources. [+Resources: Rabbit, Mouse]

Sea Elves (Frozen Coastline)
Although the sea elves have fire and shelter, they do not have any clothing and struggle to stay warm. With the coastline frozen, they will run into a major food source issue, but have been stockpiling food. [-Population: (4 dead)-1/ Overall Happiness: Unrest (cold)]

Giants (Snow Mountain)
With clothing, fire and shelter the giants barely notice the climate change. Their lifestyle is not changed much by the cold.

Faeries (Snow Forest)
Without fire, the faeries have trouble staying warm. In addition, thier food sources have vanished and the faeries are starving. [-Population: (12 dead)-1/ Overall Happiness: Unrest (cold, starving)]

Arachne (Snow Forest)
Although the arachne have fire and shelter, they do not have any clothing and struggle to stay warm. Arachnes' main problem though is thier Barrenwort addiction. With the cold came the death of their plants. [-Population: (8 dead) +0 arachne/ -3 arachne half-gnome/ Overall Happiness: Unrest (cold, withdrawal)/ Temporary Resources: Gnome (8 dead)]

Humans (Frozen Marshland)
Although the humans have fire and shelter, they do not have any clothing and struggle to stay warm. They will run into a major food source issue, but have been stockpiling food. [-Population: (10 dead)-1/ Overall Happiness: Unrest (cold)]

Serpentfolk (Frozen Marshland)
Although the serpentfolk have fire and shelter, they do not have any clothing and struggle to stay warm. In addition, the ground has been frozen solid and they are unable to expand there tunnels. [-Population: (4 dead)-1/ Overall Happiness: Unrest (cold)]
>>
>>1796061
Faeries 11 turn
Research: fire
Research: spears using woodworking knives for the tip
Action: 10 hunters equipped with spears and knives go out and using blend to stay hidden and charm animal to stun them, bring good to the tribe.
Action: make a bonfire surrounded by a circle of stones for warmth and cooking.
>>1787402
Roll
>>
>>1796134
*bring food*
>>
>>1796134
*Turn 10*
>>
>>1796061
GIANTS Turn 10
> The researchers attempt to forge a better rope by entangling roots together along with fibers.
> Aike begins training the soldiers and hunters using the sling to hit trees
> The hunters go out using their new training with a sling to kill prey such as deer,(but not mammoth as they gained their trust)
> The Wild Whisperers attempt to research a way to use the mammoth's brawn to haul things, if they show visible discomfort they will not use the technology until it's more advanced

BTW I want to change my job assignments to 25 soldiers and 25 Commoners that's all
>>
Rolled 2 (1d20)

>>1796213
Damn forgot roll.
>>
Rolled 20 (1d20)

>>1796025
>>1796061
>1. Cut down trees for timber
We shall protect the forest but even a creature of nature must destroy if it is to survive.
>2. Introduce a code of morals
Cainteoir tells us that if we are to prosper, the Elven people must have a set of rolls among each other. Stuff like being kind to your neighbor and being truthful.
>3. Research longhouses
These huts made out of mud will not adequate for long. A new type of structure must be made in order to secure the tribe.
>4. Research stone knives
Knives are a good tool with a wide range of uses
>>
Rolled 18 (1d20)

>>1796061
Humans
T10

>Research ways to make stronger rope
>Develop clothes from Serpentfolk skin
>Train 6 Hunters
>Continue scouting west. Try to identify Animals, plants, environment, etc...
>>
Rolled 13 (1d20)

>>
Rolled 8 (1d20)

>>1796061
Arachne
Color: Teal
Population: Commoner (113+0 arachne, 11+1 arachne half-gnome)
Slave Population: Laborer 21-1 (gnome)
Overall Happiness: Unrest (cold, withdrawal)
Political Structure: Class System (breeding status), Slavery, Hybrid Citizen Laws
Language: Arachne (oral)
Technology: Stone Spears, Silk Traps, Bag (spider silk), Fire Bow Drill, Drug Manufacturing, Poison (excellent arachne), Fishing (spear), Short Bow (excellent)
Architecture: Huge Bramble Den (excellent camouflage decorated), Large Incubation Den (excellent camouflage, guarded), Large Slave Den (excellent camouflage), Boundary Traps
Agriculture: Foragers (forest), Hunters (forest), Trappers (forest), Slavers (gnome), Farming (barrenwort)
Economy: None
Religion: None
Culture: Drug Addiction (barrenwort-extract), Spear Fencing
Magic: Detect Life
Units: Commoner, Slave (laborer, farmer, courtesan)
Heroes: None
Resources: Creatures (living), Cricket, Mouse, Finch, Dove, Fruit Bat, Possum, Raccoon, Badger, Fox, Perch, Pike, Salmon, Trout, Squirrel, Coyote, Rabbit, Beaver, Pheasant, Skunk, Chipmunk, Turkey, Boar, Deer, Barrenwort (aphrodisiac), Barrenwort Extract (drug aphrodisiac), Copper (crude)
Temporary Resources: Gnome (23-1)
Racial Trait: Breeders (+1 pop growth)
Racial Trait: Stealth (+2 on ambush and scout rolls)

Turn 10:
>Train a militia of 30 fencers (27 arachne, 3 arachne half-gnome) and 10 archers (9 arachne, 1 arachne half-gnome).
>Create specialized roles for Arachne such as breeder, researcher, hunter, trapper, caretaker, craftsperson, builder, or lawmaker.
>Invent the furnace to heat up Arachne homes.
>Discover the process of smelting metals with the furnace.

And set 12 of the slaves to be courtesans.




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