[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: 1401819142728.png (3.01 MB, 1383x3633)
3.01 MB
3.01 MB PNG
Pick race and location. There will be a few other worldbuilding choices to make before we begin too.
>>
What's our tech level?
> Stone age
> Bronze age
> Iron age
> other

How old is the world?
> Brand new
> Somewhat old
> Ancient
> other
>>
How powerful is magic
> Nearly non existent
> Ritualistic only
> Normal fantasy
> Powerful
> Very powerful
> other

How common are spellcasters
> Very rare
> Rare
> Common
> Ubiquitous
> other
>>
How's the presence of the gods in the world?
> Physical avatars
> Frequent manifestations
> Rare manifestations
> Gods are silent
> Gods are dead
> other

How many gods are there
> 1
> 2
> 3
> Dozens
> Hundreds
> other
>>
>>3014894
Humans
Hills


>>3014898
>Stone age
>Normal Fantasy
>Rare
>Ancient
>>
How resource rich is the world
> Scarce resources
> Resource poor
> Normal
> Resource rich
> Very rich
> other

How is the vegetation of the world
> Barren
> Scarce
> Average
> Plentiful
> Gaia
> other
>>
>>3014904
>Hundreds
>Physical Avatars

>>3014908
>Normal

>Stone age
>Normal Fantasy
>Rare
>Ancient

>>3014908
>Average

Change to
>Humans
>City Ruins

Are you done?
>>
>>3014913

Yes I'm done for now, unless there's some other aspect of worldbuilding you guys want to put for voting.
>>
>>3014894
Iron age
Ancient
Powerful
Rare
Rare Manifestations
Dozens
Very Rich
Gaia
Faun
Swamp
>>
>>3014922
I remember you OP. You left us after a giant crab attacked us
>>
>>3014928

I remember that thread but I don't think I have archived it, it was fun while it lasted. Having random giant creatures roaming the world sounds fun until one or more of them decides to attack you.
>>
>>3014943
Let us Know if any giant creatures can climb the walls. Knowing that would have save us some relief
>>
>>3014894
Dark Elf
Underground

tech
>Bronze age

World
> Ancient

Magic, spellcasters
> Normal fantasy
> Rare

Gods
> Frequent manifestations
> Dozens

World is
> Resource poor
> Plentiful
>>
>>3014894
>>3014898
>>3014901
>>3014904
>>3014908
>Tech
Bronze
>Old
Somewhat Old
>Magic Strength/rarity
Very Powerful
Very Rare
>Gods
Physical Avatars
Hundreds
>Resources and vegetation
Very Rich
Average
>>
>>3014894
Here are my votes

>Iron age
>Somewhat old world
>Magic is ritualistic only
>spellcasters are rare
>dozens of gods, every race has a pantheon
>rare manifestations
>normal resources
>average vegetation

>Orc

>Swamp
>>
>>3014989
Forgot races.
>Demon
>Tundra
>>
>>3014913
Supporting
>>
File: Capsafture.png (121 KB, 259x221)
121 KB
121 KB PNG
>>3015492
I swear if we get stuck playing Humans the boring basic bitches.
>>
>>3015532
Then go run your Troll Civ
>>
>>3014989
Eh, I can change from drow to demon tundra to get this going
>>
>>3014913
Let's go Human
This
>>
>>3015538
It's more fun to play then run sometimes. Also I don't want to run more then one quest at a time, it leads to a drop in quality having to bounce between them.
>>
>>3015591
Why not just run one quest like a normal QM? And not start 3 quests at the same time?
>>
File: I fucked up.jpg (13 KB, 480x360)
13 KB
13 KB JPG
>>3015597
The first one went very slow only getting a reply every few hours. So I figured the other would follow the same pattern. It was classic overestimating your abilities.

But I've started them and am going to try my best to see them through.
>>
File: Peryton.jpg (76 KB, 457x657)
76 KB
76 KB JPG
>>3014913
>>3014924
>>3014967
>>3014989
>>3015170
>>3015190
>>3015492


Oral tradition amongst your people say that your ancestors came from the stars, having tamed shining flying beasts in whose bellies you travelled in every which way. You were once masters of wondrous magic having powers over life and death; but in this world there are beings who also wield powerful magic and they became jealous of your powers - the so called gods, beings who manipulate the rules of reality. There was a great cataclysm and what was once a large civilization crumbled to dust in a very short amount of time. Very few humans survived and what little magic they could recover from the ruins of the old world stopped working after a few generations. We reverted to a quasi-feral state, with many small clans fighting for the meager scraps that were leftover from the orgy of destruction, when we're not being hunted by the other races who dwell in this world. Dark elves, vampires, demons - always wanting more slaves. But through all the strife our shamans never allowed us to forget that we came from the stars. Maybe one day we'll reach them again.

We have a nice little setup. A thriving community of hunter gatherers. We settled in the southeasternmost section of the ruins of what was once a large city. A small stream of water courses nearby. Our hunters catch wild boars in the nearby woods, we smoke the meat to preserve it. Our gatherers pick the local woods clean of anything edible - blueberries, chantrelles, even treebark that we cook into a form of barkbread. We've built some wattle and daub huts for ourselves and a small shrine to honor our ancestors. Our shaman can heal minor wounds and sickness with his herbal concotions.

We know of one other small clan nearby - the Kuros, they're about the same size of our own clan and live on the southwesternmost part of the ruined city. They seemed friendly enough last time we met them, but we never know.

We know about one god who dwells on the forest where we hunt. It is called Peryton and it looks like a colorful winged deer. Our hunters have met with it several times. It can make trees grow at an unnatural rate. Our hunters try to avoid it because it tends to follow them around talking about weird things and it scares the wild boars.


Population: 150 (50m/50f/50ch)
Warriors: 7 (clubs, m)
Workers: 40 hunters (pointy sticks, m) 50 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m)
Food reserves: 500
Resources: wood, stone, clay
Constructions: Wattle and Daub Huts; Shrine to Ancestors
Technology: Primitive Construction; Primitive Food Preservation
Magic: Primitive Healing
Religion: Primitive Ancestors Cult
Law: Shaman Rule
Crops: None
Husbandry: None
Fish/Game: Wild Boars


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
>>3016102
>G. Exploration and Colonization
Explore the ruin city. Maybe there may be tools or weapons left behind
>>
>>3016121

I am with this anon, though getting started on farming to secure a steady food supply is also sexy (
>>
>>3016121
>>3016800

From now on please roll 1d100 with your actions to determine degrees of success and failure.

We send our warriors to explore the ruin city, looking for tools or weapons that might have been left behind. For the longest time ruin cities have been taboo, cursed places that ruined perfectly healthy men in a matter of weeks, the artifacts brought back from there spelling ruin to entire clans. Still, this particular ruin seems pretty safe so far. Rummaging through piles of rubble in the ruined city our warriors find a couple rusty metal buckets!

Our hunters had great success in hunting, bringing back large amounts of boar meat that we smoke to preserve for the future. Our gatherers also bring back large amounts of food; we try drying some berries in the sun to preserve them.

We assign a few lumberjacks to get enough wood to smoke the meat our hunters keep bringing back town and to save up for winter.

Population: 165 (52m/52f/61ch)
Warriors: 7 (clubs, m)
Workers: 40 hunters (pointy sticks, m) 50 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 4 lumberjacks (2m/2f)
Food reserves: 925
Resources: wood, stone, clay, 2 rusty metal buckets
Constructions: Wattle and Daub Huts; Shrine to Ancestors
Technology: Primitive Construction; Primitive Food Preservation
Magic: Primitive Healing
Religion: Primitive Ancestors Cult
Law: Shaman Rule
Crops: None
Husbandry: None
Fish/Game: Wild Boars


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 4, 18 = 22 (2d20)

>>3017237

I am in favor of

a) constructing a storehouse to keep all our food well preserved and give this ramshack place the first taste of civilization

b) research agriculture or perhaps even husbandry?

I rolled twice just in case too few ppl show up
>>
>>3017269

We construct a storehouse to keep all our food well preserved. We start crafting many clay vases to store our food in. Still, we have a hard time keeping the rats out of our storehouse and some food still goes bad.

We begin researching agriculture and husbandry. We start gathering wild seeds of wheat, barley and rye. We could start farming those grains, but we would need some sort of calendar to figure out when it is time to plant and when it is time to harvest. We could try taming wild boars to raise them as livestock.


Population: 180 (56m/52f/72ch)
Warriors: 7 (clubs, m)
Workers: 40 hunters (pointy sticks, m) 50 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 8 lumberjacks (stone axe, 6m/2f)
Food reserves: 874
Resources: wood, stone, clay, 2 rusty metal buckets
Constructions: Wattle and Daub Huts; Shrine to Ancestors; Storehouse
Technology: Primitive Construction; Primitive Food Preservation
Magic: Primitive Healing
Religion: Primitive Ancestors Cult
Law: Shaman Rule
Crops: None
Husbandry: None
Fish/Game: Wild Boars
>>
>>3017279

research: astronomy! to get our calendar started and fill it with weird holidays. What do our shamans do anyways when theyre not healing paper cuts

put a pin in that boar taming idea for now, well get to that

build: lets upgrade our homes using the timber from the woods. are axes stone age tech? either way, it's time to become the superior civilization and look the part
>>
Rolled 2, 7 = 9 (2d20)

>>3017312

forgot me dice. and me reading glasses.

since we got access to wood and stone, I smell a wall inc soon. Remember kids: build a wall, so your city can stand tall.
>>
>>3017312
>>3017314

We begin researching astronomy in order to create a calendar. Our shaman tells us that if the stars are right we're now in Autumn - we could've guessed from the falling leaves. We decide to create various weird holidays in honor to our ancestors: Flying Man Day, Day of the Sky, Stargazing Day, etc. Our shaman starts keeping track of the time.

We begin upgrading our homes using timber we fell from the local woods. We're not being very successful in building wooden houses proper but we manage to expand the size of some of our huts.

We assign a few artisans to craft vases to use for food preservation.

We might as well call this year 1. Winter will soon be upon us.

Population: 190 (60m/52f/78ch)
Warriors: 7 (clubs, m)
Workers: 40 hunters (pointy sticks, m) 50 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 8 lumberjacks (stone axe, 8m) artisans (2m/2f)
Food reserves: 901
Resources: wood, stone, clay, 2 rusty metal buckets
Constructions: Expanded Wattle and Daub Huts; Shrine to Ancestors; Storehouse
Technology: Primitive Construction; Primitive Food Preservation; Primitive Calendar
Magic: Primitive Healing
Religion/Culture: Primitive Ancestors Cult, Weird Holidays
Law: Shaman Rule
Crops: None
Husbandry: None
Fish/Game: Wild Boars


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
>>3017344

lets upgrade these houses propper to prepare for winter. is charcoal a thing?

1) houses
2) research bows/archery. thatll help in hunting and defending ourselves


sorry for the wait, dinner had to be cooked
>>
Rolled 6, 9 = 15 (2d20)

>>3017504
>>3017344


could have sworn I had it typed...
>>
Rolled 46, 87 = 133 (2d100)

>>3017344
>C
>K
Winter is coming, and we need better shelter and possibly MAGIC to help us survive the cold and create warmth. I've heard good things about Insulated Houses and Primitive Heating.
>>
>>3017504
>>3017507
>>3017591

We upgrade our houses by building little fireplaces in them as preparation for the winter. We work on insulating them slathering them with layers of mud and clay.

We begin researching the manufacture of bows to help with hunting and defending ourselves. We maufacture a few short bows using woven plantfiber we find in the woods for the string and flexible carved branches for the bow. We then carve a bunch of short pointy sticks for arrows. These new short bows are a bit unwieldy and unreliable, but are a beginning; there's plenty of room for improvement in both bow manufacture and arrow manufacture. Still, some of our hunters adopt the new weapons.

Winter comes, game and plant life become scarce and we need to rely on our reserves of food for the most part. Luckily we had a decent amount of stockpiled food for the winter and we manage to get by just fine.

We consider improving our magic to help us survive the cold! Our shaman secludes himself in the city ruins where he enters into a trance; after a few days he comes back saying our ancestors bestowed upon him the blessing of creating fire! He produces a mystical device, a small metal box that when opened creates a small flame! We deem it a sacred relic and put it in the shrine together with the two rusty metal buckets that our warriors found in the city ruins.

Population: 200 (62m/54f/84ch)
Warriors: 7 (clubs, m)
Workers: 40 hunters (pointy sticks, m) 50 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 8 lumberjacks (stone axe, 8m) 8 artisans (4m/4f)
Food reserves: 694
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter
Constructions: Expanded Wattle and Daub Huts; Shrine to Ancestors; Storehouse
Technology: Primitive Construction; Primitive Food Preservation; Primitive Calendar; Primitive Bow and Arrow Manufacture; Primitive Insulation
Magic: Primitive Healing
Religion/Culture: Primitive Ancestors Cult, Weird Holidays
Law: Shaman Rule
Crops: None
Husbandry: None
Fish/Game: Wild Boars


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 13, 15 = 28 (2d20)

>>3017616

Im in favour of doing bows again to really get the knack of things. Twist the hemp when making strings, set a standard for arrows, whatever helps

and in case its spring already: agriculture, now that we got a calender it might be easier
>>
File: itsreallysimple.jpg (10 KB, 78x212)
10 KB
10 KB JPG
Rolled 46, 7 = 53 (2d100)

>>3017616
>F
>L
Huddling inside our huts during the cold months is a good time to work on some better tools. For example, Primitive Traps such as Snares to catch small game.

Also, we may be able to improve our Food Preservation by using the power of low ambient temperatures. If it's frozen, it's not rotting!
>>
>>3017628
>>3017637

Huddled inside our huts during the cold months we work on better tools. We figure that twisting the plant fibers when making the strings make them more reliable, and we set some quality standards for our arrows - we improve our bows enough that some hunters start to activelly use them to hunt.

We also come up with some primitive traps like snares to catch small game. We place some of those in the woods and catch some rabbits.

During the winter our food tends to stay better preserved due to the low temperatures; so long as we keep the vermin away in winter we shouldn't have to worry much about food going bad.

With the coming of spring we decide to start agriculture. The weather is still cold but our shaman assures us that it's spring already so we begin to plant the seeds we've stockpiled for just this purpose. Barley, rye, wheat for food and hemp for making rope. We're not expecting a massive harvest this autumn but we'll have to displace many hands from other tasks and into our fields nevertheless.

This was not a very good season for hunting.


Population: 210 (64m/56f/90ch)
Warriors: 7 (clubs, m)
Workers: 40 hunters (pointy sticks, m) 50 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 8 lumberjacks (stone axe, 8m) 12 artisans (6m/6f)
Food reserves: 686
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter
Constructions: Expanded Wattle and Daub Huts; Shrine to Ancestors; Storehouse
Technology: Primitive Construction; Primitive Food Preservation; Primitive Calendar; Primitive Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture
Magic: Primitive Healing
Religion/Culture: Primitive Ancestors Cult, Weird Holidays
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp
Husbandry: None
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 15, 7 = 22 (2d20)

>>3017665

Id say hunting, for meat and pelts so we can start trading with the neighbour tribe we know off

I am also interested in knowing whether there is any mountain nearby, or if one of the rivers perhaps leads to where we could find coal, ore, etc.

are we doing too many actions? I am fine w/talking to the other anon about what we wanna do and where we want to take this
>>
>>3017677

We focus on hunting for meat and for pelts, seeking to create a stockpile for possible trade with the neighbouring clan, the Kuros. We have a decent hunting season and stockpile many pelts and a good amount of smoked meat.

We send our warriors up the river to see if they can find a mountain nearby or if the river perhaps leads to some resource. A couple weeks travelling upstream past a deep forest the nascent of the river in close to some mountains. Our warriors located many caves in the mountain side, most of them natural, but one of them apparently beared the marks of tools, having wooden supports at their corners - some sort of abandoned mine! They dare not venture into the dark complex and so they return to report their findings.

Next season is autumn we'll need hands in the field for our harvest.

Population: 220 (68m/56f/96ch)
Warriors: 7 (clubs, m)
Workers: 44 hunters (pointy sticks, bow and arrow, m) 50 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 8 lumberjacks (stone axe, 8m) 12 artisans (6m/6f)
Food reserves: 863
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts
Constructions: Expanded Wattle and Daub Huts; Shrine to Ancestors; Storehouse
Technology: Primitive Construction; Primitive Food Preservation; Primitive Calendar; Basic Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps
Magic: Primitive Healing
Religion/Culture: Primitive Ancestors Cult, Weird Holidays
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp
Husbandry: None
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
>>3017740

lets get to harvestin'! lets make sure to store everything high and dry, or in sealed containers, so we can move away from the primitive life

and let's trade some of our pelts with the Kuros
>>
Rolled 20, 13 = 33 (2d20)

>>3017771
>>3017740

a couple weeks traveling for ore...guess nothing in life comes easy, hm? let's see what the neighbors got to trade
>>
>>3017771
>>3017773

We have most of our population stay in town and work on harversting our fields and storing our harvest in sealed clay jars high and dry into our store house. We think we had an average harvest this season, it's hard to tell because it is the first one.

We send our warriors and some of our men to the Kuros tribe bearing animal pelts to see if they have something to trade for it. They are received by their chieftain, a bulky tall man named Durgas. They offer us feathers in exchange of the pelts we're bringing them - they raise some sort of fowl animal for eggs and meat. We could use feathers as fletching to improve our arrows. Should we accept their offer?


Population: 230 (70m/58f/102ch)
Warriors: 7 (clubs, m)
Workers: 46 hunters (pointy sticks, bow and arrow, m) 52 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 8 lumberjacks (stone axe, 8m) 12 artisans (6m/6f)
Food reserves: 1190
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts
Constructions: Expanded Wattle and Daub Huts; Shrine to Ancestors; Storehouse
Technology: Primitive Construction; Primitive Food Preservation; Primitive Calendar; Basic Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps
Magic: Primitive Healing
Religion/Culture: Primitive Ancestors Cult, Weird Holidays
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp
Husbandry: None
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 1, 10 = 11 (2d20)

>>3017832

yes, lets try to get a few of those birds too (or what do they want for the birds)

- upgrade the homes, once they become bigger, more weather resistant, etc. itll be easier to house larger families, growing our tribe and enabling us to get shit done
- lets try to get better at healing magic, potions, etc. so we can trade some of that too, next time around
>>
Rolled 55, 49 = 104 (2d100)

>>3017832
>>3017852
>C
>H
Agreed on better housing. Also, exchange the pelts for an equal weight in feathers, birds or birds' eggs; Kuros can decide how much of each they'll provide.
>>
Rolled 7, 77 = 84 (2d100)

>>3018751
+1
>>
>>3017852
>>3018751
>>3018859

Winter has come again.

Our trade with the Kuros netted us a large amount of feathers and a breeding pair of birds.

We attempt to upgrade our homes to make them bigger and more weather resisant, but our knowledge on how to keep its structural integrity when scaling it up is a bit lacking, our first few attempts at making large houses end up with them crumbling under its own weight. Perhaps we should focus on refining our construction techniques first.

We decide to try getting better at healing magic. Our shaman goes with our warriors into the woods to gather special herbs to make healing potions with which he stores in waterskins. They're not very potent though, they can only fully heal minor wounds, but can be useful in a pinch.

This winter our hunters found very few game.

Population: 240 (72m/60f/108ch)
Warriors: 7 (clubs, m)
Workers: 46 hunters (pointy sticks, bow and arrow, m) 52 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 12 lumberjacks (stone axe, 12m) 12 artisans (4m/8f)
Food reserves: 1041
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions
Constructions: Expanded Wattle and Daub Huts; Shrine to Ancestors; Storehouse
Technology: Primitive Construction; Primitive Food Preservation; Primitive Calendar; Basic Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps
Magic: Primitive Healing
Religion/Culture: Primitive Ancestors Cult, Weird Holidays
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
>>3019418
>G
>I
Explore in a different direction from the Kuros tribe and send someone to treat with the Kuros and ask them about any other neighboring tribes they're in contact with. It's good to maintain neighborly relations and not be taken by surprise if they do know of someone hostile. In turn, agree to let them know of any other nearby tribes we meet.
>>
Rolled 97, 33 = 130 (2d100)

>>3019472
Also, dice
>>
Rolled 39, 89 = 128 (2d100)

>>3019472


>>3019418

Support
>>
>>3019472
>>3019474
>>3019666

Year 3, Spring

We send our warriors exploring on a different direction from the Kuros tribe - the tribe is to our west so our warriors travel east. After travelling for a few weeks they chance upon a halfling settlement in the hills! There seems to be about 300 halflings living in it. They have vast fields with the same crops as us plus a few others. They have a small amount of goats. The halflings receive our warriors, their leader a shaman called Fosco says that the halflings seek to maintain peaceful relations with their neighbours and would be willing to trade. They call their village Woham.

We send emisarries to the Kuros asking them about any neighbouring tribes they know of. They tell us about another clan of humans who lives a couple weeks downstream the Dalmans and tell about a band of slavers a clique of dark elves who live about a month away towards the south exploiting the labor of captured thralls.

It was a good season for hunting.

Population: 250 (74m/62f/114ch)
Warriors: 7 (clubs, m)
Workers: 48 hunters (pointy sticks, bow and arrow, m) 54 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 12 lumberjacks (stone axe, 12m) 12 artisans (4m/8f)
Food reserves: 1298
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions
Constructions: Expanded Wattle and Daub Huts; Shrine to Ancestors; Storehouse
Technology: Primitive Construction; Primitive Food Preservation; Primitive Calendar; Basic Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps
Magic: Primitive Healing
Religion/Culture: Primitive Ancestors Cult, Weird Holidays
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 6, 10 = 16 (2d20)

>>3019854

improve our construction techniques,I not only want bigger homes, but also a wall soon

improve our agriculture - surely we can use the river for irrigation, and the warriors must have seen interesting things in the halfling's lands we can try
>>
Rolled 1, 41 = 42 (2d100)

>>3019854
>>3019953
>C
>F
A wall sounds good.

With the discovery of all these distant places to which no one member of our tribe has travelled, we need a way to describe faraway locations and compile such wisdom for all. We must research Map Making!
>>
File: 041.png (499 KB, 1280x544)
499 KB
499 KB PNG
Rolled 48, 63 = 111 (2d100)

>>3019854
>B. Culture and Religion
>J. Religion
The time has come to cast away our barbarian ways.
>>
nice thread u have

>>3019953
suport
>>
>>3019953
>>3021027
>>3021437
>>3021528


Year 3, Summer

We consider improving our construction techniques but nobody on our village has any idea on how to do it. We decide to assign some of our smarter people to research full time ways to make our construction techniques more advanced.

We also consider improving our agriculture. Our warriors saw the halflings had irrigation channels in their village so we decide to try doing it ourselves. We dig some irrigation channels branching from the river. Next year we'll try planting crops around them to expand our farms.
Population: 260 (76m/64f/120ch)
Warriors: 7 (clubs, m)
Workers: 48 hunters (pointy sticks, bow and arrow, m) 54 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 12 lumberjacks (stone axe, 12m) 12 artisans (4m/8f) 4 sages (2m/2f; researching construction)
Food reserves: 1294
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions
Constructions: Expanded Wattle and Daub Huts; Shrine to Ancestors; Storehouse
Technology: Primitive Construction; Primitive Food Preservation; Primitive Calendar; Basic Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps
Magic: Primitive Healing
Religion/Culture: Primitive Ancestors Cult, Weird Holidays
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 99, 51 = 150 (2d100)

>>3021721
I'm sticking by my guns >>3021437
>B. Culture and Religion
>J. Religion
>>
>>3021739

What exactly do you want to improve in our culture/religion?
> Unveil a new mystery
> Worship a new god (of what?)
> Create a council to decide things
> Create a hunting coming of age ritual
> other
>>
Rolled 7, 14 = 21 (2d20)

>>3021721
>>3021739

hard to argue with those rolls but, I am still on the construction front:

drafting plans, making sure we got a secured foundation, installing a floor (wood instead of dirt), developing a notch system for our logs to fit together better, ...we could make chisel's of bone to work stone, sledges for moving heavy materials

Im also in favor of learning how to make better spears. Put some sharpened stones, obsidian, metal, whatever have you, on the end of those sticks to increase lethality. And make sure you use sturdy wood this time!

(1 for construction techniques, 1 for better weapons for our warriors)
>>
>>3021784

>unveiling a new mystery
seems a lot of fun

converting our shamans into full fledged priests (or paladins eventually?) could be cool too. Tho roll99-anon should say what hed like.
>>
>>3021784
A new revelation which came to a loose (for now) clique consisting of sages and apprentices, kickstarting the power struggle against shamans for control of the tribe.

The day the Great One will come to seal the fate of this world his humble servants will be the last to be harvested. basically cosmic horror, and the Sun is the main manifestation (Sunshine)
>>
>>3021831

I thought this was going to be a chill deal, but it seems we Sun-Crusaders now, gearing up to burn the heretics
>>
>>3021739
>>3021792
>>3021814
>>3021831
>>3021864


Year 3, Autumn.

One of our shaman apprentices goes missing for a few days, he's found wandering by himself in the ruins. He says he has received a new revelation, but that the words he was entrusted with are only for the worthy. He contacts the local sages and begins preaching to them about the day the Great One will come to seal the fate of the world and them as their humble servants will be the last to be harvested. Nobody was taking him too seriously until he predicted that the sun would be engulfed by darkness on a given day, and on the day of his prediction there was darkness during the day. The sages and the apprentice meet often to discuss about this Great One and how to further his goals into this world. The shaman is not very pleased with all this, but he couldn't deny the true nature of the young apprentice's revelation given how he predicted an eclipse that eluded even himself.

We decide to start crafting better weapons for our warriors. We put sharpened stones on the tip of sturdy sticks to increase its lethality and have our warriors carry those spears in addition to their trusty clubs.

We have a nice harvest.

Population: 270 (80m/64f/126ch)
Warriors: 7 (clubs, stone tipped spears, m)
Workers: 52 hunters (pointy sticks, bow and arrow, m) 54 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 12 lumberjacks (stone axe, 12m) 12 artisans (4m/8f) 4 sages (2m/2f; researching construction)
Food reserves: 1793
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions
Constructions: Expanded Wattle and Daub Huts; Shrine to Ancestors; Storehouse
Technology: Primitive Construction; Primitive Food Preservation; Primitive Calendar; Basic Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps
Magic: Primitive Healing
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, Primitive Cosmic Horror Cult
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
>>3021864
Actually I was thinking more of a introspective, fatalistic society - aggressive zealots are overused cliche don't you think?
>>
Rolled 3, 15 = 18 (2d20)

>>3021888
>>3021792

I am going to spend my first vote on the construction part again.

Perhaps send some people with pelts to the halflings and try to trade it for something useful? Some animals, like chicken? Or tools? Or perhaps we can even convince one of them to come by and teach us how2garden in exchange for some healing potions?

(1 construction, 2 trading with the halflings)

>>3021890
Im up for it. How would that look like/what do we need to do to make your vision reality?
>>
Rolled 58, 40 = 98 (2d100)

>>3021888
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.

Let's return to practical matters for now though. I think it would be to our advantage to develop better relationships with halflings. Could we send some traders along with sages and apprentices and perhaps see how they preserve their food (ramp-up to tech research roll next turn)?
>H. Trade
>I. Diplomacy and War
>>
>>3021925
>How would that look like
I imagine a civ with only mediocre tech but high culture. High culture draws in people from other tribes but also causes strife within society. There are lots of cliques like oldshamans, sages dabbling into blood magic, stargazers etc. which are (intentionally or not) undermining overt leadership caste. Schisms, coups, banishments and the like. Could be interesting take on a quest which usually devolves into domination power fantasy.
>what do we need to do to make your vision reality?
I'd like to start improving our construction so we can start to erect proper awe-inspiring places of worship. Its gonna take some time but long-term we should aim for cathedrals.
>>
>>3022025

you got me there, I was looking forward to conquering some people (I mean, where else are we gonna get the labour for the cathedrals?).

Yeah construction for better houses and fortifications (walls, a burgus or something) would be hella sexy and give a civ vibe.
>>
Rolled 35, 37, 17 = 89 (3d66)

>>3022025 here. Im slowly heading to sleep. If OP updates in meantime, Id like to dedicate our next turn to research. That is, unless we get invaded or something similar.
>F. Technology research
>F.a Food Preservation (possibly bonus from our meeting with halflings?)
>F.b Construction
>F.c Calendar (not only for practical reasons but mainly to solidify our new teachings)
>>
>>3021925
>>3021926

Year 3, Winter

We continue spending time on attempting to make better constructions making little to no progress.

We send a group of warriors, sages, apprentices and workers bearing animal pelts to the halfling's settlement seeking to trade and learn more about their agricultural technicques and food preservation technology. The halflings receive us and accept to trade some animal pelts for a new crop - carrots they call it.
We fill a few baskets with it to bring back home. The halflings allow our sages to inspect their granary. It's a cilindric building with a spiral staircase inside and lots of sealed jars everywhere. Not only their preservation techniques are better their construction techniques are significantly superior to our own. We invite some halflings to come to our settlement to teach us their superior craftmanship but they decline the invitation, telling they'd rather accept some human apprentices living in their village if they are really willing to learn. Should we leave a couple sages in the halfling's village to learn their advanced techniques?


Population: 280 (82m/66f/132ch)
Warriors: 7 (clubs, stone tipped spears, m)
Workers: 54 hunters (pointy sticks, bow and arrow, m) 56 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 12 lumberjacks (stone axe, 12m) 12 artisans (4m/8f) 4 sages (2m/2f; researching construction)
Food reserves: 1644
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions
Constructions: Expanded Wattle and Daub Huts; Shrine to Ancestors; Storehouse
Technology: Primitive Construction; Primitive Food Preservation; Primitive Calendar; Basic Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps
Magic: Primitive Healing
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, Primitive Cosmic Horror Cult
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 18, 19 = 37 (2d20)

>>3022331

Im in favour of leaving them to learn

Also! Construction.
Do we need to learn carpentry and masonry separately or do they fall under construction?

lets use some of the animals hides and make some leather!
>>
>>3022413we could do it either way

Year 4, Spring

We start making some real progress in our construction research. We leave two sages to learn the details of construction and food preservation with the halflings, but what we've seen was enough for our other sages to start suggesting modifications to be made in our houses. We start making floors out of wood instead of dirt and using long logs for the main support of the ceiling of our homes. We build one wooden house as proof of concept and it doesn't fall over our heads so it seems like a solid concept. We should be able to build larger wooden houses to substitute our smaller wattle and daub huts.

We decide to use the animal hides we've been stockpiling to start making some leather! We craft a number of tanning tubs, gather tanbark in the nearby woods and start tanning the pelts. We make a decent amount of leather this way. We assign some people as full time leather workers.

We had a very poor hunt this season.

Population: 290 (84m/66f/138ch)
Warriors: 7 (clubs, stone tipped spears, m)
Workers: 54 hunters (pointy sticks, bow and arrow, m) 56 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 12 lumberjacks (stone axe, 12m) 12 artisans (4m/8f) 4 sages (2m/2f; researching construction; 2 studying in the halfling village) 4 leatherworkers (m)
Food reserves: 1341
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather
Constructions: Expanded Wattle and Daub Huts; Shrine to Ancestors; Storehouse; One Wooden House
Technology: Primitive Construction (research to basic construction in progress); Primitive Food Preservation; Primitive Calendar; Basic Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry
Magic: Primitive Healing
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, Primitive Cosmic Horror Cult
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 3, 18 = 21 (2d20)

>>3022444
boy, am I glad you know how to make leather and I didnt have to goolge that

1. agriculture. time to use what we learned from the halflings before, carrots, irrigation, etc. included (crank it up to 11 people!)

2. build a wall (palisade if thats too complicated) around our village, If you want your city to grow tall, gotta build a wall.
>>
>>3022473

Year 4, Summer


We plant our carrots around the irrigation channels we dug. It's a bit late to plant them it being summer and all but the halflings assured us carrots are fast growing crops, they should be big enough come harvest time.

We begin the construction of a palisade around our settlement. We bring down whole tree logs and carry them to the outer perimeter of our settlement, securing them with hemp rope inside ditches we dug just for this purpose. It will take awhile to finish our palisade though. We're building the palisade just around our houses, if we want it around our fields too it will take significantly longer.
> Build the palisade just around our houses (4 turns)
> Build the palisade around our fields too (16 turns)
> other

We assign a few full time builders to continue our construction projects.

We had another very poor hunting season. Lots of food also went bad.

Population: 300 (86m/68f/144ch)
Warriors: 7 (clubs, stone tipped spears, m)
Workers: 54 hunters (pointy sticks, bow and arrow, m) 56 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 12 lumberjacks (stone axe, 12m) 12 artisans (2m/10f) 4 sages (2m/2f; researching construction; 2 studying in the halfling village) 4 leatherworkers (m) 4 builders (4m)
Food reserves: 960
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather
Constructions: Expanded Wattle and Daub Huts; Shrine to Ancestors; Storehouse; One Wooden House; Palisade (around our houses; 1/4)
Technology: Primitive Construction (research to basic construction in progress); Primitive Food Preservation; Primitive Calendar; Basic Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry
Magic: Primitive Healing
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, Primitive Cosmic Horror Cult
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 13, 18 = 31 (2d20)

>>3022558

Im fine w/ around the houses. Let's also construct a guard tower that's higher than wall and village and assign a sentry to it.

1. build watchtower

I am not sure how bountiful our harvest will be. If itll see us through the winter:
2. go looking for coal and ore so we can get started on bronze tech
if not, lets go hunting

does our village/people have a name yet?
>>
Rolled 44 (1d100)

>>3022582 No, our village and our people haven't been named yet. You can name it if you want.

Year 4, Autumn

We continue working on our palisade.

We decide to build a watchtower higler than the walls and the village houses so that we can have early warning of whatever approaches our village. We assign some people to sentry duty.

We have a bountiful harvest that should see us through winter.

We decide to send people looking for coal and ore; we prepare a number of torches and send an expedition to go explore the abandoned mine we had previously found in the mountains. Our bold explorers go through the maze of tunnels of the abandoned mine looking for ore and in the innermost recesses of the mine they find the spot where active mining was being conducted by the time the mine was abandoned. Ore line the walls, it seems to be

1-30 tin
31-60 copper
61-80 iron
81-90 silver
91-95 gold
96-100 platinum

Population: 310 (90m/68f/150ch)
Warriors: 7 (clubs, stone tipped spears, m)
Workers: 55 hunters (pointy sticks, bow and arrow, m) 56 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 12 lumberjacks (stone axe, 12m) 12 artisans (2m/10f) 4 sages (2m/2f; researching construction; 2 studying in the halfling village) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m)
Food reserves: 1609
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather
Constructions: Expanded Wattle and Daub Huts; Shrine to Ancestors; Storehouse; One Wooden House; Palisade (around our houses; 2/4); Watchtower
Technology: Primitive Construction (research to basic construction in progress); Primitive Food Preservation; Primitive Calendar; Basic Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry
Magic: Primitive Healing
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, Primitive Cosmic Horror Cult
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 11, 2 = 13 (2d20)

>>3022657

Copper is a great find for now!
So much to do, so few actions...

1. upgrade the houses, winter is coming

2. begin construction of a basic forge. Stone or burned clay to keep the fire contained and hot, a vent to blow air into to get the temp. right, a simple roof to keep the weather out
>>
>>3022681

hahah, the dice know that I know nothing about forges
>>
>>3022681

Year 4, Winter

We start upgrading our houses making them into larger wooden houses. We now have several wooden houses in our settlement.

We continue the construction of our palisade.

We consider building a forge but given that our people have no concept of what a forge even is it is no surprise that we're not very successful at it. We assign some more sages to research about it.

Population: 320 (92m/70f/156ch)
Warriors: 7 (clubs, stone tipped spears, m)
Workers: 55 hunters (pointy sticks, bow and arrow, m) 56 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 12 lumberjacks (stone axe, 12m) 12 artisans (2m/10f) 8 sages (4m/4f; researching construction and metalsmithing; 2 studying in the halfling village) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m)
Food reserves: 1524
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather
Constructions: Expanded Wattle and Daub Huts; Shrine to Ancestors; Storehouse; Several Wooden Houses; Palisade (around our houses; 3/4); Watchtower
Technology: Primitive Construction (research to basic construction in progress); Primitive Food Preservation; Primitive Calendar; Basic Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry
Magic: Primitive Healing
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, Primitive Cosmic Horror Cult
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
>>3022733

lets use the cold months to upgrade some of our gear!

1. in case we havent, start using sharpened stone tips for the arrows, feathers for fletching, and perhaps experiment with different wood? I want this to be a weapon as well as a hunting tool, people

2. lets make some shields for our warriors. Wooden boards with tanned leather stretched over them should do for starters

still working on that name
>>
Rolled 4, 6 = 10 (2d20)

>>3022757

name wise, until the other anons have their say, we could go with the Clan Menethil. We'll use blue for our flag and are still in hot debate over the sigil.
>>
Rolled 55 (1d100)

>>3022657
roll for ore
>>
>>3022757
>>3022770

Year 5, Spring

We start using sharpened stone tips for our arrows instead of hardening them on the fire; we're already using feathers for fletching. We experiment with using different kinds of wood for the bow and arrows to improve its tensile strength and penetration. We've had limited progress.

We decide to make some shields for our warriors. We use wooden boards with tanned leather stretched over them. It takes quite some work to get the wood and leather in the right shapes but we manage to create some shields for our warriors.

Clan Menethil
Population: 330 (94m/72f/162ch)
Warriors: 7 (clubs, stone tipped spears, shields, m)
Workers: 55 hunters (pointy sticks, bow and stone tipped arrow, m) 56 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 12 lumberjacks (stone axe, 12m) 16 artisans (4m/12f) 8 sages (4m/4f; researching construction and metalsmithing; 2 studying in the halfling village) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m)
Food reserves: 1524
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather
Constructions: Expanded Wattle and Daub Huts; Shrine to Ancestors; Storehouse; Several Wooden Houses; Palisade (around our houses; 3/4); Watchtower
Technology: Primitive Construction (research to basic construction in progress); Primitive Food Preservation; Primitive Calendar; Basic Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry
Magic: Primitive Healing
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, Primitive Cosmic Horror Cult
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 65, 86 = 151 (2d100)

>>3022733
>Improve Bows

>Experiment with Magic
since its cold outside, perhaps we can sit around the fire and see visions in the smoke and embers, or read cracks in roasted bones, or experiment with weird drinks made of powdered geese feathers, hemp pulp, boar tusks and rabbit eyes. Maybe learn divination, enchantment, voodoo, feng shui, alchemy, spirit totems, whatever seems fun.

>>3022770
Perhaps Clan Nova or Taylor/Telyr/Teylur
Taylor and Nova were the only two humans in the original Planet of the Apes to learn the truth. Perhaps we are their descendants?
>>
Rolled 20, 8 = 28 (2d20)

>>3022810

it seems we have quite a bit of food leftover and are not yet done learning from the halflings how to store it - lets go visit the Kuro's with pelts, potions and food and see what they got to trade for it. Perhaps they know more about metals, etc.

1. trading

2. lets drill some more warriors; spear fighting, shield walls, archery, perhaps even a bit of tracking?


Lets use a yellow sun with aggressive rays that go into all directions on blue ground as a banner.
>>
>>3022826

Nova works for me too, I just like the way Menethil sounds - there was another anon that started a cult around Not!Cthulu that comes from the sun instead of the sea, hence I thought that'd make for good heraldry
>>
File: Nova-Menethil Banner.png (25 KB, 566x352)
25 KB
25 KB PNG
>>3022840
Oh yeah, I forgot about the Sun-cult. Definitely need to keep that. Kinda like Buddhists that meditate in the sun instead of under waterfalls to purify themselves. Acolytes are recognized by their terrible sunburn, while elders are known by the darkness of their tans.

Also, I don't recall if we have any rivers. Perhaps we can get rich off trade. Much profit can be had simply by being the middle-man for a small percentage of whatever we're transporting.
>>
>>3022960

I dig the pic, the yellow really stings in my 2am eyes.

Becoming a trading hub would be neat - and great for cult-anon, but with slavers in the south and lord knows what else, I figured we gotta progress a bit. It would be worth knowing though if there are river routes to the two factions we're already trading with.

Either way, I think in 15 or so I gotta clock out here, its gettin early
>>
>>3022975
Ah, forgot the slavers, yeah we def. need some def. then.

Glad you like my totally original design. Donut steel btw. Have fun being unconscious for the next several hours.
>>
File: sunshine.jpg (175 KB, 1000x568)
175 KB
175 KB JPG
Rolled 11, 50 = 61 (2d100)

>>3022975
I'm all on board for concentrating our research to water-related tech. Could tie it in into our cult - water is the universal and the strongest spiritual/mental/magical conduit.

>>3022810
>F. Technology Research - improve Calendar
>K. Magic
Gotta improve our knowledge of celestials. Our guys which were not so successful in hunting and fighting can surely figure it out. They start charting the movements with sticks into the dirt. Our endgame is https://www.youtube.com/watch?v=I3BxvHhz4XQ but of course they do not know that yet.

Seconding >>3022826 for dabbling into magic, which ties in into Calendar research anyways. However I would focus into astrology and divination. Voodoo, spirit totems and fire worship reek of barbaric shamanism. Clinging to such aspirations would only make us unworthy in the eyes of The Great One.
>>
dat feel when no more updates
>>
>>3027807
Would you like to continue playing if I took over QM duties?
>>
>>3027866

I love playing CIV
>>
>>3027866
>>3027900

though we can also start a new one, depending on how much time you got. There was one suggesting a Desert Drow start the other day, that seemed like a cool idea.
>>
>>3027901
Taking over. Could you please chart a basic map of our surroundings?
>>
File: Our very own banner.png (12 KB, 566x352)
12 KB
12 KB PNG
1/2
>>3027930
>>3022810
>>3022826
>Experiment with Magic (86)
>>3022835
>Trade, Technology (Food Storage - synergy from learning from halflings) (20 total success)
>>3024135
>Tech research (Calendar) + Magic (synergy bonus) (61) + lumping together with >>3022826 Experiment with Magic (86)

Year 5, Summer
Once again, we travel to Woham to trade and check up on our brethren learning of halfling ways. Halflings do not want our food, but we get an excellent deal on potions and pelts. We leave the village with a cart loaded with candles, slings and honeymead. With some reverse-engineering we may soon be able to make wheeled vehicles of our own.
Our two sages join us on our way back. They learned enough to begin making changes in our storehouse. They are also impressed with halfling way of life and are not shy to imprint this sentiment upon whoever asks (Halflings have high culture compared to us. The more we interact with them the more our people would wish to live like them/emigrate to them.).

We erect a simple palisade around our dwellings. It seems good enough to stop some stones and arrows, but beyond that not much.

We dabble into divination, enchantment, voodoo, feng shui, alchemy, spirit totems and similar shenanigans. Once again, tensions between shamans and sages flare up. Sages declare voodoo and fire worship as aspirations which make the tribe's peoples unworthy in the eyes of The Great One. We however develop a potion which allows our warriors to temporary suppress pain (name?).

From now on, tech research by itself is gonna be very slow - multiply research speed by espionage, trade, warfare and other interaction with foreigners. Also, from now on please roll 3d6 per one action (two actions per turn per anon remain unchanged) and if you wish, list +1 synergy bonuses for rolls.

gonna ponder some more about waterways
>>
2/2
>>3027985
Clan Nova
Population: 338
Children and elders (include sentry duty): 118
Resource gatherers (fieldworkers, hunters, lumberjacks): 167
Craftsmen (leatherworkers, builders, apprentices): 33
Specialists (shamans, sages): 11 (1 shaman - chieftain)
Trained warriors: 9 (clubs, stone tipped spears, shields)
Food consumption: little surplus (the more surplus food the faster population growth)
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, leather, a couple leatherskins of healing potions, a couple leatherskins of pain suppressors
Constructions: Expanded Wattle and Daub Huts; Shrine to Ancestors; Storehouse; Several Wooden Houses; simple Palisade; Watchtower
Technology: Primitive Construction (in progress 6/12); Primitive Food Preservation (in progress 9/12); Primitive Calendar (in progress 3/12); Basic Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel (in progress 7/12)
Magic: Primitive Healing
Religion/Culture: Primitive Ancestors Cult (1/3 of population), Weird Holidays (1/3 of population), Primitive Cosmic Horror Cult (1/3 of population)
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna do/improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magic
K. Other
>>
>>3027930
as in make a map? Im afraid I dunno how.

Description though?
The area is densely forested with a river that's deep enough to fish and runs north to south. We have a village consisting of expanded wattle and daub huts, though they are being replaced by wooden houses, all surrounded by a palisade with a watchtower able to survey the surroundings. We got a variety of fields near the river.

Following the river north there are some abandoned mines, and north of the village are the halflings. We dont know which direction the Kuro-clan lives, though I imagine to the east; journeying south are even more people.
>>
Rolled 6, 5, 1 = 12 (3d6)

>>3027985
>>3027986

I'd like to fully upgrade the houses to wooden ones with my first action.
>>
>>3027985
>>3027986
>>3028001

and with the second one, I'd like to go trading with the Kuros! I am still hopeful we can get an idea about smithing somewhere. It seems we did find some ore prior already.
>>
Rolled 1, 4, 6 = 11 (3d6)

>>3028002
>>
>>3028002
What kind of trade exchange would you like to establish? What do we offer them and what do we want in return? To recap, our last (and only) trade with Kuros was pelts for feathers and a few chickens. They didn't seem very impressed with our pelts - likely they can hunt for their own.
>>
>>3028105

true! But the food surplus we created last time I originally had planned to offer the Kuro's. Moreover, we got a variety of veggies, some healing potions, too. Moreover, if they got some we want, we can always offer our carpentry skills, etc.

If that's not too sound of an idea, I'm also interested in animal husbandry. Or building some simple boats to make ferrying the ore from the mine easier.
>>
OP here.

I was too busy yesterday and when I finally arrived at home I slept like a rock didn't turn on the computer at all.

I see someone took over the thread.

Are you really going to keep running the thread new guy?
>>
>>3028152
Do you want to QM? I have no problem going back to being player.
>>
>>3028152
>>3028181
just let the first one to pump out an update continue this thing
>>
>>3028001
>>3028002

Year 5, Autumn


We begin substituting our old wattle and daub huts for larger more durable wooden houses to better accomodate our population. By the end of the season all our old huts are decommissioned and in their place we have our new wooden houses.

We send a trading caravan to the Kuros! We peddle our potions, pelts, leather and food surplus to them. They accept our trade proposal and in exchange give us a few barrels of a new fermented beverage they're producing, beer they call it.

Our sages figure out how to construct wooden wheels based on the design we gleamed from the halfling, we now can build simple carts to carry our produce.

We start to implement the more advanced food preservation techniques we learned with the halflings with our harvest this season. The amount of food that spoils should go down dramatically.

Clan Nova
Population: 350 (100m/76f/174ch)
Warriors: 9 (clubs, stone tipped spears, shields, m)
Workers: 56 hunters (pointy sticks, bow and stone tipped arrow, m) 59 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 12 lumberjacks (stone axe, 12m) 16 artisans (4m/12f) 10 sages (5m/5f; researching construction and metalsmithing) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m)
Food reserves: 1872
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower
Technology: Primitive Construction (to basic in progress); Primitive Food Preservation (to basic in progress); Primitive Calendar (to basic in progress); Basic Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel
Magic: Primitive Healing;
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, Primitive Cosmic Horror Cult
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 97, 35 = 132 (2d100)

>>3028322
>F. Technology Research/B.Culture and Religion
>Improve Calendar
Sticking to my old vote >>3024135
>>
>>3028325

Year 5, Winter

Our sages start to put some serious work on keeping track of the celestial objects; they plot their trajectories in the night sky and start predicting with some accuracy their movements. Wild speculation about their influence upon our daily lives start to become common place, people start consulting the sages to know where the celestials were when they were born and what influence the celestials have on their everyday lives and the sages are happy to oblige. The sages start to gain some more power as people start consulting them if the "stars are right" for doing various things in their lives.
Clan Nova
Population: 360 (102m/78f/180ch)
Warriors: 9 (clubs, stone tipped spears, shields, m)
Workers: 56 hunters (pointy sticks, bow and stone tipped arrow, m) 59 gatherers (basket, f) 1 shaman (stone knife, m) 2 apprentices (stone knife, 2m) 12 lumberjacks (stone axe, 12m) 16 artisans (4m/12f) 14 sages (7m/7f; researching construction and metalsmithing) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m)
Food reserves: 1904
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower
Technology: Primitive Construction (to basic in progress); Primitive Food Preservation (to basic in progress); Primitive Calendar (to basic in progress); Basic Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel
Magic: Primitive Healing;
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, Primitive Cosmic Horror Cult, Primitive Astrology
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 13, 3 = 16 (2d20)

>>3028335

I havent given up on smithing yet. Lets try the above described oven attempt again and experiment with that ore. Both actions on this!
>>
Rolled 44, 24 = 68 (2d100)

>>3028335
>L. Other/J. Religion/B. Culture and Religion
>Merge/Improve Primitive Horror Cult and Primitive Astrology
The time has come for us to cast away all that would proclaim against the Great One. We strike at night, killing the head Shaman and making all his apprentices swear by the new order (first roll). Seven days after that, we hold a great ceremony cementing our new allegiance (second roll).
>>
>>3028354
>>3028357

Year 6, Spring

>13
We send a group of workers with our warriors to the abandoned mine in the south to bring back some ore and we prepare an oven in town seeking to reach the high temperatures needed to melt the ore and extract the metal. Our would be forge barely reaches high enough temperature to soften the metal and we're left with lumps of red hot impure metal that we try to shape against stone. We'll still need some more work to get metalsmithing right and get anything usable out of it.

>44
The cultists of the Great One decide to strike the shaman and seize the power! They wait until it is night and break into his house attempting to murder him in his sleep! The murder attempt is botched though - the shaman is a very light sleeper and he heard when the gang of cultists broke into his house. He fled and alerted the warriors that something terrible was going on.

The warriors rose from their beds alarmed and got their weapons ready to defend the shaman. The shaman confronted the sages and the apprentice head of the cult about their intentions of killing him. The shaman decides upon banishing them from the village; if they try to return they are to be killed on sight.

Clan Nova
Population: 355 (98m/71f/186ch)
Warriors: 9 (clubs, stone tipped spears, shields, m)
Workers: 56 hunters (pointy sticks, bow and stone tipped arrow, m) 59 gatherers (basket, f) 1 shaman (stone knife, m) 5 apprentices (stone knife, 5m) 12 lumberjacks (stone axe, 12m) 16 artisans (4m/12f) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m)
Food reserves: 1904
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower
Technology: Primitive Construction (to basic in progress); Primitive Food Preservation (to basic in progress); Primitive Calendar (to basic in progress); Basic Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel
Magic: Primitive Healing;
Religion/Culture: Primitive Ancestors Cult, Weird Holidays
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
File: it is what it is.png (339 KB, 612x345)
339 KB
339 KB PNG
Rolled 76, 28 = 104 (2d100)

>>3028375
Now with the cultists dealt with, its time for some warmongering.
>D. Military
Drill and discipline, that's the order of the day. And the day after. The entire season, actually.
>F. Technology Research
>improve Basic Bow and Arrow Manufacture
Gonna train our workers, and especially hunterers, in bow usage. Perhaps they identify vulnerabilities in construction process and how to remedy them as they are using them.
>>
Rolled 7, 4 = 11 (2d20)

>>3028375

I'll spend 1 roll on my smithing project

and 2 roll on getting better bows, like the other anon >>3028401
>>
let's get some lore going, too

Whats the name of our head-shaman? And of the priest who tried to assassinate him? I imagine the populace feels ambivalent about it. We've never dealt with murder before, but the astronomy thing did become quite the hit.
>>
>>3028407
>head-shaman
Jibran
>wanna-be head-priest
Juuso
>>
how about we ditch the clubs and go full Sparta? Shield walls, phalanx, rippling six-packs that glisten in the sun and cause our fertility rate to spike...

where does Jibran get his Minor Healing Magic from? If the ancestor shrine has some to do with it, we might consider upgrading it.

Or, cultanon shows up, rolls a 20, and causes the Great Sunwalker to appear and shatter the shaman's reign.
>>
>>3028401
>>3028405

Year 6, Summer

We perform military drills with our warriors marching, chanting warsongs and engaging in combat with imaginary oponents. Should we involve the general population in our combat drills?

We have our hunters train in bow usage when they're not out hunting by building a small training range with targets for them to practice on and anyone else interested in learning how to use bow and arrow. We have our artisans get some feedback from our hunters concerning whatever vulnerabilities that could be fixed by improving the construction process of the bow and arrows. It's a work in progress, but overall our bow and arrows are pretty decent already, being adopted by most hunters as their primary weapon to catch prey.

We continue on our efforts at metalurgy, our success is limited however as we still didn't manage to create a forge at high enough temperature to melt the metal for it to be shaped in whichever forms we please.

We assign a few sages to resume our research.

A good chunk of food goes bad as we find a bunch of rats nestled inside some of our containers; we still have plenty of food though.

Clan Nova
Population: 365 (100m/73f/192ch)
Warriors: 9 (clubs, stone tipped spears, shields, m)
Workers: 56 hunters (pointy sticks, bow and stone tipped arrow, m) 59 gatherers (basket, f) 1 shaman (Jibran; stone knife, m) 5 apprentices (stone knife, 5m) 12 lumberjacks (stone axe, 12m) 16 artisans (4m/12f) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m) 4 sage (2m/2f)
Food reserves: 1500
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower
Technology: Primitive Construction (to basic in progress); Primitive Food Preservation (to basic in progress); Primitive Calendar (to basic in progress); Basic Bow and Arrow Manufacture (to advanced in progress); Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel
Magic: Primitive Healing;
Religion/Culture: Primitive Ancestors Cult, Weird Holidays
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 9, 8 = 17 (2d20)

>>3028461

Metallurgy. Let's construct a Bow Blower, a combination of the bow drill and forge blower to make a device that can force air into a fire while easy to make from natural materials. That ought to help us get that fire hotter with a little manual labor.

2. I'd like to send some kids to the rivero forage for pretty stones, shells, amber, etc. that we can then turn into jeweler for trade and culture gains.

Anyone in favor of getting into tattoos?
Or how about a civ wide martial art?
>>
Rolled 84, 33 = 117 (2d100)

>>3028461
>Should we involve the general population in our combat drills?
Absolutely. Actually let's make a roll for a general coordination drill amongst warriors, hunters and the rest. Let's divide into teams and have a couple mockup wargames. We want to be organized and each group knowing what the others can and cannot do.

>I. Diplomacy and War
What's the state of our scouting corps? Have us train silent movement at night. Warriors and hunters mainly and the rest of our people when they are not preoccupied by whatever it is they do.

If QM allows, I think we got enough points for a tactician spawn. She is a hunter by trade, her name is Saadia and she has a quick and keen mind. She's not much of a talker (or looker for that matter) but folks started to listen to her orders soon after we held the first couple wargames.
>>
>>3028471
Tattoos sound good. After all, we need a new fad after that astrology bust. I'm thinking right hand is the predominant place for tattooing for everyone except the master tattooists (which are shamans I guess) - they have imprints on their backs and necks too.
>>
>>3028484

ohh, do we want to turn this into a caste system? or perhaps well keep it as a cultural thing and simply see how creative our people can become. perhaps the trend catches on in other villages, if we become good enough (more colors, motives, etc.).

We could try to train some of our hunters and warriors into proto-rangers (early Aragorns). Then its simply all about dem armor/weapon upgrades and we enslave the Kuro's (after all, gotta have stuff cultanon can sacrifice, if push comes to shove).
>>
>>3028471
>>3028478

Year 6 Autumn

Despite our best efforts metallurgy still eludes us, our new design of forge haven't been successful at smelting the ore properly. We'll keep trying.

We send some of our children to forage pretty stones, shells, amber and anything pretty looking for our artisans to make into jewelry.

We start performing war games involving our warriors, hunters and the rest of the population. We use long sticks for our combat simulation. Our hunters use arrows with flatstones for arrowheads that still hurt but are far from lethal in these mock combats. The rule states that if you're hit once you're wounded and thus as a handicap you need to keep fighting on your knees and if you're hit twice you're dead. Opinions on our war games are divided - some love it, some hate it but in any case most people attend it since it's not held too often. One huntress particularly excels at them, her team frequently winning the tactical competitions, her name is Saadia. Hunting in our clan for the most part is a male activity but she has proven herself a competent archer and thus was accepted in the ranks of the hunters. Her tactical prowess is unmatched in our little village, she's a natural.

We start to get into tattoos, with the right hand being the main part of the body people tend to get tattoos into. Our shaman and his apprentices draw beautiful patterns in the skin of the people. The shaman himself and his apprentices got tattos on their backs and necks.

Our harvest was somewhat poor this season, but we still have plenty of stockpiled food.

Clan Nova
Population: 375 (102m/75f/198ch)
Warriors: 9 (clubs, stone tipped spears, shields, m)
Workers: 59 hunters (pointy sticks, bow and stone tipped arrow, 58m/1f Saadia) 60 gatherers (basket, f) 1 shaman (Jibran; stone knife, m) 5 apprentices (stone knife, 5m) 12 lumberjacks (stone axe, 12m) 16 artisans (4m/12f) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m) 4 sage (2m/2f)
Food reserves: 1683
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower
Technology: Primitive Construction (to basic in progress); Primitive Food Preservation (to basic in progress); Primitive Calendar (to basic in progress); Basic Bow and Arrow Manufacture (to advanced in progress); Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel
Magic: Primitive Healing; Primitive Jewelry Making
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits
>>
File: Windswept-Heath-MtG-Art.jpg (450 KB, 1280x936)
450 KB
450 KB JPG
Rolled 72, 94 = 166 (2d100)

>>3028511
>F. Technology Research
>Basic Bow and Arrow Manufacture (to advanced in progress)
Let's get this done. I want our hunters be confident in their tools of trade.
>G. Exploration and Colonization
Our hunting grounds must be getting depleted by now and we do not want to anger the feathered antlerbeast too much. Let us search for backup sources of game. Explore towards whatever is the direction we haven't explored yet. We are also looking for potentional targets of our aggression. Halflings and Kuros surely catched scent of our newfound aggressiveness by now so attacking them may not be the best idea (for now).
>>
Rolled 4, 14 = 18 (2d20)

>>3028511

the colder days are perfect for playing with fire (metallurgy)

2. lets have the shaman ppl do some basic alchemy and see if they can come up with some other potions. The haflings like to party, so a drug might be valuable for em. A potion that inhibits the effect of the cold, would also be nice.
>>
>>3028547
>>3028559

Year 6 Winter

We continue improving upon our techniques for bow and arrow manufacture, making sleeker designs of bow and arrows.

Our hunting grounds replenish for we leave a large area of the woods untouched, not hunting there purposefully so as to let the wildlife renew itself - if we hunted indiscriminatelly we would have exhausted our hunting grounds long ago. Still having new hunting grounds wouldn't hurt us so we send some warriors and hunters to explore towards the north going around the ruined city. About a week of travel away we find a lush forest teeming with wild life - deers, wolves, bears. We also see some smoke in the distance coming from this forest; upon further investigation we discover a dwarvish lumbering and charcoal making camp. At first the dwarves grab their axes and run towards us when they see our bows but once they get closer they sigh in relief and say "Oh, we thought it were the elves again." The dwarves greet our warriors and hunters saying they hail from a larger dwarvish city inside the mountains further north called Arbur and are here gathering resources for their kinsmen. They tell us to be careful in these woods because there are elves around here and elves are not trustworthy, they'll put an arrow on your back just because you're logging some trees in their arbitrary special areas in the forest. Our warriors and hunters return home to report their findings.


Clan Nova
Population: 385 (104m/77f/204ch)
Warriors: 9 (clubs, stone tipped spears, shields, m)
Workers: 59 hunters (pointy sticks, bow and stone tipped arrow, 58m/1f Saadia) 60 gatherers (basket, f) 1 shaman (Jibran; stone knife, m) 5 apprentices (stone knife, 5m) 12 lumberjacks (stone axe, 12m) 20 artisans (6m/14f) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m) 4 sage (2m/2f)
Food reserves: 1374
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower
Technology: Primitive Construction (to basic in progress); Primitive Food Preservation (to basic in progress); Primitive Calendar (to basic in progress); Basic Bow and Arrow Manufacture (to advanced in progress); Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel
Magic: Primitive Healing; Primitive Jewelry Making
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 5, 11 = 16 (2d20)

>>3028603

wow! some cool developments!
Since its winter, I suggest we send a trading caravan to the halflings again, Id like to get some goats to breed. We got jewellery, potions, pelts...also, send some ppl with the nicest tattoos and some with the fewest, so we can gauge their reaction to our new hobby.

2. lets pray one of our hunters was smart enough to take a look at how dwarves do this metal thing and gives the sage some condescending advice
>>
Rolled 52, 88 = 140 (2d100)

>>3028603
QM, do you have twitter or something so we know at what times you wont and will run this quest?
>G. Exploration and Colonization
Lets explore towards the lands of Dalmands. Brush up carefully on the dark elven lands on our way back.
>F. Technology Research (metalwork)
Lets make the long-dreamt vision of >>3028611 a reality.
Gonna head to sleep.
>>
>>3028611
>>3028625

Year 7, Spring

We send our warriors exploring towards the lands of Dalmans past the lands of Kuros following the river downstream. After travelling for a few weeks our warriors find the Dalmans settlement, an agglomeration of huts with a couple larger buildings near them, much like our own not so long ago. Their shaman, an old man named Stu, receives our warriors around the fire and talk about their tribe. They've been in conflict with the elves who live in the north for hunting in their so called sacred woods. This conflict has been very draining on their tribe; they have trained nearly all the young people of the village into warriors armed with stone tipped spear and wooden shield and their every effort is towards keeping the elves at bay. The elves have the help of a certain Txilidon, a god of nature, a two meter tall elf who is capable of powerful magic, who can with his powers hide the location of the elvish settlement. The elves strike then disappear like ghosts. Slowly but surely the elves are picking off his men and with the god by their side there's not much mere mortals can do to defeat them. They say that if we know of something that can help defeat the elves they are all ears.

On their way back home our warriors venture into the dark elf territory further south, trying to catch sight of where the slavers live. After a couple weeks travelling south they see smoke in the horizon and are sure they found the dark elf settlement. Unsure about whether they could pull off a sneaky visit to the dark elves they go back home without daring approach further their settlement.


We continue on our efforts at metalsmithing; one of our hunters paid close attention to the charcoal furnaces of the dwarves and advised the sages about it, who promptly built a replica and tried to use the charcoal to get the fire to a higher temperature. And it worked! We smelted our first batch of copper ore into a few bars of copper! We have a functioning charcoal powered forge capable of going hot enough to melt copper ore!
>>
>>3028658

Clan Nova
Population: 395 (106m/79f/210ch)
Warriors: 9 (clubs, stone tipped spears, shields, m)
Workers: 59 hunters (pointy sticks, bow and stone tipped arrow, 58m/1f Saadia) 60 gatherers (basket, f) 1 shaman (Jibran; stone knife, m) 5 apprentices (stone knife, 5m) 12 lumberjacks (stone axe, 12m) 24 artisans (8m/16f) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m) 4 sage (2m/2f)
Food reserves: 1431
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower
Technology: Primitive Construction (to basic in progress); Primitive Food Preservation (to basic in progress); Primitive Calendar (to basic in progress); Basic Bow and Arrow Manufacture (to advanced in progress); Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing
Magic: Primitive Healing; Primitive Jewelry Making
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 3, 8 = 11 (2d20)

>>3028662
>>3028625


wohoo!
Lets upgrade our tools! Saws, axes, spear tips, arrowheads - especially the last two, once we make a shape from burned clay it should dramatically cut down on the time it takes to make those things.

My second roll goes to upgrading our agriculture. Apart from irrigation channels we can also implement crop rotation, use the geese to keep the pests at bay (or send children to gather the bugs, if we deep fry em, they might just be tasty).
>>
>>3028677

bly me


about dem elves, the idea of getting to kill a god is mighty tasty. However, we could also try to join forces with them? If we become their allies, then subduing the other villages we have found so far will be easy. Plus, what better to keep you safe from slaver elves than protector elves? (weve come to far to relocate to the dwarves)
>>
>>3028603
>Technology: Boats

>Magic: Astrological Divination
>>
Rolled 33, 79 = 112 (2d100)

>>3028865
meant for
>>3028662
also rolls
>>
>>3028684
Or we could just be totally neutral merchants.
Novean ??>Dwarven Metal>Dalman ??>Drow ??>Halfing Rations>Elvish Bows>Novean ??
All while keeping 20% of everything we trade.
>>
File: 185_150_16x10_2560_q90.jpg (1.07 MB, 2560x1600)
1.07 MB
1.07 MB JPG
Rolled 5, 72 = 77 (2d100)

>>3028662
>>3028684
Elves are out of our league for now but far away to not pose any threat. I don't think its wise to fight them and it would be stupid seeking alliance with them only to end as their thralls.
What kind of impression we got from Dalmans? Are they culturally weak? Is their society on the brink of collapse? Are they desperate enough? If at least 2 of these questions are a "yes" then I cast my vote for welcoming their refugees to our tribe, as equals. Also why are they stubbornly refusing to leave their settlement, even in face of overwhelming elven presence?

>>3028865
>Magic: Astrological Divination
We already discussed this, Juuso. Scamper back to whatever refuse it is you came from and stay there.

>>3028662
>Upgrade our tools as per >>3028677
>Assimilate the remains of Dalmans into our tribe
>>
>>3028677
>>3028684
>>3028865
>>3028867
>>3028878
>>3029614

Year 7, Summer

We start manufacturing tools out of copper; our smith is still very incompetent and our tools are very low quality but still it's a step up from flint. We manufacture a saw, a few arrowheads, speartips for our warriors, and a couple axes then we run out of copper.

We send in our warriors to the Dalmans tribe with an offer to assimilate what remains of them into our tribe. We tell them that the elves are out of our league and even if we fought them together with the magical protection over their settlement we'd be fighting a losing war. We attempt to convince them to stop being stubborn on not wanting to leave their settlement despite overwhelming elvish presence and we offer to welcome them into our tribe as equals. Their shaman ponders our arguments for a long time and then declares that his people is tired of having their warriors slaughtered by the elves and since we're welcoming them as equals there's no dishonor in leaving the settlement behind. They pack their things and start the trip back to our settlement. Upon arriving they seem impressed with the quality of our wooden houses, our fields and with the fact that we began using metal already.

+ 15 warriors
+ 245 people
+ 624 food


Clan Nova
Population: 650 (193m/181f/276ch)
Warriors: 24 (clubs, copper tipped spears, shields, m)
Workers: 126 hunters (pointy sticks, bow and stone tipped arrow, a few copper tipped arrows, 125m/1f Saadia) 142 gatherers (basket, f) 2 shaman (Jibran, Stu; stone knife, m) 9 apprentices (stone knife, 5m) 12 lumberjacks (stone axe, two copper axes, 12m) 44 artisans (8m/36f) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m) 4 sage (2m/2f)
Food reserves: 1794
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower; Charcoal Forge
Technology: Primitive Construction (to basic in progress); Primitive Food Preservation (to basic in progress); Primitive Calendar (to basic in progress); Basic Bow and Arrow Manufacture (to advanced in progress); Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing
Magic: Primitive Healing; Primitive Jewelry Making
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 76, 3 = 79 (2d100)

>>3030139
When the Dalmans come, we help them build their dwellings amongst our own houses. As we are erecting new buildings (should be easier now with our new metal tools), let's do a couple more wargames with mixed teams. Top it off with one big party to make sure Dalmans are at least a little integrated. Lets use this occasion to test new brews and potions and to tattoo at least a few newcomers.

We are also interested in the stories they tell of the elves - how do they fight, what kind of magic they use (besides their main settlement being unreacheable) and what tactics didn't work against them.

>then we run out of copper
An oversight which is not hard to overcome. Instead of carting the ore from the mine all the way back to our settlement, we send 50 people to mine and smelt the ore with 20 or so folks running supplies and general support back and forth. We also deploy 5 warriors and some hunters along. Hunters not only scout the surroundings, but also hunt game.

Our next step is to organize yet another set of wargames, but this time we invite Durgas' people and halflings to join us.

>Dalman integration
>Deploy mining/smelting operation right at the mine
>>
>>3030172
>Deploy mining/smelting operation right at the mine
>rolled 3 out of 100
I smell a cave-in, anyone else to roll for this so we do not get rekt?

>>3030139
OP you should let us be familiar with your schedule so we know when to be there to play together
>>
I support the ore venture with my first dice

My second go to making some boats to help with the back and forth to the mine

I’m not sure we should invite so many parties to our war games. Yes, we don’t yet want them to see us as aggressors but it seems strange to me.

How about a harvest festival to which we invite halfinga and Kuros as they’ve been our main trading partners so far ?
>>
>>3030205
>>
Rolled 7, 6 = 13 (2d20)

>>3030205

god damn it >->
>>
>>3030172
>>3030205

Year 7 Autumn

We help the Dalmans build their new homes in our village, assisting them with our knowledge of carpentry into building wooden houses. We also perform a couple more wargames with mixed teams seeking to integrate the Dalmans. They find the practice very curious and many join on our games eagerly. We throw a big party to make sure the Dalmans are integrated, drinking the beer we got from the Kuros. Some of the Dalmans even agree on getting tattoos on their right hand like our people enjoys doing.

We ask the Dalmans for stories about the elves - how they fight, what kind of magic they use and what tactics didn't work against them. Stu the shaman have a fire lit and get our population around it and starts telling the tale of the quarry with the elves, using his magic to shape the flames and smoke for dramatic effects. The Dalmans came from the south fleeing the dark elf slavers, a brutal bunch who overwork their thralls and take pleasure in their suffering. They fled on one day when the dark elves were attacked by orcs and then travelled north where they settled years ago. They started hunting and as their tribe was growing they needed to expand their hunting grounds. The elves then started harassing their hunters, sending small groups with a few elves to attack their hunters. At first the elves only attacked the hunters when they entered a certain part of the forest that the elves seems to deem sacred but after awhile the elves started to activelly seek the hunters. Many good men were killed by the elves with their deadly longbows. Fighting against the elves was very hard because hardly ever they would engage in a fair combat, always doing ambushes from the tops of trees. Only in two occasions did our warriors managed to kill any elves and it was when they were too cocky to flee allowing our warriors to get close enough to throw their spears at the elves. The shaman showed a finely crafted necklace that he said was looted from one of the dead elves. In two occasions the Dalmans sent war parties towards the elves seeking to root them out and once their warriors were met by an elvish witch who manipulated a white flame that didn't destroy the forest and made tree roots grow to entangle warriors on their spot. The largest force they saw the elves gather in one fight was about twenty longbowmen and the witch. On the second occasion they were met by Txilidon the god who made his presence and name known and said the elves were under his protection and as such their settlement couldn't be found by mere mortal men, five brave warriors died that day who tried to slay Txilidon, who killed them with his magic, casting a burning bright white flame upon them.
>>
>>3030217

With our stockpiles of copper gone we decide to send 50 men to mine the copper on the abandoned mine we found south, having 20 folks work as haulers carting the output of the mining operations back to our base. We have 5 warriors and some hunters tag along, the hunters instructed to hunt game in the southern woods to feed the folks on the run.

We had a poor harvest this year.

Clan Nova
Population: 670 (197m/185f/288ch)
Warriors: 24 (clubs, copper tipped spears, shields, m)
Workers: 60 hunters (pointy sticks, bow and stone tipped arrow, a few copper tipped arrows, 125m/1f Saadia) 146 gatherers (basket, f) 2 shaman (Jibran, Stu; stone knife, m) 9 apprentices (stone knife, 5m) 12 lumberjacks (stone axe, two copper axes, 12m) 44 artisans (8m/36f) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m) 4 sage (2m/2f) 50 miners (m) 20 haulers (m)
Food reserves: 1666
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower; Charcoal Forge
Technology: Primitive Construction (to basic in progress); Primitive Food Preservation (to basic in progress); Primitive Calendar (to basic in progress); Basic Bow and Arrow Manufacture (to advanced in progress); Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing
Magic: Primitive Healing; Primitive Jewelry Making
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
>>3030205
>not sure we should invite so many parties to our war games
It's part of a plot I devised yesterday I can share more over https://smallcrowd.us/room/5be1f0e4a8fb0
>>
Rolled 7, 12 = 19 (2d20)

>>3030219

we keep having poor harvests these days...if the food still is enough to bring us through the winter and have the party, then I am in favour of doing that.

1. diplomacy, have a harvest/winter fest w/the Halflings and Kuros. (if there is not enough food to do this safely, Ill vote for rolling to speed up the bow&arrow advancement)

2. on that occasion, I'd like more advice from the little ones on how2agriculture, because w/more people I aint having none of that poor harvest stuff anymore from here on out
>>
Rolled 59, 37 = 96 (2d100)

>>3030139
>Trade agreements with our friendly neighbors
What do they have that we don't? What do they want that they don't have?

>Magic: Bones and Entrails Divination
>>
>>3030222
>have a harvest/winter fest w/the Halflings and Kuros
No. No fest. Invite them to wargames.

>>3030217
>>3030219
Would it be possible for us to make an elvish-like longbow?
>>
Rolled 56, 18 = 74 (2d100)

>>3030219
>Longbow roll
>Did we spot a black soot coming from earth by any chance?
>>
>>3030222
>>3030227
>>3030252


Year 7 Winter

We decide to send trading caravans to our neighbours seeking to learn what do they have that we don't and what do they want that they don't have.

The Kuros are currently dabbling into domesticating aurochs; they have fenced large areas of pasture and are using their cattle to help them with agriculture. They are interested in acquiring metal items.

The halflings from Wohan have a variety of crops that we do not possess. They also keep bees and raise goats. They are interested in acquiring metal items.

We ask the halflings for advice on agriculture for we keep having bad harvests. The halflings say that we should plant the crops a certain distance apart so that they have room to grow rather than just sowing the land randomly. They also say that sometimes we just get bad luck and the weather is bad and our harvest sucks so it's important to keep a good amount of food in reserve.

Clan Nova
Population: 690 (201m/189f/300ch)
Warriors: 24 (clubs, copper tipped spears, shields, m)
Workers: 60 hunters (pointy sticks, bow and stone tipped arrow, a few copper tipped arrows, 125m/1f Saadia) 146 gatherers (basket, f) 2 shaman (Jibran, Stu; stone knife, m) 9 apprentices (stone knife, 5m) 12 lumberjacks (stone axe, two copper axes, 12m) 44 artisans (8m/36f) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m) 12 sage (6m/6f) 50 miners (m) 20 haulers (m)
Food reserves: 1431
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower; Charcoal Forge
Technology: Primitive Construction (to basic in progress); Primitive Food Preservation (to basic in progress); Primitive Calendar (to basic in progress); Basic Bow and Arrow Manufacture (to advanced in progress); Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing
Magic: Primitive Healing; Primitive Jewelry Making
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 51, 41 = 92 (2d100)

>>3030256
Invite halflings and Kuros for wargames
>Longbow roll - can we recreate Longbows based on stories told by Su's people?
>Did we spot a black soot coming from earth by any chance?
>>
>>3030256

What do the halflings want for half a dozen goats or so?

1. upgrade our tools until I dont have to read 'stone' anywhere in the recap anymore

2. time to flex those farming muscles


Im ok with wargames between races. It could be the start of our very own Blood Bowl league after all.
>>
Rolled 5, 14 = 19 (2d20)

>>3030269

too much time in gaming lobbies has me type roll more oft than dice into the field...
>>
Rolled 96, 44 = 140 (2d100)

>>3030256
>Improve metallurgy

>Establish long-term trade of metal for food with both groups.
>>
>>3030262
>>3030269
>>3030273
>>3030287


Year 8 Spring

We began to improve metalurgy crafting tools for various purposes substituting our stone tools.

We plant very large fields this season to account for our larger population.

Clan Nova
Population: 710 (205m/193f/312ch)
Warriors: 24 (clubs, copper tipped spears, shields, m)
Workers: 64 hunters (pointy sticks, bow and copper tipped arrows, 125m/1f Saadia) 150 gatherers (basket, f) 2 shaman (Jibran, Stu; copper knife, m) 9 apprentices (copper knife, 5m) 12 lumberjacks (copper axes, 12m) 44 artisans (8m/36f) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m) 12 sage (6m/6f) 50 miners (copper pick, m) 20 haulers (m)
Food reserves: 1080
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower; Charcoal Forge
Technology: Primitive Construction (to basic in progress); Primitive Food Preservation (to basic in progress); Primitive Calendar (to basic in progress); Basic Bow and Arrow Manufacture (to advanced in progress); Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing (to basic in progress)
Magic: Primitive Healing; Primitive Jewelry Making
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese (few)
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 56, 2 = 58 (2d100)

>>3030461
Sticking by my earlier vote >>3030262
>>
Rolled 14, 19 = 33 (2d20)

>>3030461

I want to build some boats! We can then either into fishing, or use them to make life easier on the haulers.

1 boatZ

2. Lets domesticate some boars! Pigs are very useful for various things, food, manure, leather - who knows, we might just find some large enough to pull simple wagons. Or at least gain some exp. for the bears I dream of taming later on.
>>
Rolled 32, 33 = 65 (2d100)

>>3030481
+1
although 14/20 and 19/20 are already pretty darn good
>>
>>3030473
>>3030481
>>3030536


Year 8 Summer

We begin to craft some boats hollowing out some tree trunks and use them to help with hauling ore. There's not much space in the boats so we also make a raft by tieing a bunch of logs together to carry crates full of ore downstream. It significantly reduces the workload of our haulers.

We start domesticating some boars! We start capturing boars in the forest, tying them with ropes and dragging them back to our settlement where we leave them in pens and feed them in troughs some our produce.

Clan Nova
Population: 730 (209m/197f/324ch)
Warriors: 24 (clubs, copper tipped spears, shields, m)
Workers: 64 hunters (pointy sticks, bow and copper tipped arrows, 63m/1f Saadia) 150 gatherers (basket, f) 2 shaman (Jibran, Stu; copper knife, m) 9 apprentices (copper knife, 5m) 12 lumberjacks (copper axes, 12m) 44 artisans (8m/36f) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m) 12 sage (6m/6f) 50 miners (copper pick, m) 20 haulers (m) 8 animal tamers (rope, 4m/4f)
Food reserves: 610
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars, canoes, raft
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower; Charcoal Forge
Technology: Primitive Construction (to basic in progress); Primitive Food Preservation (to basic in progress); Primitive Calendar (to basic in progress); Basic Bow and Arrow Manufacture (to advanced in progress); Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing (to basic in progress); Primitive Boatmaking; Primitive Animal Husbandry
Magic: Primitive Healing; Primitive Jewelry Making
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese, Boars
Fish/Game: Wild Boars, Rabbits


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 20, 9 = 29 (2d20)

>>3030558

nice! that worked out excellently!
Let's get into fishing to diversify our food and get used to the water.
1. fishing

For my second action I want to pick up >>3030473 idea and invite the other two clans (halflings and Kuro) to our regular war games. Im curious how all that drilling and training we have done so far compares to them.


Also, the second Shaman we got now, Stu, what kind of magic does he know? Also healing? And their religion? Or did we just seem like the superior civ with houses and walls so that they adapted completely? I wonder if we should dabble into different form of governments.
>>
Rolled 40, 100 = 140 (2d100)

>>3030558
>Establish long-term trade of metal for food with Wohan and Kuros.

>Learn smoke and fire divination with Stu.
>>
>>3030598
wow
To be more specific, I'm just going off of
>Stu the shaman...using his magic to shape the flames and smoke for dramatic effects.
So having the tribe explore new magical uses for flames and smoke seems the next logical step. And divination is the patrician magic school if utilized properly.
I don't even know what our original shaman did tbqh.
>>
>>3030592
>>3030598
>>3030609

Year 8 Autumn

We locate several good fishing spots along the river and assign a number of fishermen to start tapping into this resource. We use fishing rods and fishing nets. We catch plenty of perch and some sturgeon.

We inquiry Stu about what kind of magic he knows. He's proficient in fire magic being able to create small flames and manipulate them at will and can manipulate smoke as well besides being capable of healing magic. Their religion of the Dalmans is very similar to our own, a cult of our Ancestors who came from the stars, with the only difference they also revere a god of fire called Tuxdor who is said to have taught the first shaman of their people fire magic.

Jibran also inquiry Stu about possible uses of his fire and smoke magic for divination. Stu says he can try and we gather around the fire focusing the fire and smoke magic on the subconscious trying to allign ourselves with the soul of the world to gleam what the future has in store for us. The smoke and flames show an enemy army marching, hundreds of creatures coming from the east, and it shows a large battle. Stu says the orcs are coming back from the east just like last time all those years back. We must prepare for the green tide or we'll be engulfed by it.

We have a good harvest this year.

Clan Nova
Population: 750 (213m/201f/336ch)
Warriors: 24 (clubs, copper tipped spears, shields, m)
Workers: 64 hunters (pointy sticks, bow and copper tipped arrows, 63m/1f Saadia) 130 gatherers (basket, f) 2 shaman (Jibran, Stu; copper knife, m) 9 apprentices (copper knife, 5m) 12 lumberjacks (copper axes, 12m) 44 artisans (8m/36f) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m) 12 sage (6m/6f) 50 miners (copper pick, m) 20 haulers (cart, m) 8 animal tamers (rope, 4m/4f) 28 fishermen (fishing pole, fishing net, 4m/24f)
Food reserves: 1778
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars, canoes, raft
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower; Charcoal Forge
Technology: Primitive Construction (to basic in progress); Primitive Food Preservation (to basic in progress); Primitive Calendar (to basic in progress); Basic Bow and Arrow Manufacture (to advanced in progress); Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing (to basic in progress); Primitive Boatmaking; Primitive Animal Husbandry
Magic: Primitive Healing; Primitive Jewelry Making; Basic Fire Magic; Primitive Divination
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese, Boars
Fish/Game: Wild Boars, Rabbits, Perch, Sturgeon
>>
Rolled 10, 35 = 45 (2d100)

>>3030678
>Establish long-term trade of metal for food and other goods with Wohan and Kuros. And offer the joint military drills thing.
We'll need well armed and trained allies against the coming danger.

>Improve boar training.
They can be used for hunting and eventually war when the time comes.
>>
>>3030694
someone plz roll.
>>
Rolled 42, 57 = 99 (2d100)

>>3030730
ok internet stranger
>>
Rolled 89, 88 = 177 (2d100)

>>3031056
>ok internet stranger
Same ID

>>3030678
here another roll
>>
>>3031159
ah, you caught me.
thanks internet stranger
you're a real hero
>>
File: where we go to hunt.jpg (145 KB, 620x450)
145 KB
145 KB JPG
Rolled 19, 90 = 109 (2d100)

>>3030558
I thought we are processing the ore right at the mine?

>>3030678
>Stu says the orcs are coming back from the east just like last time all those years back. We must prepare for the green tide or we'll be engulfed by it.
So it seems we are gonna be the good guys. For now.

>>3030598
Do we really need that much food? Our reserves never went under 1000 no matter the harvest. We also have only Primitive Food Preservation and our stocks went bad once already. Getting more food at this point is waste of resources.

>>3030678
>Basic Bow and Arrow Manufacture (to advanced in progress) - lets get these Longbows
>Joint military drills with halflings and Kuros
>>
>>3031693
>Do we really need that much food?
I suppose not. The original idea was to simply trade for food so we could devote our actions and manpower to tech and military instead of farming and such, but since we've already done that I guess its a moot point.
I still would like to get some sort of regular trade going, especially with the orcs coming.
>>
Rolled 2, 9 = 11 (2d20)

>>3030678
>>3031812
>>3031693

How about a fertility right where we pray for a bountiful (child) harvest, to make use of all the food?

1. Ill help longbow anon out with my first roll

2. I want to get tin ore and get into bronze!

Lets wait till elves and orcs have worn each other out, and then we seduce both parties, breeding them out of existence.
>>
>>3031827
>child harvest
Juuso!
>>
>>3031857

y-you mean children arent grown in Kindergartens?
>>
>>3030694
>>3030730
>>3031056
>>3031159
>>3031257
>>3031693
>>3031812
>>3031827
>>3031857
>>3032475

Year 8 Winter

We send trading caravans to the Kuros and to the halflings of Wohan to negotiate long term deals of metal for food and other goods. They seem eager to accept our terms.

We tell the halflings and the Kuros about the divination performed by our shaman, the horde of orcs coming from the east, stressing the need for joint military drills. Their leaders agree that a strong foe such as the orcs warrant the worry and added effort of having our warriors train together. The Kuros send 15 of their warriors to our military drill and the halflings send 20 slingers.
> Make joint military drills into a yearly thing
> Insist that they summon their whole militia to join the military drill
> Throw a feast after the military drills are finished
> other?

Clan Nova
Population: 770 (217m/205f/348ch)
Warriors: 24 (clubs, copper tipped spears, shields, m)
Workers: 68 hunters (pointy sticks, bow and copper tipped arrows, 67m/1f Saadia) 134 gatherers (basket, f) 2 shaman (Jibran, Stu; copper knife, m) 9 apprentices (copper knife, 5m) 12 lumberjacks (copper axes, 12m) 44 artisans (8m/36f) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m) 12 sage (6m/6f) 50 miners (copper pick, m) 20 haulers (cart, m) 8 animal tamers (rope, 4m/4f) 28 fishermen (fishing pole, fishing net, 4m/24f)
Food reserves: 1789
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars, canoes, raft
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower; Charcoal Forge
Technology: Primitive Construction (to basic in progress); Primitive Food Preservation (to basic in progress); Primitive Calendar (to basic in progress); Basic Bow and Arrow Manufacture (to advanced in progress); Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing (to basic in progress); Primitive Boatmaking; Primitive Animal Husbandry
Magic: Primitive Healing; Primitive Jewelry Making; Basic Fire Magic; Primitive Divination
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese, Boars
Fish/Game: Wild Boars, Rabbits, Perch, Sturgeon


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 3, 31 = 34 (2d100)

>>3033041
> Make joint military drills into a yearly thing
> Throw a feast after the military drills are finished

>Improve boar training.
They can be used for hunting and eventually war when the time comes.

>Basic Bow and Arrow Manufacture (to advanced in progress) - lets get these Longbows
>>
>>3033112


Year 9 Spring

We throw a feast after we're done with the military drills.
We propose making the joint military drills into a yearly thing. The Kuros say we should hold the drills in each settlement on consecutive years then.
> Agree and have the host be responsible for throwing the after drill feast each year
> Disagree we should always hold the military drills at our settlement for we are the largest one
> other

We attempt to train our boars to use them for hunting but fail disastrously, losing a whole pack of boars who flee into the wilderness, setting us back a whole six months in our domestication efforts.

We consider manufacturing longbows but our artisans are not skilled enough to produce longbows that are reliable, it always end up too fragile or not flexible enough, we'll need more research into this. Perhaps with a sample longbow we could figure out more easily what we're doing wrong.

Clan Nova
Population: 790 (221m/209f/360ch)
Warriors: 24 (clubs, copper tipped spears, shields, m)
Workers: 72 hunters (pointy sticks, bow and copper tipped arrows, 67m/1f Saadia) 138 gatherers (basket, f) 2 shaman (Jibran, Stu; copper knife, m) 9 apprentices (copper knife, 5m) 12 lumberjacks (copper axes, 12m) 44 artisans (8m/36f) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m) 12 sage (6m/6f) 50 miners (copper pick, m) 20 haulers (cart, m) 8 animal tamers (rope, 4m/4f) 28 fishermen (fishing pole, fishing net, 4m/24f)
Food reserves: 1204
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars, canoes, raft
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower; Charcoal Forge
Technology: Primitive Construction (to basic in progress); Primitive Food Preservation (to basic in progress); Primitive Calendar (to basic in progress); Basic Bow and Arrow Manufacture (to advanced in progress); Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing (to basic in progress); Primitive Boatmaking; Primitive Animal Husbandry
Magic: Primitive Healing; Primitive Jewelry Making; Basic Fire Magic; Primitive Divination
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese, Boars
Fish/Game: Wild Boars, Rabbits, Perch, Sturgeon


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 39, 69 = 108 (2d100)

>>3033112
>>
Rolled 29, 58 = 87 (2d100)

>>3033152
> Agree and have the host be responsible for throwing the after drill feast each year


I suppose let's try this again
>Improve boar training.
They can be used for hunting and eventually war when the time comes.

>Basic Bow and Arrow Manufacture (to advanced in progress) - lets get these Longbows
>>
Rolled 16, 8 = 24 (2d20)

>>3033152

I want to get some goats from the Halflings next time we trade with them.

1. I'll join longbow anon yet again. Let's use different types of wood and laminate them. One flexible, one stiff, till the trial bow slowly to see if we can get the draw weight and length right w/o breaking it

2. Let's make some armor. Leather vests with coper plating, boiled leather, anything thatll help our people keep standing.
>>
CultAnon here. Wanna chat? https://discord.gg/kWTHfFb
>>
>>3033170
>>3033491

Year 9 Summer

Our artisans figure out that for the longbow to keep its integrity it must be crafted respecting the growth fibers of the wood so that it will resist the tension without breaking. We could now craft longbows for our hunters.

We start making leather armor for our warriors.

We have a very good hunt this season.

Clan Nova
Population: 810 (225m/213f/372ch)
Warriors: 24 (clubs, leather armor, copper tipped spears, shields, m)
Workers: 76 hunters (pointy sticks, bow and copper tipped arrows, 75m/1f Saadia) 142 gatherers (basket, f) 2 shaman (Jibran, Stu; copper knife, m) 9 apprentices (copper knife, 5m) 12 lumberjacks (copper axes, 12m) 44 artisans (8m/36f) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m) 12 sage (6m/6f) 50 miners (copper pick, m) 20 haulers (cart, m) 8 animal tamers (rope, 4m/4f) 28 fishermen (fishing pole, fishing net, 4m/24f)
Food reserves: 1661
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars, canoes, raft
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower; Charcoal Forge
Technology: Primitive Construction (to basic in progress); Primitive Food Preservation (to basic in progress); Primitive Calendar (to basic in progress); Advanced Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing (to basic in progress); Primitive Boatmaking; Primitive Animal Husbandry
Magic: Primitive Healing; Primitive Jewelry Making; Basic Fire Magic; Primitive Divination
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese, Boars
Fish/Game: Wild Boars, Rabbits, Perch, Sturgeon


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 15, 12 = 27 (2d20)

>>3036412

welcome back OP!

1. Metallurgy, lets try mixing different types of ore when smelting to see if we cant create something even stronger than what we have already.

2. is there any place nearby that could serve as a quarry? I'd like to get into masonry to build bigger buildings.

How much longer till the things we learned from the Halflings count as upgraded? Any indication how our warriors performed compared to the other two tribes?
>>
>>3036528

Year 9 Autumn

We consider mixing different types of ore to see if we can create something stronger; however our current mine only has one type of ore available. We could try digging more mines in other places to see if we can get other ores available; or dig deeper into our current mine to see if we can find some other type of ore. We currently don't know how to safely dig deeper mines though.

We consider our options concerning the construction of a quarry. We could probably quarry some stone from the same mountain where our mine is located. We could also dig a quarry pretty much anywhere, if you dig deep enough you always hit rock bottom, just need to make the hole large enough that we can dig up usable chunks of rock out of it.

We have our harvest, it's pretty average. We apply the preservation techniques we learned from the halflings so we have much less waste than before.

We have our yearly joint military drills in the Kuros territory. Their warriors seem to be more disciplined than our own. The slingers from Wohan also show up. They are very competent with their weapons but you're not sure if they'd witstand the savagery of combat. After our military drills are finished we feast. Next year we'll do the drills on Wohan territory.

Clan Nova
Population: 830 (229m/217f/384ch)
Warriors: 24 (clubs, leather armor, copper tipped spears, shields, m)
Workers: 80 hunters (pointy sticks, bow and copper tipped arrows, 89m/1f Saadia) 140 gatherers (basket, f) 2 shaman (Jibran, Stu; copper knife, m) 9 apprentices (copper knife, 5m) 12 lumberjacks (copper axes, 12m) 50 artisans (8m/42f) 4 leatherworkers (m) 4 builders (4m) 3 sentries (3m) 12 sage (6m/6f) 50 miners (copper pick, m) 20 haulers (cart, m) 8 animal tamers (rope, 4m/4f) 28 fishermen (fishing pole, fishing net, 4m/24f)
Food reserves: 2301
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars, canoes, raft
Constructions: Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower; Charcoal Forge
Technology: Primitive Construction (to basic in progress); Basic Food Preservation; Primitive Calendar (to basic in progress); Advanced Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing (to basic in progress); Primitive Boatmaking; Primitive Animal Husbandry
Magic: Primitive Healing; Primitive Jewelry Making; Basic Fire Magic; Primitive Divination
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos, Yearly Joint Military Drills
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese, Boars
Fish/Game: Wild Boars, Rabbits, Perch, Sturgeon
>>
Rolled 13, 7 = 20 (2d20)

>>3036605

I am for building a small camp then near that mine and open a quarry there as well. With the first stones I'd like to improve either the forge or the shrine.

1. quarry!

2. drill the soldiers, drill the hunters, drill everyone! We are the ones who initiated the drills, so we gotta make sure we dont embarrass ourselves. We can divide our warriors and archers into groups for coordinated maneuver training. Shieldwalls, volleys, heck, lets develop a national martial art while we're at it. (if others are on board with it).

What would be needed to upgrade our construction to basic? Or do we just need more fancy buildings for it to go up?
>>
Rolled 1, 18 = 19 (2d20)

>>3036605
>Improve drills

>Improve Boar Training
>>
>>3036625 you declared like 5 actions so I'm just picking the first two

Year 9 Winter

We decide that our mining operation in the south is getting sizeable enough to warrant building a small camp near the mine so we dispatch our builders to start making houses there for our miners.

We start the construction of a quarry by the mountain to true stone for our purposes.


Clan Nova
Population: 850 (237m/217f/396ch)
Warriors: 24 (clubs, leather armor, copper tipped spears, shields, m)
Workers: 50 hunters (pointy sticks, bow and copper tipped arrows, 49m/1f Saadia) 140 gatherers (basket, f) 2 shaman (Jibran, Stu; copper knife, m) 9 apprentices (copper knife, 5m) 12 lumberjacks (copper axes, 12m) 50 artisans (8m/42f) 4 leatherworkers (m) 12 builders (m) 3 sentries (3m) 12 sage (6m/6f) 50 miners (copper pick, m) 20 haulers (cart, m) 8 animal tamers (rope, 4m/4f) 28 fishermen (fishing pole, fishing net, 4m/24f) 30 stonecutters (m)
Food reserves: 2301
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars, canoes, raft, quarried stone
Constructions: main settlement - Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower; Charcoal Forge; in the mountain settlement - Copper Mine; Wooden Houses; Quarry;
Technology: Primitive Construction (to basic in progress); Basic Food Preservation; Primitive Calendar (to basic in progress); Advanced Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing (to basic in progress); Primitive Boatmaking; Primitive Animal Husbandry
Magic: Primitive Healing; Primitive Jewelry Making; Basic Fire Magic; Primitive Divination
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos, Yearly Joint Military Drills
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese, Boars
Fish/Game: Wild Boars, Rabbits, Perch, Sturgeon


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
I forgot to update the food reserves, I'll update next season
>>
Rolled 43, 53 = 96 (2d100)

>>3036686
Tryan agan
>Improve military drills

>Improve Boar Training
>>
Rolled 5, 12 = 17 (2d20)

>>3036686

Sorry, I was thinking out loud for the other anons to be able to follow my train of thought. For example, knowing that the Drow are to the south, do we want to invest into another palisade or other construction to afford some safety or would that be a waste of time (at this point)?

1. Military drills. Call the best warrior Gaius Adequaticus, he's responsible henceforth that our soldiers are able to form ranks, formations, and no longer embarrass us in front of our neighbours.

2. I want to try another construction project: a stone tower. With the stones from the quarry and mortar, clay but better something like plaster and sand, I'd like to build a tower at least the height of our watch tower but bigger...Let's build it at the edge of the village though, just incase.
>>
>>3037138
>>3037766

Year 10 Spring

We begin performing military drills involving our soldiers, hunters and every able bodied man who's not too busy doing something else. We task our best warrior, Gaius Adequaticus, with making sure our soldiers are able to form ranks and formations so as to no longer embarass ourselves in our yearly drills with our neighbours.

We decide to try constructing a stone tower. We have stones come from the quarry for us to construct a tower on the edge of the village, aiming for it to be at least as tall as our watchtower. Having only mud and clay as mortar make the construction of such a tall structure challenging - we end up making it pyramidal in shape so as to have the lower blocks support the weight of the upper blocks. In the end we manage to build a stone structure about as tall as our watchtower.

Clan Nova
Population: 870 (241m/221f/408ch)
Warriors: 24 (clubs, leather armor, copper tipped spears, shields, m; Gaius Adequaticus)
Workers: 50 hunters (pointy sticks, bow and copper tipped arrows, 49m/1f Saadia) 144 gatherers (basket, f) 2 shaman (Jibran, Stu; copper knife, m) 9 apprentices (copper knife, 5m) 12 lumberjacks (copper axes, 12m) 50 artisans (8m/42f) 4 leatherworkers (m) 16 builders (m) 3 sentries (3m) 12 sage (6m/6f) 50 miners (copper pick, m) 20 haulers (cart, m) 8 animal tamers (rope, 4m/4f) 28 fishermen (fishing pole, fishing net, 4m/24f) 30 stonecutters (m)
Food reserves: 1412
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars, canoes, raft, quarried stone
Constructions: main settlement - Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower; Charcoal Forge; Stone Tower; in the mountain settlement - Copper Mine; Wooden Houses; Quarry;
Technology: Primitive Construction (to basic in progress); Basic Food Preservation; Primitive Calendar (to basic in progress); Advanced Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing (to basic in progress); Primitive Boatmaking; Primitive Animal Husbandry
Magic: Primitive Healing; Primitive Jewelry Making; Basic Fire Magic; Primitive Divination
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos, Yearly Joint Military Drills
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese, Boars
Fish/Game: Wild Boars, Rabbits, Perch, Sturgeon


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 92, 97 = 189 (2d100)

>>3038513
>Improve Boar Training
Great for hunting, foraging and eventually battle!

>Improve Boats
Bigger, Faster, more Maneuverable, etc.
>>
Rolled 3, 8 = 11 (2d20)

>>3038513

1. let's dig a new mine and search for different ore!

2. ask Saadia to take her best 5 men/women and do extra training with them, running, tracking, shooting, so that we can have a dedicated scout unit to patrol our borders and inform us of unusual occurrences


also, >>3038763 very sexy dice
>>
>>3038763
>>3038775

Year 10 Summer

We continue training our boars to use them for hunting, foraging and eventually battle. The boars respond well to training, perhaps we could muzzle some of them and use them to forage for truffles in the winter, that seems to be what they eat during the colder months. We begin teaching them to attack on command with marginal success. We consider sending some of them with our hunters to aid in tracking wild boars, we can't seem to make them attack the wild boars though.

We begin improving our boat making attempting to create boats out of planks instead of hollowed out tree trunks. We manage to craft a couple rowboats using the new technique. We believe we should be able to build larger boats scaling up these new construction techniques.

We have a very good hunt this season.

Clan Nova
Population: 890 (245m/225f/420ch)
Warriors: 24 (clubs, leather armor, copper tipped spears, shields, m; Gaius Adequaticus)
Workers: 54 hunters (pointy sticks, bow and copper tipped arrows, 53m/1f Saadia) 148 gatherers (basket, f) 2 shaman (Jibran, Stu; copper knife, m) 9 apprentices (copper knife, 5m) 12 lumberjacks (copper axes, 12m) 50 artisans (8m/42f) 4 leatherworkers (m) 16 builders (m) 3 sentries (3m) 12 sage (6m/6f) 50 miners (copper pick, m) 20 haulers (cart, m) 8 animal tamers (rope, 4m/4f) 28 fishermen (fishing pole, fishing net, 4m/24f) 30 stonecutters (m)
Food reserves: 1840
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars, canoes, raft, quarried stone, two rowboats
Constructions: main settlement - Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower; Charcoal Forge; Stone Tower; in the mountain settlement - Copper Mine; Wooden Houses; Quarry;
Technology: Primitive Construction (to basic in progress); Basic Food Preservation; Primitive Calendar (to basic in progress); Advanced Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing (to basic in progress); Primitive Boatmaking (to basic in progress); Primitive Animal Husbandry
Magic: Primitive Healing; Primitive Jewelry Making; Basic Fire Magic; Primitive Divination
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos, Yearly Joint Military Drills
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese, Boars
Fish/Game: Wild Boars, Rabbits, Perch, Sturgeon


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 42, 59 = 101 (2d100)

>>3038805
Support
1. let's dig a new mine and search for different ore!

2. ask Saadia to take her best 5 men/women and do extra training with them, running, tracking, shooting, so that we can have a dedicated scout unit to patrol our borders and inform us of unusual occurrences
>>
>>3038825

Yes, that one again! Though phone won’t let me roll, someone please do it for me
>>
Rolled 67, 67 = 134 (2d100)

>>3039001
hope this is okay.
>>
>>3038825
>>3039001
>>3039028

Year 10 Autumn

We consider digging a new mine to search for different ore. Where should we dig this new mine?
> In the same mountain of the old mine
> In the hills east of our town
> On some other mountain further south
> other

We have Saadia take her best 5 men and do extra training with them, running, tracking and shooting seeking to create a dedicated scout unit to patrol our borders and inform us of unusual occurrences

We had a poor harvest this season.

We send our warriors to the yearly military drill in Wohan but when they arrive there the place is in disarray, multiple houses burnt and the inhabittants in a gloomy mood. Upon inquiring them about what happened our warriors learn the halfling settlement was raided by about 300 orcs who came from the east. Their slingers managed to kill a decent amount of orcs before they closed in but after that there was carnage. Their population fled for their lives and the orcs stole most of their goats, tools and food then put their houses to the torch.
What should we do about it?
> Let's just perform our yearly drills
> Let's go after the orcs
> Let's give some food to the halflings
> Let's help the halflings rebuild their houses
> other
>>
>>3039254
Clan Nova
Population: 910 (249m/229f/432ch)
Warriors: 24 (clubs, leather armor, copper tipped spears, shields, m; Gaius Adequaticus)
Workers: 58 hunters (pointy sticks, bow and copper tipped arrows, 57m/1f Saadia, 6 on scouting duty) 152 gatherers (basket, f) 2 shaman (Jibran, Stu; copper knife, m) 9 apprentices (copper knife, 5m) 12 lumberjacks (copper axes, 12m) 50 artisans (8m/42f) 4 leatherworkers (m) 16 builders (m) 3 sentries (3m) 12 sage (6m/6f) 50 miners (copper pick, m) 20 haulers (cart, m) 8 animal tamers (rope, 4m/4f) 28 fishermen (fishing pole, fishing net, 4m/24f) 30 stonecutters (m)
Food reserves: 1425
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars, canoes, raft, quarried stone, two rowboats
Constructions: main settlement - Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower; Charcoal Forge; Stone Tower; in the mountain settlement - Copper Mine; Wooden Houses; Quarry;
Technology: Primitive Construction (to basic in progress); Basic Food Preservation; Primitive Calendar (to basic in progress); Advanced Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing (to basic in progress); Primitive Boatmaking (to basic in progress); Primitive Animal Husbandry (to basic in progress)
Magic: Primitive Healing; Primitive Jewelry Making; Basic Fire Magic; Primitive Divination
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos, Yearly Joint Military Drills
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese, Boars
Fish/Game: Wild Boars, Rabbits, Perch, Sturgeon


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 16, 98 = 114 (2d100)

>>3039254
> In the hills east of our town

> Let's give some food to the halflings
> Let's help the halflings rebuild their houses
Maybe they could move closer to us, so we watch out for each other?

>Train up the War Pigs

>Improve our Fire Magic
>>
Rolled 12, 8 = 20 (2d20)

>>3039254
>>3039259

I am in favour of offering the halflings to move into our village. We got a palisade, stone fortifications, longbows (+their slingers). It's the best move to ensure survival. Giving them food is good too.

1. strengthen our fortifications!

2. perform divination to get an idea about the orc movements
>>
>>3039306

Year 10 Winter

We begin digging our new mine in the hills east of our town.

We give the halflings some food and help them rebuild their houses. We suggest they move closer to us so we watch for each other and they say that the spot they're on is a prime location for farming with high quality soil they'd rather not abandon it if it can be helped.

We continue to train our boars for warfare. It's a work in progress.

We consider improving our fire magic. The only one truly proficient with fire magic is Stu, some of the apprentices are able to perform minor tricks too. We have Stu practice creating and manipulating flames and begin activelly teaching it to the apprentices.

Clan Nova
Population: 930 (253m/233f/444ch)
Warriors: 24 (clubs, leather armor, copper tipped spears, shields, m; Gaius Adequaticus)
Workers: 42 hunters (pointy sticks, bow and copper tipped arrows, 61m/1f Saadia, 6 on scouting duty) 156 gatherers (basket, f) 2 shaman (Jibran, Stu; copper knife, m) 9 apprentices (copper knife, 5m) 12 lumberjacks (copper axes, 12m) 50 artisans (8m/42f) 4 leatherworkers (m) 16 builders (m) 3 sentries (3m) 12 sage (6m/6f) 70 miners (copper pick, m, 20 on east mine) 20 haulers (cart, m) 8 animal tamers (rope, 4m/4f) 28 fishermen (fishing pole, fishing net, 4m/24f) 30 stonecutters (m)
Food reserves: 574
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars, canoes, raft, quarried stone, two rowboats
Constructions: main settlement - Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses; Watchtower; Charcoal Forge; Stone Tower; in the mountain settlement - Copper Mine; Wooden Houses; Quarry; +mine east og town in the hills
Technology: Primitive Construction (to basic in progress); Basic Food Preservation; Primitive Calendar (to basic in progress); Advanced Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing (to basic in progress); Primitive Boatmaking (to basic in progress); Primitive Animal Husbandry (to basic in progress); Primitive Jewelry Making;
Magic: Primitive Healing; Basic Fire Magic (to advanced in progress); Primitive Divination
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos, Yearly Joint Military Drills
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese, Boars
Fish/Game: Wild Boars, Rabbits, Perch, Sturgeon


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 7, 9 = 16 (2d20)

>>3039385

1. rolling to help Stu create the first firebenders

2. rolling for fortifications (digging a ditch around our palisade, reinforcing the door, etc.)
>>
Rolled 80 (1d100)

>>3039420

Year 11 Spring

Stu continue to teach fire magic to the apprentices. They progress slowly, the most advanced amongst them can create a small flame already.

We work on improving our palisade by digging a ditch around it.

We find something while digging in our new mine

1-10 tin
11-20 copper
21-50 coal
51-80 iron
81-90 silver
91-95 gold
96-100 platinum

Clan Nova
Population: 950 (253m/233f/444ch)
Warriors: 24 (clubs, leather armor, copper tipped spears, shields, m; Gaius Adequaticus)
Workers: 42 hunters (pointy sticks, bow and copper tipped arrows, 61m/1f Saadia, 6 on scouting duty) 156 gatherers (basket, f) 2 shaman (Jibran, Stu; copper knife, m) 9 apprentices (copper knife, 5m) 12 lumberjacks (copper axes, 12m) 50 artisans (8m/42f) 4 leatherworkers (m) 16 builders (m) 3 sentries (3m) 12 sage (6m/6f) 70 miners (copper pick, m, 20 on east mine) 20 haulers (cart, m) 8 animal tamers (rope, 4m/4f) 28 fishermen (fishing pole, fishing net, 4m/24f) 30 stonecutters (m)
Food reserves: 722
Resources: wood, stone, clay, 2 rusty metal buckets, 1 lighter, animal pelts, feathers, minor healing potions, leather, minor pain suppressor potions, candles, slings, beer, copper bars, canoes, raft, quarried stone, two rowboats
Constructions: main settlement - Shrine to Ancestors; Storehouse; Wooden Houses; Palisade (around our houses); Ditch (around palisade); Watchtower; Charcoal Forge; Stone Tower; in the mountain settlement - Copper Mine; Wooden Houses; Quarry; +mine east og town in the hills
Technology: Primitive Construction (to basic in progress); Basic Food Preservation; Primitive Calendar (to basic in progress); Advanced Bow and Arrow Manufacture; Primitive Insulation; Primitive Agriculture; Primitive Traps; Primitive Carpentry; Wheel; Primitive Metalsmithing (to basic in progress); Primitive Boatmaking (to basic in progress); Primitive Animal Husbandry (to basic in progress); Primitive Jewelry Making;
Magic: Primitive Healing; Basic Fire Magic (to advanced in progress); Primitive Divination
Religion/Culture: Primitive Ancestors Cult, Weird Holidays, War Games, Tribal Tattoos, Yearly Joint Military Drills
Law: Shaman Rule
Crops: Barley, Rye, Wheat, Hemp, Carrots
Husbandry: Geese, Boars
Fish/Game: Wild Boars, Rabbits, Perch, Sturgeon


What do we wanna improve next?
A. Food Acquisition
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Religion
K. Magic
L. Other
>>
Rolled 53, 88, 35 = 176 (3d100)

>>3039507
>We find something while digging in our new mine

>Improve War Pigs!

>Improve Fire Magic!
>>
>>3039651

Year 11 Summer

The orcs attack our settlement! A mass of about 300 orcs comes marching from the east!

Roll 1d100 to notice their approach as they show up in the horizon, DC 40.
>>
Rolled 12 (1d100)

>>3039678
didn't we have scouts for this?
>>
>>3039748
plz roll My7h! should I roll for you?
>>
Rolled 55 (1d100)

>>3039784
I guess I'll just roll for you then.
>>
>>3039924

I’m glad you rolled for me. Let’s see if all those bows and walls we’ve built are paying off!
>>
>>3039748
>>3039784
>>3039924
>>3040871


Our sentries catch sight of the mass of orcs coming our way and sound the alarm! People run into every direction inside our town looking for weapons with which to defend themselves against the troll menace. We send fast runners to go warn the hunters and warriors on patrol that they are needed in town for defense and they run back to our settlement. The women who were out in the woods gathering return to inside our palisade. The precious few minutes that our sentries early warning earned us made the difference between being prepared for the attack and being caught off guard.

We have the following people available
> 2 shamans (Jibran, Stu; copper knives, morale 6. Stu has fire magic)
> 19 warriors (clubs, leather armor, copper tipped spears, shields; morale 5)
> 9 apprentices (copper knives, morale 4. Capable of fire magic.)
> 21 hunters (pointy sticks, bow and copper tipped arrows; morale 3)
> 12 lumberjacks (copper axes; morale 3)
> 14 militia men (clubs, pointy sticks; morale 3)
> 40 older children (clubs, pointy sticks; morale 2)
> 124 women (clubs, pointy sticks; morale 1)
> other?

Who should we recruit to defend our village?

We have about 40 bows and a bunch of copper tipped arrows laying around in the training area that someone could equip.

The enemy army seems to be composed of about 30 heavily armored orcs carrying metal axes and about 270 lightly armored orcs carrying shields and metal tipped spears.

We have a palisade around our houses. Should we take shelter behind it?

What should be our strategy to engage the enemy forces?
> Charge at them
> Try to flank them
> Hold our lines and wait for them to approach
> Attack them with ranged weapons and try to keep our distance
> other?
>>
>>3042562
>Garrison everyone behind the wall except a small group of the fastest and most capable warriors and hunters (~10 of each) who hide somewhere outside.

If the orcs approach the wall, then everyone inside pelts them with arrows, rocks, fire magic, boiling water, etc. We could also put a few archers in the stone tower.
Meanwhile the group left outside can skirmish their flank, pecking at their rear line and avoiding pitched battle. If the orcs pursue them, then they flee into the woods, luring them away from the settlement.

Hopefully they're more interested in raiding our farms than genociding our people.
>>
>>3042690

We decide to garrison everyone behind the wall except for a small group of the fastest and most capable warriors and hunters who we send to hide somewhere outside. We then wait for the orcs to approach before unleashing our attack on them once they're close enough to our walls.

The orcs approach our walls with raised shields. Their heavily armored orcs with axes start to cut down our palisade while the lightly armored ones form a shield wall above and around them. We start pelting them with arrows, rocks, fire magic, boiling water and we manage to kill about sixteen orcs before they manage to cut a large enough hole in our palisade to move through.

What do we do next?
> Have our warriors try to hold the line at the new opening
> Open all the palisade gates and flee we don't wanna get trapped inside with the greenskins
> Open the palisade gate on the opposite side of the orcish invasion and evacuate the women and children we'll gain time for them to flee somewhere safe
> Load carts with our valuables (metals, tools, food) and have the women and children haul them away through the gate on the opposite side of the orcish invasion we'll gain time for them to flee somewhere safe
> other
>>
>>3042926
>> Open the palisade gate on the opposite side of the orcish invasion and evacuate the women and children we'll gain time for them to flee somewhere safe
Only sixteen? Even with the skirmishers outside? Dang we suck, I guess that's to be expected though.
Well the most important thing is our people and the technology in their heads. We can always rebuild and since they already have metal, there's no use hiding it from them. Get everyone to the boats and get across the river if that helps.
While we evacuate maybe the combatants can deal some more damage, taking advantage of the hole they cut as a narrow chokepoint. Then maybe we can snag a sample of their heavy armor and weapons to copy.
>>
>>3043789
Yeah, should have drilled those archery skills harder. Well, maybe our shield wall will perform better and at least enable our survival. Also, let’s build a stone wall next time
>>
I hope eventually we’ll learn what becomes of the brave Nova





Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.