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>>1039619
Still Unimaginative Name edition.


Will be continuing in about 2-ish hours. newcomers welcome.
Please post/update your stats each turn. Makes it easier for me to keep up with what you know/have.
>>
Rolled 62, 76 = 138 (2d100)

>>1077229
>>
>>1077296
(??? what happened to the text lmao)
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
69
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
8/20 People's Palace
3 *1 farms
>Population Management
45 Farmer-Gatherers (37 food per turn)
24 Labourers-Builders (1/5 palace piece per turn
>Action 1
Train laborers to be better builders
>Action 2
Rush palace piece
>>
Rolled 90, 25, 88, 3, 3 = 209 (5d100)

Winter Rolls.

King Rex

Koshik

Iktomi

Remnants

Mapica
>>
>>1075607
You attempt to expand your growing empire into the mountains, but the high peaks prove too much for your saus. They can't find passage into the mountain range, and return home.
You send scouts out, looking for trade partners. Afterall, who could turn down pots as amazing as yours? But alas, your men find no other civilzations, friendly or hostile.
Winter: 90
Once again you are blessed with good weather. Perhaps a sign of your victory over the ants?
>Everyone eats. 0 Food Remains.

>>1075857
You look for some medicinal plants in the jungle, hoping to stem any potential illnesses and save your already lessened population. Your scouts come back with some strange flowers, and after some testing/tasting, it turns out to just be grass. Blech.
On the opposite end of the spectrum, you look for any toxic plants. Your scouts asked how woul they know it was toxic, to which you respond "Try it and find out." Nervously your scouts go out, hesitatingly sampling each potentailly toxic plant they can find. It doesn't take long as it seems the jungle enjoys killing. Sampling a small purple mushroom with red dots, it takes all of 5 seconds before the guinea pig begins convulsing, foaming at the mouth followed quickly by blood pouring from anywhere it can find a way out. Satisified that they found something toxic, they bring some of the fungi back and the body back, careful not to actually touch the shrooms themselves.
>Acquire 15 ??? Toxic Purple Mushrooms.
>-1 Pop
You try to train your hunters again, but it seems they've hit a plateu, as they doen't improve any.
Your Builders' training goes worse. Trying to improve their skills, they work on upgrading your burrows. The attempt is met with peril as the burrow collapses, sealing one beneath the earth. By the time he's dug out, he's long since suffocated.
>-1 Pop
You though your Builder train was bad, your Crafters make you want to cry. Trying to improve the speed at which they craft, they take the cothes and hides and try to make them into something quickly. The rushing with no care for quality is disatrous. They utterly ruin your supplies, rendering them useless. You kinda wish they hide just died instead.
>-7 Hide
>-7 Fur Clothes
(continued)
>>
>>1077788
Your scouts go forth in search of anything to the southwest. Before reaching their destination however, they encounter the strange cold again, only this time stronger. Curiosity getting the best of them, they investigate. They don't know where they are going, but they follow the direction that's coldest. What they claim to encounter is floating ice. Several large slabs of ice seemingly floating around a glowing orb. Your men claim to try to approach silently approach the... whatever it was, but could not as the cold simply became too much to bear as they got closer. Deciding the information was important, they cancel their scouting mission and return home.
>Encountered Ice Elemental.
Protection. That's what you need. And so you decide to build walls. But first you must clear an area to actually place them. So, you begin chopping down trees around your village. The result: It begins raining trees. Massive trees come falling down seemingly all at once as your cutters bring the old wood down right on top of your village. Bugs are crushed with no where to go. Escaping 1 falling tree means running under another. When the last tree falls, all told you've lost 10.
>-10 Pop
You're tired of this panther. You've got weapons and armor, and your hunters are trained in killing beasts. You gear 1 of your hunters in your best gear and send him out to find and kill the animal. It takes a few days to find it, well, more like it found him. The panther leaps silently from a tree to your man below, but its shadow gives it away. Your hunter turns, shield raised, just in time to block the claws that would've ended the fight immediately, and throws the cat back. Seizing the opportunity before it can regain its footing, your hunter throws the net on the cat. Robbed of its overwhelming agility, the cat can't move fast enough to escape the spear.
Your hunter returns, the body of the panther over his back.
Winter: 25
Cold. So cold. It seems your good fortune didn't last. While you've certainly had worse by far, that doesn't mean this Winter is good by any stretch. With insufficient wood to burn and not enough clothers to go around, most are forced to huddle in their burrows. But work must be done, so they can't stay their forever. While working, 1 bug with no clothes or fire to keep warm, succumbs to the cold.
>-1 Pop
>Everyone ate. 0 Food Remains.
>>1076417
You clean and prepare the hides, having found a new use for them.
>Acquire 10 Hide Blankets.
You try again. this time altering your knives. It doesn't work at all. You feel this should be so easy, and yet it escapes you! You're so frustrated you can barely think.
>Sufer -20 to your next Discover attempt.
Winter: 88
Such lovely weather. You'd never guess it was, as it seems the birds, who are usually gone this time of year remain. It makes you almost wish it could last like this forever. Almost. At least when its cold, there aren't any *smack* mosquitoes.
>Everyone ate. 198 Preserved Food Remains.
>>
>>1077796
>>1076987
This Iron would make for much better tools than Stone. And you know how to work it. Rather than make something knew, you'll make what you already know, only with iron instead!
>Discovered Iron Tools.
>You can now make Iron Tools of any Stone Tool you know how to make.
You need better Admins. They need to learn how to tell people to do their jobs better. And so the try. They pick up a group, and try bossing them through repairing one of the beyond repair houses. The 10 Admin don't work well together, as their orders constantly contradict each other. This confuses the workers, causing one of them to remove a support that kept what was left of the roof up. The roof crubles down atop 2 of your workers, crushing them. Oopsies.
>-2 Pop
Winter: 3
The white is blinding. it covers the land like a blanket, and reflects the sun's light everywhere. But that's the least of you worries. The cold creeps into your bones. You houses do little to help. Mounds can be seen in the snow as workers succumb, the snow silently burying them. Eventually the snow melts, and with it your fallen's white tombs. Eight graves will need to be dug.
>-8 Pop
>0 Food.
(You need something to plant before your Farms produce.)
>>1077305
The work is too slow. You have plenty of builders, but they're low quality. Time to change that.
>24 Builders are now 1*
Another Palace Piece is constructed.
>(9/20)
Winter: 3
You're people take shelter in what little they can of the unfinished Palace. It offers very little protection as Winter blows through. No shelter, no clothes, no warmth. There is no reprise from the death. Winter is merciless. Young or Old. Strong or Weak. It makes no difference. Against such mindless power, who or what you doesn't matter.
>-9 pop
>Everyone ate. 0 Food remains.

Spring 9

Damn, that was a bad Winter.
>>
Rolled 70, 100 = 170 (2d100)

>>1077802
Spring 9
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Sun-Dried Food(+10/turn), Smoked Food (+20/turn)
Pop: 98(+4%)
Food: 225.5(0p/225.5np) [+27.5/turn; +80/winter] Double Rations this Year
Wood: 164 (+10)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(37); Spears(10); Bows (10); Clothing(101), 10 Hide Blankets
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+13.5 Food), 1 Smokehouse, 22 Daub Huts , Wolf Pack (Friends)
Research: Wolf Taming (1/10)
Assigned Labor (Only change in spring):
10 – Foragers [+5]
20 - Gardeners [+20] (added at end of year)
10 – Hunters [2*] [+9] (equipped w/10 Bows)
10 – Materials Gatherers [+10 Wood] (Building a Pallisade)(equipped with 5 Spears)
24 – Crafters (M. fishtraps) [+3]
10 - Trained Weavers [4*] (M. fishtraps) [+1]
9 – Trained Animal Tamers [7*]
5 - Trained Builders [2*] (Building a Pallisade)

>We have a lot of wood. To prevent anymore jumanji accidents, the builders and gatherers set to building a palisade around the village.
However, they do not need to cut any trees to make room for it, just build around the trees.

>Dismayed that the anniversary party wasn't as spectacular as they had hoped, the Tamers decide to train some more in the art of puppy partying.

What kind of effects will double rations have on my production and pop growth?

What's the rate of passive hide blanket crafting?
>>
>>1077932
Pop will increase by half your base amount, with a minimum of 1%, round down.

Blankets are 8 units.
Your Crafters can make 3 per Turn.
You Weavers will craft 1 per Turn.
Since its does not involve Weaving, your Weavers craft them at base level.
>>
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>>1077932
Roll a Nat1
get gun-shy and do something with minimal risk/reward.
Roll Nat100
>>
>>1077932
Whoops, forgot to say extra food also increases production by .1
So if a base level Gatherer makes .5 Food a turn, he know gathers .6
>>
>>1077972
You'll always get something off a 100. If I can't think of an adequate proficiency, it'll be something else.
>>
>>1077958
>Pop will increase by half your base amount
Cool, but does the food enhance my people's job performance any?

>Since its does not involve Weaving, your Weavers craft them at base level.
So you're not doing the memory-loss thing anymore?
>>
>>1077997
>So you're not doing the memory-loss thing anymore?
Oh the irony, its seems I can't recall what you're talking about.
>>
>>1077997
opps, I forgot to F5 before posting.
>>
>>1078002
It's nothing really, just that thing in last thread where you said
>changing worker jobs erases their skill level.
Which quite frankly was kind of a dumb rule imho and I'm glad you forgot about it.
>>
Rolled 48, 84 = 132 (2d100)

>>1077802
Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers & Adept Miners
Food: 0(+20)
Population: 56
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
- Smelting
- Iron Tools
Holdings:
-8x Ramshackle House (50)
-Storage Warehouse (20)
-Water Well
-2x Farms
-2* Iron Mine
Equipment:
-Stone Tools
-??? Book

Manpower Split
10 Admin (1*)
10 Farmers
10 Researchers
10 Miners
10 Security


>Action 1: Research ??? Book
>Action 2: Research Maps
>>
>>1078226
Resources
- Food: 0
- Iron: 4
>>
Sure has been kinda dead in here this weekend.
>>
Rolled 70, 83 = 153 (2d100)

>>1077802
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
68
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
9/20 People's Palace
3 *1 farms
>Population Management
44 Farmer-Gatherers (37 food per turn)
24 Labourers-Builders *1 (1/4palace piece per turn?)
>Action 1
Continue the construction of the palace's mill
>Action 2
Rush palace piece
>>
>>1077932
You don't like things just walking, or stomping, into your village all willy nilly, so you need something to keep the rifraf out. And a wall is just the thing. You begin putting up a wood wall, since that's all you have, around your village, but about midway your find yourself short of wood, unable to complete the wall. Well that's unfortunate.
>Built Palisade (16/23)
>Walls take 10 resources per building to complete. (23 Buildings require 230 resources for a complete wall.)
>-160 Wood
You had a nice party for your wolves, but you don't think it was well received. You can do better. You MUST do better. You call your Tamers in for a pow wow. You go over the party. What the wolves liked, what they didn't like. After some heated discussion, you find where you went right, and where you went wrong. Vastly improving your knowledge of Wolves. You think from now on your Tamers will be better prepared to handle wolves on first contact.
>9 Tamers are now 10*
>Acquire Dances with Wolves: You've studied and interacted with Wolves for so long, you practically feel and act like one. All actions regarding Wolves will be easier, and intial counters with new Wolves will increase their initial relations with you by 1 (Hostile>Wary>Neutral>Acquainted>Friends>Tamed). This only works on initial encounters with Wolves, only in the presence of Tamers, and cannot raise Relations above your highest relation with a Wolf. (If your highest relation is Friend, you can't raise a Friend wolf to Tamed via this perk.)

>>1078226
You try to study the strange book, but you can't understand the squiggles. There are some strange pictures in there, but without knowing what it says, you don't know their purpose.
Ever have that feeling you've seen that tree before? Cause you have. But what if you marked where you've been before, and where things were? That way you could know where you are, where you've been, and where you're going! Genius!
>Discovered Cartography.

>>1078308
(You still take 5 turns, your 24 Construction Workers need to all be 5 Stars to speed it up to 1 every 4 Turns.)
You've finished the mill! Yay!
>Built Mill
Now with that out of the way, back to the Palace proper. Your workers, better than the were before, work better, harder faster. In the time it took them to build 1 piece, they've now built 2!
>+2 Palace Pieces(11/20)

Summer 9
>>
Rolled 3, 46 = 49 (2d100)

>>1078412
Summer 9
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Sun-Dried Food(+10/turn), Smoked Food (+20/turn)
Pop: 98 [+6%]
Food: 257 (0p/257np) [+29.5/turn; +88/winter] Double Rations this Year
Wood: 16 (+11)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(38); Spears(10); Bows (10); Clothing(101), Hide Blankets(13)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+13.5 Food), 1 Smokehouse, 22 Daub Huts , Wolf Pack (Friends), Palisade (2/3 complete)
WIP: Wolf Taming (1/10), Palisade (16/23)
Assigned Labor (Only change in spring):
10 – Foragers [+6]
20 - Gardeners [+22] (added at end of year)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
10 – Materials Gatherers [+11 Wood] (equipped with 5 Spears)
24 – Crafters (Hide Blankets) [+3]
10 - Trained Weavers [4*] (M. fishtraps) [+1]
9 – Trained Animal Tamers [9*] (one man accompanies the clay hunters)
5 - Trained Builders [2*] (Passive Shelter Building) [1/turn]

>Have the gatherers search for clay again while accompanied by a Tamer to stand guard with a spear.

>To celebrate our relationship with the wolves, the builders carve a wood totem in the village square.
Use axes to make the shape and knives to whittle the details.
>>
Rolled 5, 33 = 38 (2d100)

>>1078412
apica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
68
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
11/20 People's Palace
3 *1 farms
>Population Management
44 Farmer-Gatherers (37 food per turn)
24 Labourers-Builders *1 (1/5 per turn)
>Action 1
Train farmers so they can use the mill to make stuff out of the corn or other grains I guess
>Action 2
Send another small scouting mission to the desert.
>>
Rolled 43, 45 = 88 (2d100)

Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers & Adept Miners
Resources
- Food: 20(+20)
- Iron: 8(+4)
Population: 56
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
- Smelting
- Iron Tools
- Cartography
Holdings:
-8x Ramshackle House (50)
-Storage Warehouse (20)
-Water Well
-2x Farms
-2* Iron Mine
Equipment:
-Stone Tools
-??? Book

Manpower Split
10 Admin (1*)
10 Farmers
10 Researchers
10 Miners
10 Security
06 Explorers/scavengers

Action 1: Research wheel
Action 2: Begin exploring/scavenging the remains of the city mapping it out as we go( I don't expect this to take one turn)
>>
>>1078541
You send out for clay again, this time accompanied by an armed Tamer. With any luck this time you can avoid any death and find clay. But it seems it will not be this day. Clearly your were never meant to find have clay, as your people return empty handed. Despite not having gone far, they seem exhausted.
>Make a third roll next turn.
You want everyone to know about your relationship, no not that kind, with the wolves, you have your best craftsmen build a totem in celebration. Though, while he may be the best you have, you wouldn't exactly call him the best.
>-15 Wood
>Acquire Mediocre Wolf Totem

>>1078543
Your farmers try figuring out what they can do with they produce and the mill. Surely they can make something new from this. They make something alright. Somehow one of the farmers slips into the mill, and is mashed up before anyone can pull him out. Everyone loses their appetites.
>-1 Pop
Once more you go into the desert, looking for anyone or anything you can find. Sadly there are even less lucky this time, as they find not even a trace of life around.
EVENT: 36
Reflecting back, you're people have had their share of bad luck. Some would say more. You've lost a fair amount of people along the way. But no sense dwelling on the past. The dead are gone, and your troubles are still ahead of you. The incident with the mill was... you'd rather not think about it. The palace is more than halfway through, so that's good. Though you doubt it'll be ready before Winter. You pray for a good Winter. You need it.

>>1078674
Carrying everything by hand is hard work, and it takes a long time. But what if there was an easier, faster way? You think this to yourself as you walk down the path. Along the way you lightly kick a stone out of your way, giving it little thought as it rolls ahead of you. Rolls... The somewhat round rock rolls further than you would assume it should with how lightly you kicked it. What if it was the shaped that made it move that much further with that less force? Surely that's the answer you seek. You try rounding off some rocks, but they always end up lopsided, and ultimately require more effort than you know it should take. You know this is right, you just need to try harder.
You know how to make maps, so now its time to map out the city. You start by drawing the center of your village... and you get no further. You're kinda slow and suck at drawing, as the map only shows about 4 of your Ramshackle Houses close together. Boy, is this gonna take time.
>Began Ruined City Map (1/30)

Fall 9
>>
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Rolled 8, 12, 34 = 54 (3d100)

>>1078865
pls don't hurt me

Fall 9
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Sun-Dried Food(+10/turn), Smoked Food (+20/turn)
Pop: 98 [+6%]
Food: 267 (0p/267np) [+30/turn; +88/winter] Double Rations this Year
Wood: 12 (+11)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(39); Spears(10); Bows (10); Clothing(101), Hide Blankets(16)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), 1 Smokehouse, 23 Daub Huts , Wolf Pack (Friends), Palisade (2/3 complete), Mediocre Wolf Totem
WIP: Wolf Taming (1/10), Palisade (16/24)
Assigned Labor (Only change in spring):
10 – Foragers [+6]
20 - Gardeners [+22] (added at end of year)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
10 – Materials Gatherers [+11 Wood] (equipped with 5 Spears)
24 – Crafters (Hide Blankets) [+3]
10 - Trained Weavers [4*] (M. fishtraps) [+1]
9 – Trained Animal Tamers [9*] (one man w/spear accompanies the wood cutters to stand guard)
5 - Trained Builders [2*] (Passive Shelter Building) [1/turn]

>Have the gatherers visit our coppice grove and cut some more wood.

>Dancing with Wolves Festival, For our second friendship anniversary, the Tamers invite the wolves to dance around the totem we made in their honor as we play with the pups and feed them lavishly (20 Food). (Husbandry Bonus, Food Bonus, Kevin Costner Bonus, Totem Bonus)
>>
Rolled 35, 31, 87 = 153 (3d100)

>>1079001
>>
Still OK to join?
>>
Rolled 36, 92, 37, 89, 9 = 263 (5d100)

>>1079001
Good news: You escaped the worst from the 3rd roll. Sub 30 would've given you a contagious disease. Luckily only 5 of your explorers get sick.
Bad news: Sub 50 means 5d100 for the people who went on the excursion,1-4 will be Gatherers. 5 will be the Tamer. Sub30 is death.

But seriously, you and your clay rolls.
>>
>>1079031
Sure, but this turn will be the last for tonight, but I run just about every day starting around 2-3pm CST.
>>
Rolled 94, 88 = 182 (2d100)

>>1078865
>Name: The Remnants
>Race: Homunculus
>Location: Remaliah
>Specialty: Tireless Researchers & Adept Miners
>Resources
>- Food: 20(+20)
>- Iron: 8(+4)
>Population: 56
>Technologies:
>- Stone Tools
>- Fire
>- Food Presevation
>- Agriculture
>- Smelting
>- Iron Tools
>- Cartography
>Holdings:
>-8x Ramshackle House (50)
>-Storage Warehouse (20)
>-Water Well
>-2x Farms
>-2* Iron Mine
>Equipment:
>-Stone Tools
>-??? Book
>Manpower Split
>10 Admin (1*)
>10 Farmers
>10 Researchers
>10 Miners
>10 Security
>06 Explorers/scavengers
>Action 1: Continue researching the wheel
>Action 2: Continue exploring/scavenging/mapping
>>
>>1079001
5 of your returning clay hunter, Tamer included, turn out to be sick. To make sure it didn't spread, you had them, and yourself, set away from the rest of the village. As the days passed 2 of them got a little bad, but eventually pulled through, while the other two barely had a cough. Your Tamer, on the other hand, was not so fortunate. It seems she got the worst of it, as the coughing got worse and worse, the other 4 become worried she might get them sick again, and stayed as far away as the could. The coughing soon got worse, as specks of blood came up each time. It progressed to where she couldn't eat or drink, as anything that went down immediately came back up. A week into the isolation, the coughing finally stops. You're not optimistic enough to assume she got better. And you're right. She lays on her back, face splattered with blood and mouth open and full of the same. It seems drowned in her own blood. The only good thing you can think of is she's finally through suffering. Still afraid to let you out, wood is left for you to gather and burn the body. The villagers, while saddened by the loss, don't want the body to linger and possibly spread whatever she had. Its hard work carrying her alone. The other 4 agree set up the pyre, but refuse to be anywhere near the body, even when it starts to burn. You're the only one to see her off. You watch as the fire rises, and the body is fully engulfed in the flames. Too engulfed on the image before you, you fail to notice the furry creatures beside you, till you hear their mournful howling. It seems they came to see their friend off. That's nice, you think she would have liked that.
>-1 Tamer
>-10 Wood
--------
Stricken with grief, your workers just don't feel like working, and are angered that you would ask them to at this time.
>Your people are sad and angry.
>You will gather resources at 50%, and produce at 50% for the next 2 turns.
You want to hold a festival for everyone, the Wolves especially. But it isn't a very joyous occassion. No oen feels like dancing, or talking, or even eating. The wolves simply lay down in front of the totem and whine pitifully.
>>
>>1079401
>>1079173
You are called by one of your people who've been working on the round thing. He presents to you what he calls a "Square", a perfectly smooth, round rock. He gives it a little kick down a hill, and you watch as it goes all the way down by itself. Yes, this will definitely work. Except the name. That sucks.
>Discovered the Wheel.
Mapping is hard. Its hard work, outdoors, guranteed you won't go hungry, cause at the end of the day so long as there's is one person left alive on the planet, someone is gonna wanna know where the fuck they are. And right now that's you. Your Cartographer makes good progress. He maps out your 8 Houses making up the core of the village. Using the Well as a marker, you label that direction "Forward". The well is Forward from the village, about 10 house lengths away, and the Warehouse is about 20 "Left". You've mostly noticed that from the center its nothing but houses for 30 house lengths in all directions.
>Map improved(3/30)

Winter 9

And with that, its another night. Hope people aren't losing interest, kinda quiet tonight. Either way, you know the drill. Laters all.
>>
Rolled 75, 60 = 135 (2d100)

>>1079401
;_;
If their not gonna eat, I'm gonna put the food back in storage.
>>1079404
Winter 9
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Sun-Dried Food(+10/turn), Smoked Food (+20/turn)
Pop: 97 [+6%]
Food: 287 (0p/287np) [+30/turn; +88/winter] Double Rations this Year (-26 for mourning)
Wood: 8 (+11) (-5 for mourning)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(39); Spears(10); Bows (10); Clothing(101), Hide Blankets(18)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), 1 Smokehouse, 23 Daub Huts , Wolf Pack (Friends), Palisade (2/3 complete), Mediocre Wolf Totem
WIP: Wolf Taming (1/10), Palisade (16/24)
Assigned Labor (Only change in spring):
10 – Foragers [+6]
20 - Gardeners [+22] (added at end of year)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
10 – Materials Gatherers [+11 Wood] (equipped with 5 Spears)
24 – Crafters (Hide Blankets) [+3] (-1.5 mourning)
10 - Trained Weavers [4*] (Hide Blankets) [+1] (-0.5 mourning)
8 – Trained Animal Tamers [9*] (In Training)
5 - Trained Builders [2*] (Passive Shelter Building) [1/turn]

>Train Tamers (Husbandry bonus, Mournful Determination bonus)
As we all lament Naergauril's passing, we must remember that she was first and foremost an Animal Handler. Her greatest desire was to advance her craft and establish a permanent bond with the wolf pack.
So while we mourn, let us gather in remembrance of her skill and keep her ideas and methods alive in our hearts and minds so that we can carry out her mission, the mission we all share as followers of the Tanka. To find a way to achieve peace and unity with all creation.

>Gather Wood (Mournful Determination Bonus)
We are saddened by this loss, yes. But we have been through much worse before and we will go through much worse again if we do not act decisively in the face of another uncertain winter. She wanted our tribe to grow and prosper. Her spirit will surely not rest if she must watch us grieve to death due to her absence. Don't give up! Press onward! Don't lose your way! Gambatte!

Passive: Carve a simple relief of a little female figure at the heart of the wolf totem.
>>
Rolled 29, 3, 34, 10, 57, 91, 48, 67 = 339 (8d100)

>>1077802
>>1078412
>>1078865
>>1079404
Spring, Summer, Fall & Winter 9

Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 95 (+10%/spring) (+5/spring) ((95 -1 -1 -10 -1) +8 +5)
Food: 108 (+27/turn) (0 +27 spring +27 summer +27 fall +27 winter)
Shelter: 95/100

Inventory:
>Stone hammers
>Sharpened Bone Tips
>10 Chitin (4 +6)
>4 animal hide (+1/turn) (7 -7 +1 spring +1 summer +1 fall +1 winter)
>13 Fur clothes (+2/turn) (12-7) (5 +2 spring +2 summer +2 fall +2 winter)
>15 Bone-Tipped Spears (all equipped by hunters)
>5 Nets (all equipped by hunters)
>Stone Axes
>1 Chitin Armor (equipped by a hunter)
>1 Chitin Shield (equipped by a hunter)
>55 wood (+5/turn) (35 +5 spring +5 summer +5 fall +5 winter)
>1 panther's corpse
>15 Toxic Purple Mushrooms

Technologies:
>Stone hammers
>Burrowing
>Blade Crafting Proficiency
>Bone-Tipped Spears
>Fire
>Fur clothes
>Stone Axes
>Weaving
>Chitin Armor
>Chitin Shield
>Carpentry

Facilities:
>20 Burrows (5 shelter/burrow)

Locations:
>Hunting Ground (25 Hunters)
>Fruit Grove
>Ice Elemental (south west tile)

Professions:
>25 Hunters (2*) (15 spears) (5 Nets) (1 chitin armor) (1 chitin shield)
>25 Builders (1*)
>10 Crafters (2*)
>35 Villagers

Assignments:
>25 Hunters hunting (+27 food/turn)
>25 Builders idling
>10 Breeders breeding (+5 each spring)
>10 Crafter making fur clothes (+1 fur clothing/turn) (-2 animal hide/turn)
>18 Villagers skinning (+3 animal hide/turn)
>5 Villagers Chopping (+5 wood/turn)
>2 Villagers idling

Status Effects:
>Bad Bones (Roll deduction for bone related actions)

Spring Actions:
>Search the jungle for medicinal plants.
>Research Agriculture
Summer Actions:
>Train the hunters further.
>Train the builders further.
Fall Actions:
>Train the crafters further.
>Build a wall around the villager.
Winter Actions:
>Research Animal Husbandry
>Research Food Preservation
>>
>>1080690
More bad rolls than good rolls.
No big surprise at this point.
>>
Rolled 84, 7 = 91 (2d100)

>>1079404
Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers & Adept Miners
Resources
- Food: 60(+20)
- Iron: 16(+4)
Population: 56
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
- Smelting
- Iron Tools
- Cartography
- The Wheel
Holdings:
-8x Ramshackle House (50)
-Storage Warehouse (20)
-Water Well
-2x Farms
-2* Iron Mine
Equipment:
-Stone Tools
-??? Book
Manpower Split
10 Admin (1*)
10 Farmers
10 Researchers
10 Miners
10 Security
06 Explorers/scavengers

Action 1: Research Animal Husbandry (gonna try to get some sweet camels)
Action 2: Continue exploring/scavenging/mapping
>>
Up in an hourish.
>>
Rolled 96, 4 = 100 (2d100)

>>1077229
Name
>Kolton
Race
>Driders
Location
>Looking to start in the middle of Midos fury
Religion if applicable
>Tiko Moonlight god
Specialty
>Trap making
Fluff
Born from the God Tiko's curiosity of giving a human the ability to climb and weave like spiders. The first generations were small, but grew larger feeding off other creatures, and nesting their young inside. The current generation are the size of large horses and it seems for now Tiko is content to keep them that size. After several years of infighting finally leadership of the people has come about in the form of an ambitious brother sister team, and they look to expand their weave to the rest of the forest.
(preemptive actions if needed)

>Action 1
Start establishing a laborer caste
>Action 2
Begin scouting the northern reaches
>>
Rolled 44, 13, 48 = 105 (3d100)

Winter rolls.

>>1079974

>>1080690

>>1080760
>>
>>1081297
>Koshik rolls another bad Winter
>More news at 11
>>
Rolled 69, 2 = 71 (2d100)

>>1078865
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
67
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
9/20 People's Palace
3 *1 farms
>Population Management
44 Farmer-Gatherers (37 food per turn)
23 Labourers-Builders *1 (1/5 palace piece per turn)
>Actions 1 and 2
Rush palace pieces
>>
Rolled 21 (1d100)

>>1081327
>>
>>1079974
While the remaining Tamers are affected the most by their friend's passing, they know she wouldn't want their work to end with her. So they return to their work. They watch the wolves during this time. Though still saddened by the loss as well, they still need to keep working for the good of the pack. Stopping means death. It seems the wolves have more to teach you than you thought.
>8 Tamers are now T2 1*. The Tamers think they've learned the basics, and that further progress will be harder and longer.
https://www.youtube.com/watch?v=tYzMYcUty6s
This is a particularly hard time for your tribe. Sure, you've lost others before, but never one so important to the community. That's why you gotta work harder, to improve your vilalge and people, so that these kinds of events can be avoided. But you need materials. You can't do anything with materials to build and strengthen your community with. So, severely lacking in wood, you go out to gather some. People are a little hesitant to leave. No one knows how they got sick in the first place, and are worried they might catch it as well. But, go they do. They all luckily return, unharmed and no signs of sickness. It isn't as much as you'd like, but you can't ask more of them than this.
>+50 Wood
One morning, you are informed that something has been done to the Totem. Afraid for the worst, you go to see for yourself. In the center of it, it seems someone has crudely carved a small figure into it. You don't have to guess to figure out who it's supposed to represent. When you ask who did it, no one responds. It seems whoever did it wishes to remain unknown.
Winter:44
Its chilly, but not overly so. Your homes, blankets, clothes and fire kep you safe and warm. Winter is uneventful, and after your last few events, you'll glady accept that.
>Decent Winter. No one died.
>Doubled Food. 194 food eaten. 211 Preserved Food remains.
>Your workers, adequately fed, have the energy to work more and harder. They now benefit +.1 efectiveness.
>With more than enough food to go around, the tribe feels its safe to have the population grow more. Increase base Population growth by 50%.
>>
>>1081389
>>1080690
You have a plant that can kill, now you need something to do the opposite. Once more you go out in search of healing plants. But the jungle is a danerous place, and if you thought the panther was the only danger, you were wrong. While walking through the jungle, your lead man brushes aside a vine in his way. Except it wasn't a vine. The large snake doesn't take kindly to being touched, coils around him. Before the others can aid him, the snake has wrapped around him and pulled him up into the trees. The sickening crunch of his chitin cracking and breaking from the large snake's constricting makes them lose their breakfast. With no way to help, they opt to press forward, wishing to distance themselves from the scene.
>-1 Pop
The jungle is a dangerous place. Constantly venturing out into it has cost you a great number of people. You need a way to get food without having to constantly risk your life. Perhaps growing your own food here? Yeah, that's the ticket. You get to work preparing a place to grow it... except you started working aboive your burrows. The digging causes the burrows to collapse. Luckily no one died, but all told 5 of your burrows have collapsed. You really need to plan this stuff better.
>-5 Burrows
You try to train your hunters, but the make no improvements.
Your builders are even worse. After the debacle with trying to grow your own food, you want something stronger and safer than the death traps you're living in. They refute your assertions, stating the burrows are the strongest homes around. They jump up and down on the soil about some burrows to prove their point. Instead they prove yours as three of them fall through the earth. Again, no one is harmed, but three more burrows are lost.
>-3 Burrows
Your crafters, thankfully, actually have their shit together. None of them die and they don't destroy anymore of your homes. That's kind of sad when you think the best part of the season is someone managed NOT to destroy your homes.
The time when the panther could just waltz in and grab whoever it felt got you to thinknig how defensless you are. You need to dangers like that out. So, you begin building a wall. Sadly you don't complete it as you run short of wood.
>Built Wall (5/12)
>-50 Wood
>It takes 10 resource per building to complete a wall.
You want to learn how to raise animals. Just imagine if you had your own panther that didn't try to eat you! You start by trying to associate with the less than bloodthirty animals of the jungle, but they all flee from you.
[Insert something something leaving food outside.]
>Discovered Food Drying
Winter: 13
You're no stranger to the cold. But you wish you were. No matter how often it happens, you can never be prepared enough for it. It isn't helped that some idiots destroyed nearly half your burrows. With no where to go, many are left out in the cold, and it doesn't take long for the cold to claim them.
>Hard Winter. 5 died.
>Everyone eats. 0 food remains.
>>
>>1081395
>>1080760
You need some friends. The others of your people didn't count, and you haven't seen or even know if other peoples exist. But what about animal friends? You only want a few. Don't want to turn into some crazy cat lady. Well, its propably gonna be more like crazy rat man for now, cause those are the only animals you can find to interact with... where did your life go so wrong?
>Discovered Husbandry.
Let's see. Make a note here, place a marker there and you should be... somewhere else. That's not right. Should you have taken a left there instead of a right? Is the map upside down? You're gonna have to back track and find where you went wrong.
>Next Map roll will be for correcting the map. No prorgress can be made on it till fixed.
Winter: 48
Winter is average. But luckily you have homes enough to shelter you. Some additional clothing or better homes would be nice, but this is enough for now. Thank goodness, you don't know how many more you can afford to lose.
>Mild winter. No one died.
(You're calculating Food wrong. 10 Farmers only bring in 40 Food a year. Without more Farmers or other Food source, you'll be deficient next year.)

>>1081244
"All drider are equal, but some drider are more equal than others."
That's what you tell the slaaaaaaa, workers. You were born to rule and make decisions. They were meant to follow and obey. Both of you are important to drider society... its just that you're the most important.
>Establish Labor caste.
>Currently everyone who aren't the leaders falls into this caste.
>Currently those of the Labor caste are [Content].
You send some scouts out. However, while out they realize they're free of your rule, and decide they'd rather go forth and be they're own drider.
>-4 Pop

>>1081327
You workers manage to get another piece completed, but feeling like they're ahead of schedule, decide to ditch work afterwards. While exploring the Ridges, the ground shifts violently. Unable to keep balanced, they fall from the ridges to their ends. The Earth doesn't like slackers, among many, many, many other things it seems.
>-7 Pop
>+1 Palace (12/20)
Winter: 21
The cold sucks. You've been so busy with your Palace, that you haven't made time for much else. And its come to bite you in the ass. The cold winds rip the heat from your bodies, leaving cold, frozen husks. Gods, you hope this Palace finishes soon, or you all won't be alive long enough to see it.
>Bad Winter. 3 died.
>Everyone ate.

Spring 10
>>
File: image.jpg (43 KB, 500x708)
43 KB
43 KB JPG
If I can join:

Name: Warrior Queen Saarin

Race: Harpies

Location: Tornal mountains, near the lake.

Religion: Mythos about the Sun and other stars.

Speciality: Exploration

Fluff: Harpies follow a caste system where the warriors are at the top and the farmers at the bottom. They adore the Sun and the stars. Most of them are females and a small population present hermaphroditism.

This coningent of harpies came from the north under the direction of the queen Saarin, they got a small village in the mountains.

I'll wait for the next update I guess
>>
>>1081435
You can go ahead and roll actions, and I'll add you next turn.
>>
Rolled 50, 21 = 71 (2d100)

Name: Saarin
Race: Harpies
Specialty: Exploration

Tech: ???
Population: 100
Food: ???

Action I
>Explore the mountains and scout the zone, look for places to hunt or raid.

Action II
>Try to make the town more organized and sheltering, low caste at the lower grounds and the peaks for the warriors.
>>
Rolled 37, 6 = 43 (2d100)

>>1081397
Name
>Kolton
Race
>Driders (Pop: 96)
Location
>Looking to start in the middle of Midos fury
Religion if applicable
>Tiko Moonlight god
Specialty
>Trap making
Fluff
Born from the God Tiko's curiosity of giving a human the ability to climb and weave like spiders. The first generations were small, but grew larger feeding off other creatures, and nesting their young inside. The current generation are the size of large horses and it seems for now Tiko is content to keep them that size. After several years of infighting finally leadership of the people has come about in the form of an ambitious brother sister team, and they look to expand their weave to the rest of the forest. Within a short while, the labor caste has been established.
(preemptive actions if needed)

>Action 1
Have the works begin producing webbing for more secure structures.
>Action 2
Send a retriever unit to hunt down those who have left and bring them back. Alive. (For now.)
>>
Rolled 21, 44 = 65 (2d100)

>>1081397
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
65
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
12/20 People's Palace
3 *1 farms
>Population Management
45 Farmer-Gatherers (37 food per turn)
20 Labourers-Builders *1 (1/5 palace piece per turn)
>Action 1
Another spring festival for Mother Earth
>Action 2
Improve or build more farms
>>
>>1081467
You find a small stream leading away from inside the mountain, recent signs show animals use this as a source of water.
>Found hunting spot "Stream"
You try to organize arranged living areas. The warriors applaud you, but the lower caste do not. They yell and argue at being treated as inferior to the warriors.

>>1081513
You task the workers with producing webbing for housing. They do... but the web lacks any strength, and snaps easily, clearly unfit for any use.
You can't just let your scouts leave, it sets a bad example. So a group is formed to bring them back, alive. You wouldn't care if they died, but you need an example made, and living bodies do the job better than corpses. The retrievers salute, and take off... boy it sure is taking a while. Eventually they return. Well 3 of them do. It seems the retrievers found the runaways, but they managed to talk the retrievers into leaving as well. Now outnumbered, the remaining 3 had no choice but to return.
>-2 Pop

Summer 10
>>
>>1081752
>>1081753
You hold another festival for Mother Earth, hoping to appease her for whatever it is you keep doing to piss her off. Which seems to be a lot of things. And it seems this is one of those things as well. You apparently do something wrong with your festival, as the earth shakes. Not enough to kill anyone, but enough to let you know you dun goofed.
>-5 to next physical action.
You want more farm for more food. You can never have too much food. You set the farmers to work on making another one... but they don't. The ground, normally soft and fertile, is hard. They can barely work it. Seems like you're paying for whatever plunder you did during the festival.
>>
Rolled 46, 80 = 126 (2d100)

>>1081397
Spring 10
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Sun-Dried Food(+10/turn), Smoked Food (+20/turn)
Pop: 103 [+6%]
Food: 216 (0p/216np) [+30/turn; +88/winter] Double Rations this Year (-26 mourning)
Wood: 52 (+11) (-5 mourning) (-10 per palisade section)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(39); Spears(10); Bows (10); Clothing(101), Hide Blankets(20)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), 1 Smokehouse, 23 Daub Huts , Wolf Pack (Friends), Palisade (~2/3 complete), Mediocre Wolf Totem
WIP: Wolf Taming (1/10), Palisade (17/24)
Assigned Labor (Only change in spring):
10 – Foragers [+6]
20 - Gardeners [+22] (added at end of year)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
10 – Materials Gatherers [+11 Wood] (equipped with 5 Spears)
24 – Crafters (Hide Blankets) [+3] (-1.5 mourning)
10 - Trained Weavers [4*] (Hide Blankets) [+1] (-0.5 mourning)
6 - Trainee Herbalists (3 spears)
8 – Trained Animal Tamers [T2 1*]
5 - Trained Builders [2*] (Passive Palisade Building) [1/turn]

>Have the Tamers go comfort the wolves, we'll get through this if we work together. (Husbandry Bonus)

>Have our trainee herbalists go with the foragers and look for medicinal plants. (Herbalism Bonus)
Instruct them to carry a few spears and remember to keep watch.
>>
Rolled 83, 94 = 177 (2d100)

>>1081753
Rolled 50, 21 = 71 (2d100)

Name: Saarin
Race: Harpies
Specialty: Exploration

Tech: ???
Population: 100
Food: ???

Known: hunting spot stream

Action I
>Organize a big event for the end of summer: all harpies can participate to be assigned to a cast. Its a tournament when they should duel and rank up with victories. The best warriors will be the high caste and it will be going down untill the farmers, passing by explorers and artisans.

Winners get to choose mates, between one and four.

Eggs will be raised by all the harpies in common nests and when the age came the new generation will have this tournament again.

The battles are 1v1 in a torunament style and they should only submit their opponent, not kill.

Action II
>Start hunting to get meat for the tournament and so, they should wait in the threes and descend like a falcon to kill the prey.
>>
Rolled 6, 57 = 63 (2d100)

>>1081753
(more suffering)

Name
>Kolton
Race
>Driders (Pop: 96)
Location
>Looking to start in the middle of Midos fury
Religion if applicable
>Tiko Moonlight god
Specialty
>Trap making
Fluff
Born from the God Tiko's curiosity of giving a human the ability to climb and weave like spiders. The first generations were small, but grew larger feeding off other creatures, and nesting their young inside. The current generation are the size of large horses and it seems for now Tiko is content to keep them that size. After several years of infighting finally leadership of the people has come about in the form of an ambitious brother sister team, and they look to expand their weave to the rest of the forest. Within a short while, the labor caste has been established.
(preemptive actions if needed)

>Action 1
We won't be demoralized, if the webs can sustain us in the air, we shall become trap door Driders. Begin the process of making underground homes.
>Action 2
Rearm those guys, and tell them if they manage to bring back these..detractors, we'll see that they are suitably rewarded.
>>
>>1081903
(Dice..please..please stop hurting me like this.)
>>
Rolled 35, 4 = 39 (2d100)

>>1081753
Summer 10
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Sun-Dried Food(+10/turn), Smoked Food (+20/turn), Medicinal Herbs
Pop: 103 [+6%]
Food: 246 (0p/246np) [+30/turn; +88/winter] Double Rations this Year
Wood: 53 (+11) (-10 per palisade section)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(39); Spears(10); Bows (10); Clothing(101), Hide Blankets(20)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), 1 Smokehouse, 23 Daub Huts , Wolf Pack (Friends), Palisade (~2/3 complete), Mediocre Wolf Totem, Herbs (10)
WIP: Wolf Taming (1/10), Palisade (18/24)[Passive +1/turn]
Assigned Labor (Only change in spring):
10 – Foragers [+6]
20 - Gardeners [+22] (added at end of year)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
10 – Materials Gatherers [+11 Wood] (equipped with 5 Spears)
24 – Crafters (Hide Blankets) [+3]
10 - Trained Weavers [4*] (Boat Project) [+1]
6 - Trainee Herbalists (3 spears)
8 – Trained Animal Tamers [T2 1*]
5 - Trained Builders [2*] (Passive Palisade Building) [1/turn]

>Noticing that baskets float, the weavers decided to try making some big baskets that people can ride the waves with.

>The gatherers attempt to dig in humid ground for some sort of legendary sticky substance that can be shaped into containers and dehydrated in a fire. It is rumored to have a myriad of properties and uses.
They have spears and keep lookout while they work.
>>
Rolled 97, 33 = 130 (2d100)

>>1081397
Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers & Adept Miners
Resources
- Food: 15(+5)
- Iron: 20(+4)
Population: 56
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
- Smelting
- Iron Tools
- Cartography
- The Wheel
- Animal Husbandry
Holdings:
-8x Ramshackle House (50)
-Storage Warehouse (20)
-Water Well
-2x Farms
-2* Iron Mine
Equipment:
-Stone Tools
-??? Book
Manpower Split
10 Admin (1*)
10 Farmers
10 Researchers
10 Miners
10 Security
06 Explorers/scavengers

Action 1: Train Farmers
Action 2: Continue exploring/scavenging/mapping

I thought I had other food sources as well, sorry I must've misinterpreted something from here
>>1050530
>>
>>1081850
https://www.youtube.com/watch?v=ObPneATgASs
The wolves may continue living but they, and you, still miss your friend. The Tamers go and sit by the wolves. Nothing is said. Nothing needs to be said. Their pack may be one less, but they know that they still have each other.
>+1 Taming
Sickness is a serious problem. Not only is it bad in and of itself, but you currently have no where of fighting against it. Whenever someone gets sick, its all up them. But that needs to change. It may take time, but a journey of a thousand miles begins with a single step. A goal in mind, your herbalists and foragers go out looking for any curatives they can find. Fortune favors them as they return with a 10 Green Herb and 5 Red Herb. They don't know what they do, but they hope they're aren't poisonous.
>Acquire 10 Green Herb
>Acquire 5 Red Herb
The great expanse of water. Your people know not of what lies beyond, if anything. But your curiosity begins to grow. What if you could cross the water? Your baskets float, so why use them? Your weavers try to make baskets big enough to send people into the water, but they aren't strong enough. The baskets themselves float, but once a person gets in it, it tears open. Well, back to the drawing board.
>The gatherers attempt to dig in humid ground for some sort of legendary sticky substance that can be shaped into containers and dehydrated in a fire. It is rumored to have a myriad of properties and uses.
>4
(I'm sorry, but I laughed a solid minute. Your clay rolls are almost as bad as Koshik's Winters.)
You dig. And dig. And then some more. You don't know what you're looking for, but you know its in the earth. Aaaaaand you don't find anything. Well you do find one thing. A massive animal with a horn and the end of its nose. And boy does it not look happy to see you as a smaller version of the animal hides behind it. The massive creature swipes the ground, head lowered. The group slowly backs away, but one of the herbalists loses his nerve and breaks. And that's when it goes from bad to worse. The animal takes that as its cue, and charges. Fast and strong, it barrels through the group caring not for your spears as the barely scrath the thick hide. On the initial charge one person is impaled on the horn, while two others are trampled. Any semblance of a group shatters before the animal as it turns and gores another who is either too slow or too scared to get away. As the gatherers flee it charges again, trampling one more into the ground. Not bothering to look back, they survivors don't see it turn around and return to its young.
>-4 Pop
>-4 Spears
>>
>>1082476
>>1081870
Apparently places need to be learned, not told. Giving the lower caste a chance, you hold a festival. A grand tournament to decide who is truly worthy, and who is not. Every harpy participates. It is a grand affair. With rewards and honors to be won, who wouldn't enter? By the end of it, the winners have been decided. With no more room for argument, those who find themselves on the bottom rung currently no longer have any room for argument.
But what is a festival without food? Hunters are sent to the stream you found earlier to gather food. They gather in the trees, waiting patiently for prey to present itself. Their patience is rewarded, as a family of goats come to the stream. Easy and fat prey. Like lightning your hunters descend. The goats are lucky. Death comes faster than the realization of danger. It seems you will eat well for some time.
>Acquire 80 Food.

>>1081903
if you can't currently make web homes, you'll make burrows. A wonderful plan, until later you realize your people suck at digging. The holes collapse with their builders inside. They are eventually dug out, but it takes far too long, and they've already suffocated.
>-5 Pop
This is unnacceptable. You're being made a fool of. Not only did your scouts dtract, but the hunters sent to get them did as well. You can feel your grip on the lower caste slipping. if things cotinue this way, they may turn on you. So you send the hunters back out again with the promise of reward. They look eager to do it, as the promise of reward seems better incentive than the promise of not being punished. And it seems you made the right call. The hunters manage to grab 3 of the detractors, but they refuse to talk.
>Captured 3 Runaways.

>>1081952
(Rundown of your food status. You only have 10 Farmers gathering food. A Farmer gathers 1 Food per turn, and a Farm has a max occupancy of 10 Farmers and only produces food if it has farmers working it. At base rank, 10 farmers gather 10 40 Food in a year as farms can only be harvested in Winter. Simply put, at Year's end you will only have 40 Food to feed 56 Population.)
Your farmers are... lacking. Immensely. They need to learn how to better turn the soil and care for the plants. You Admin step in and show them where the Farmers are going wrong, and they take the lessons to heart. Soon after the lessons, the Farmers are seen working much more efficiently than before.
>10 Farmers are now 3*
You map is fugged. You don't know where you went wrong, but there is one thing you can do: start back from where you know it was right. And so, all the incorrect progress you made is undone, and you start back from where you were before.
(You changed your labor force arrangement. You don't gather the same resources now as you did then.)

Fall 10
>>
Rolled 74, 90 = 164 (2d100)

>>1082482
Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers & Adept Miners
Resources
- Food: 30(+10)
- Iron: 20(+4)
Population: 56
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
- Smelting
- Iron Tools
- Cartography
- The Wheel
- Animal Husbandry
Holdings:
-8x Ramshackle House (50)
-Storage Warehouse (20)
-Water Well
-2x Farms
-2* Iron Mine
Equipment:
-Stone Tools
-??? Book
Manpower Split
10 Admin (1*)
10 Farmers (3*)
10 Researchers
10 Miners
10 Security
06 Explorers/scavengers

Action 1: Hunt for food
Action 2: Continue exploring/scavenging/mapping
>>
Rolled 64, 49, 52, 59, 76, 93 = 393 (6d100)

>>1081397
>>1081753
>>1082482
Spring, Summer & Fall 10

Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 103 (+10%/spring) (+5/spring) ((95-6)+14)
Food: ??? (+27/turn) (0+27+??+27+??+27+??)
Shelter: 103/60 (100-40) (43 homeless)

Inventory:
>Stone hammers
>Sharpened Bone Tips
>13 Chitin (10+3) (+0.5/Death)
>4 animal hide
>13 Fur clothes
>15 Bone-Tipped Spears (all equipped by hunters)
>5 Nets (all equipped by hunters)
>Stone Axes
>1 Chitin Armor (equipped by a hunter)
>1 Chitin Shield (equipped by a hunter)
>35 wood (+10/turn) (5+10+10+10)
>1 panther's corpse
>15 Toxic Purple Mushrooms
>? Baskets (+?/turn) (0+?+?+?)

Technologies:
>Stone hammers
>Burrowing
>Blade Crafting Proficiency
>Bone-Tipped Spears
>Fire
>Fur clothes
>Stone Axes
>Weaving
>Chitin Armor
>Chitin Shield
>Carpentry
>Food Drying

Facilities:
>12 Burrows (5 shelter/burrow) (20-8)
>Wall (5/12 Progress)

Locations:
>Hunting Ground (25 Hunters)
>Fruit Grove
>Ice Elemental (south west tile)

Professions:
>25 Hunters (2*) (15 spears) (5 Nets) (1 chitin armor) (1 chitin shield)
>25 Builders (1*)
>10 Crafters (2*)
>43 Villagers (35+8)

Assignments:
>25 Hunters hunting (+27 food/turn)
>25 Builders building (+?/? turn)
>10 Crafters weaving (+?/? turn)
>10 Breeders breeding (+5 each spring)
>10 Villagers chopping trees (+10 wood/turn) (5+5)
>10 Villagers harvesting fruit (+?/turn)
>13 Villagers idling (10+3)

Status Effects:
>Bad Bones (Negative effect from bone related actions.)

Spring Actions:
>Research Agriculture
>Research Pottery

New Assignments:
>Assign Builders to continuously build wooden shelters.
>Assign Crafters to continuously weave baskets.
>Assign 10 Villagers to gather fruit from the Fruit Grove.

Summer Actions:
>Train 10 Villagers in Crafting
>Build a cage then make someone "test" it.

Fall Actions:
>Explore for resources.
>Explore for resources.
>>
Rolled 11, 22 = 33 (2d100)

Name: Saarin
Race: Harpies
Specialty: Exploration

Tech: ???
Population: 100
Food: 80

Known: hunting spot stream

Action I
Start preparing for winter, try to do better huts and nests with wood and mud. Sun will be visiting less so we could also make a great pyre to keep burning thru winter.

Action II
Keep hunting near the stream, using the same technique. Try to use the skin and bones of hunted animals as robes or tools.
>>
Rolled 94, 72 = 166 (2d100)

>>1082482
Fall 10
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Sun-Dried Food(+10/turn), Smoked Food (+20/turn)
Pop: 99 [+6%]
Food: 259 (3p/256np) [+33/turn; +88/winter] Double Rations this Year
Wood: 59.5 (+6.5)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(39); Spears(6); Bows (10); Clothing(101), Hide Blankets(24)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), 1 Smokehouse, 23 Daub Huts , Wolf Pack (Friends), Palisade (79% complete), Decent Wolf Totem, 10 Green Herbs, 5 Red Herbs
WIP: Wolf Taming (2/10), Palisade (19/24) [On Hold]

Assigned Labor (Only change in spring):
10 – Foragers [+6]
20 - Gardeners [+22] (added at end of year)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
6 – Materials Gatherers [+6.5 Wood] (2 spears & lookout duty)
24 – Crafters (Hide Blankets) [+3]
10 - Trained Weavers [4*] (Hide Blankets) [+1]
6 - Trainee Herbalists (help forage when idle)
8 – Trained Animal Tamers [T2 1*]
5 - Trained Builders [2*] (Improving Totem) [1/turn]

>The gatherers will look for nothing in particular. Just being perfectly safe, until they accidentally stumble upon a deposit of yalc.

>Wolf Festival 3rd Anniversary. Spend 20 Food and have a celebration to honor three years of friendship and Naergauril's dream for the future. The builders were bored and decided to improve the totem a bit too. Horray!
>>
>>1082716
>>The gatherers will look for nothing in particular. Just being perfectly safe, until they accidentally stumble upon a deposit of yalc.
>94
>tempted to be an ass and make yalc something totally opposite of clay.
>>
>>1082716
>yalc
To clarify: this is intended as a pseudonym for clay, to trick the dice gods. and it worked spectacularly!

>Wolf Festival 3rd Anniversary
to clarify: This is intended as a taming activity
>>
Rolled 1, 84 = 85 (2d100)

>>1082482
Name
>Kolton
Race
>Driders
Total Pop: 94
Leaders :2
Hunter Caste: 7
Laborer caste: 82
Captives: 3
Location
>Looking to start in the middle of Midos fury
Religion if applicable
>Tiko Moonlight god
Specialty
>Trap making
Fluff
Born from the God Tiko's curiosity of giving a human the ability to climb and weave like spiders. The first generations were small, but grew larger feeding off other creatures, and nesting their young inside. The current generation are the size of large horses and it seems for now Tiko is content to keep them that size. After several years of infighting finally leadership of the people has come about in the form of an ambitious brother sister team, and they look to expand their weave to the rest of the forest. Within a short while, the labor caste has been established.

1) We'll learn from these mistakes. We'll be more careful in our digging. We know the issues now, we'll try this again with renewed focus. Using webs to help give structure. It's not a tree web, but it has potentinal to be much better. (Trying to dig again!)

2) We'll reward those hunters and make them into the Hunter Caste, above the laborer class. A hard caste with little rest it seems, as after they've dumped their quarry and eaten they're back out in the fields, equipped with some stone hammers.
>>
>>1082816
*Sigh* We're just going to have to give up on housing until we get better tools it seems.
>>
>>1082589
You need more food, and so you send a group out to find some. They return with a whole lot of rats. Bleh. But considering your local, there isn't a whole lot else around here.
>Acquired 50 Food.
The map needs a lot of work. You haven't fully explored the ruins yet, since you've been more concerened with not dying, but now that you have a little breathing room you venture further. And one thing your amazed you hadn't noticied yet was a large house. You mean BIG. How you've missed this up to now you don't know. And unlike the other houses, as far as you can tell it looks in good condition. One problem though, you can't get it. The door won't budge. And from the looks of it can take a sound beating. Since nothing can be done about the large house now, you continue on. Another thing you're surprised you didn't see is a Tower, taller than anything you've seen. Like just about everything else here, the tower has seen much better days. You could probably climb to the top, but it might come down if you're not careful.
>Map(5/30)
>Found Mansion
>Found South Tower

Getting a bit tired, gonna just barebones some of these. Sorry.
>>1082673
Discovered Agriculture.
You lack Clay.
10 Villagers are now 1* Crafters.
You build a cage and put the strongest bug you got inside to test it. At first it seems strong, but signs that its giving way become apparent. It might hold something weak, but a even moderately strong creature would break out ina day or two.
>Built Weak Cage. (-15 Wood)
Discover Iron.
Discover Gold.
25 1* Builders can build 1 Wood House (60 Units, 35 Wood, Fits 8) Every 3 Turns if there is sufficient Wood.
Your Crafters can make 4 Baskets per turn.
Fruit gatherers gather 5 Food per Turn
>>
>>1083040
>>1082680
You send workers out to gather resources for your nests. Time passes by and they still don't return. Thinking they may have abandoned you, some warriors are sent to find them. Following their tracks, they come to a scene of much blood and feathers. Too much blood for any of them to still be alive.
>-3 Pop
Your hunters fare little better. The hunters quickly become the hunted as some large predatory bird swoops down upon them. Fast and strong, the bird has its fill of your hunters.
-2 Pop

>>1082716
Tired of the constant failure. You give up. Whatever rare and mythical resource you searched for was, it was just that: a myth. You've lost many in search of it, not even knowing if it exists. Well, you've had enough. No more wild goo-oomph. You fall to the dirt. Though it looks different from regular dirt. Its sticky, and doesn't fall through your fingers, holding its form. Could, could this be it?! You finally give up and you litterally just trip and find it?! You cry. A lot. You're not sure if its because you finally found it, or after so much effort you found it purely by accident.
>Discovered Clay.
You hold another Anniversary festival for the wolves, and this time it seems they actually enjoy it. Food isn't held back as everyone has their fill and more. Before the celebration begins in earnest, a moment of silence is held in memory of your friend. You had thought to build a new one, but settled for improving the original.
>Wolf Taming (3/10)
>Decent Wolf Totem (5/10 Quality) Quality is at max until better knowledge, crafters and tools are made.

>>1082816
You won't make the same mistakes as you did last time. Well, you're half right, kinda. You don't make the same mistakes. You make worse. Using web to try and strength your holes, make they error of not realizing how weak the webbing was, and got overzealous in your digging. Too big too fast, the hols don't just collapse, the entire earth above the dig area collapses, leaving a crater burring your diggers. The crater is so large, you don't even waste the effort to dig them out, you'd just have to bury them again.
>-8 Pop
Not content with some of the defactors, you send the hunters back out, armed, for the rest. And succeed in bringing back the rest of the deserters. With all the runaways brought back, the people are reminded there is nowhere else for them to go, because they'll always come back.
>Capture 3 Runaways.
>The lower caste, reminded there is no escape, quiet down and is now [Content].

Winter 10
Will Koshik survive this one?

That's a wrap for tonight. No run tomorrow, got stuff I gotta do, but I should be back Wednesday. Questions, comments, etc always welcome.
>>
Rolled 35, 76 = 111 (2d100)

>>1083045
Winter 10

Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 103 (+10%/spring) (+5/spring) ((95-6)+14)
Food: 128 (+32/turn) (27+5) (0+27+5+27+5+27+5)
Shelter: 103/60 (43 homeless)

Inventory:
>Stone hammers
>Sharpened Bone Tips
>13 Chitin (10+3) (+0.5/Death)
>4 animal hide
>13 Fur clothes
>15 Bone-Tipped Spears (all equipped by hunters)
>5 Nets (all equipped by hunters)
>Stone Axes
>1 Chitin Armor (equipped by a hunter)
>1 Chitin Shield (equipped by a hunter)
>30 wood (+10/turn) (5+10+10+10-15+10)
>1 panther's corpse
>15 Toxic Purple Mushrooms
>16 Baskets (+4/turn) (0+4+4+4+4)

Technologies:
>Stone hammers
>Burrowing
>Blade Crafting Proficiency
>Bone-Tipped Spears
>Fire
>Fur clothes
>Stone Axes
>Weaving
>Chitin Armor
>Chitin Shield
>Carpentry
>Food Drying

Facilities:
>12 Burrows (5 shelter/burrow)
>Wall (5/12 Progress)
>Weak Cage

Locations:
>Hunting Ground (25 Hunters)
>Fruit Grove (10 Villagers)
>Ice Elemental (south west tile)
>Iron Deposite
>Gold Deposite

Professions:
>25 Hunters (2*) (15 spears) (5 Nets) (1 chitin armor) (1 chitin shield)
>25 Builders (1*)
>10 Crafters (2*), 10 Crafters (1*)
>43 Villagers

Assignments:
>25 Hunters hunting (+27 food/turn)
>25 Builders building (+1 wood house/3 turn) (-35 wood/house) (+8 pop each)
>10 Crafters weaving (+4 baskets/turn)
>10 Crafters idling (0+10)
>10 Breeders breeding (+5/spring)
>10 Villagers chopping trees (+10 wood/turn)
>10 Villagers harvesting fruit (+5/turn)
>3 Villagers idling (13-10)

Status Effects:
>Bad Bones (Negative effect from bone related actions.)

Winter Actions:
>Research Smelting.
>Make pickaxes
>>
Rolled 23, 33 = 56 (2d100)

>>1083045


Name: Saarin
Race: Harpies
Specialty: Exploration

Tech: ???
Population: 95
Food: 80

Known: hunting spot stream

Action I
>Send warriors to look for the nests of this creatures and wait until they leave, break them and if they have eggs steal them.

Action II
>Send explorers down south, looking for food, resources or shiny things to gather in the future.
>>
Rolled 100, 69 = 169 (2d100)

>>1083040
Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers & Adept Miners
Resources
- Food: 90(+10)
- Iron: 24(+4)
Population: 56
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
- Smelting
- Iron Tools
- Cartography
- The Wheel
- Animal Husbandry
-
Holdings:
-8x Ramshackle House (50)
-Storage Warehouse (20)
-Water Well
-2x Farms
-2* Iron Mine
-Mansion (ruins)
-South Tower
Equipment:
-Stone Tools
-??? Book
Manpower Split
10 Admin (1*)
10 Farmers (3*)
10 Researchers
10 Miners
10 Security
05 Explorers/scavengers
01 Smithy
Map Progress: 5/30

Action 1: Create iron tools
Action 2: Continue exploring/scavenging/mapping
>>
Rolled 51, 56 = 107 (2d100)

>>1083045
Winter 10
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Sun-Dried Food(+10/turn), Smoked Food (+20/turn)
Pop: 99 [+6%]
Food: 388(99p/289np) [+38/turn; +88/winter] Double Rations this Year
Materials: Wood (66), Clay(10)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(39); Spears(6); Bows (10); Straw Cloaks,Hats&Boots(101), Hide Blankets(27)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), 1 Smokehouse, 23 Daub Huts , Wolf Pack (Friends), Palisade (79% complete), Decent Wolf Totem(5/10), 10 Green Herbs, 5 Red Herbs
WIP: Wolf Taming (3/10), Palisade (19/24) [On Hold], Wolf Totem(5/10) [Need More Skill]
Assigned Labor (Only change in spring):
10 – Foragers [+6]
20 - Gardeners [+22] (added at end of year)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
6 – Materials Gatherers [+6.5 Wood] (2 spears & lookout duty)
24 – Crafters (Hide Blankets) [+3]
10 - Trained Weavers [4*] (In Training) [+1]
6 - Trainee Herbalists (helping forage when idle)
8 – Trained Animal Tamers [T2 1*] (helping forage when idle)
5 - Trained Builders [2*] (Passive Palisade Building) [1/turn] (helping forage when idle)


>Train weavers as they go over the bird nest ideas again.

>Have the herbalists experiment with the red and green herbs. Chewing on tiny pieces, rubbing tiny piece on the skin, sleeping with a leaf under your pillow, etc.

Researching new tools (i.e. chisels) and techniques (i.e. cooking) gives bonuses that stack with worker skill right?
>>
>>1087466
>Have the herbalists experiment..
(Herbalism bonus)
>>
Rolled 15, 91, 64, 9 = 179 (4d100)

>>1081826
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
65
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
12/20 People's Palace
3 *1 farms
>Population Management
45 Farmer-Gatherers (37 food per turn)
20 Labourers-Builders *1 (1/5 palace piece per turn)
>Actions 1-4
Rush palace
>>
Hopefully gonna try to run today, but its looking to be kind of a busy week, so can't make any promises.
>>
Think I can squeeze in some turns, but gonna have to shorten them up. Gonna skip Winter this year. Don't everyone cry at once.

>>1083396
You learn nothing.
You basically strap some iron to a stick. You make 3 Crude Iron Pickaxes.
>Acquire 3 Crude Iron Pickaxes.

>>1084218
You look for the creature's home, but it finds your warriors first. Most manage to escape, but mostly because it got its meal for the day.
>-1 Pop
You send explorers south, but fail to find anything.

>>1084654
You make the shit out of some iron tools. You sure you aren't a Dwarf? Maybe you're Homonculus Dwarves or something.
>Acquire 5 Iron Hammer, 5 Iron Shovel, 5 Iron Axe, 5 Iron Pickaxe. (-20 Iron)
>Lord of the Forge: Your people are naturals at working the forge, and bending metal to your will. Smithing is easier and takes less time. Reduce Unit costs of Smith items by 10% rounded down.

>>1087466
10 Weavers are now 5*.
You can't figure out what the green herb does, maybe you actually need to test it when someone's sick, but rubbing the red herb over cuts causes the blood to harden faster and stop bleeding.

>>1088145
+4 Palace Pieces (16/20)
Something something bad stuff happens.
>--5 Pop

Spring 11

Again, apologies for today in advance for the sort of half assing. Can't really sit down and write today. When things ease up, I can get back down to properly writing how your pop dies.
>>
Rolled 26, 13 = 39 (2d100)

>>1088365

Name: Saarin
Race: Harpies
Specialty: Exploration

Tech: ???
Population: 94
Food: 80

Known: hunting spot stream

Action I
>Send explorers west with the same mission, look for resources or places.

Action II
>Try to hunt down some of the beasts, try leaving some food as bait, if possible find the place where these monsters live.

(I will wait so np)
>>
>>1088365
Hey Butterlord, I read through the two threads and was wondering if I could join up, I'm perfectly fine with the pace. If it would be too much work that is perfectly fine, either way works for me!
>>
Rolled 10, 77 = 87 (2d100)

>>1088365
Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 118(+10%/spring) (+5/spring) (103+10+5)
Food: 42 (+32/turn) (128-118+32)
Shelter: 118/60 (58 homeless)

Inventory:
>Stone hammers
>Sharpened Bone Tips
>13 Chitin (+0.5/Death)
>4 animal hide
>13 Fur clothes
>15 Bone-Tipped Spears (all equipped by hunters)
>5 Nets (all equipped by hunters)
>Stone Axes
>1 Chitin Armor (equipped by a hunter)
>1 Chitin Shield (equipped by a hunter)
>40 wood (+10/turn) (30+10)
>1 panther's corpse
>15 Toxic Purple Mushrooms
>20 Baskets (+4/turn) (16+4)
>3 Crude Iron Pickaxes

Technologies:
>Stone hammers
>Burrowing
>Blade Crafting Proficiency
>Bone-Tipped Spears
>Fire
>Fur clothes
>Stone Axes
>Weaving
>Chitin Armor
>Chitin Shield
>Carpentry
>Food Drying

Facilities:
>12 Burrows (5 shelter/burrow)
>Wall (5/12 Progress)
>Weak Cage

Locations:
>Hunting Ground (25 Hunters)
>Fruit Grove (10 Villagers)
>Ice Elemental (south west tile)
>Iron Deposite
>Gold Deposite

Professions:
>25 Hunters (2*) (15 spears) (5 Nets) (1 chitin armor) (1 chitin shield)
>25 Builders (1*)
>10 Crafters (2*), 10 Crafters (1*)
>43 Villagers

Assignments:
>25 Hunters hunting (+27 food/turn)
>25 Builders building (+1 wood house/3 turn) (-35 wood/house) (+8 pop each)
>10 Crafters (2*) weaving (+4 baskets/turn)
>10 Crafters idling (1*)
>10 Breeders breeding (+5/spring)
>10 Villagers chopping trees (+10 wood/turn)
>10 Villagers harvesting fruit (+5/turn)
>18 Villagers idling (3+15)

Status Effects:
>Bad Bones (Negative effect from bone related actions.)

Actions:
>Research Smelting.
>Resume building the wall.

New Assignments:
>Equip 3 Villagers with Crude Iron Pickaxes (3) and baskets (3) and send them to mine iron.
>Order all Crafters (10(2*), 10(1*)) to make spears.
>Equip all fruit harvesters with baskets (10).
>Order all builders (25) to stop making wooden houses and dig out burrows again.
>Order 10 villagers to breed.
>>
>>1088612
Sure. Having a bit of a busy week so not gonna be running as much or as hard for a few days. Hopefully next week eases up a bit. But go ahead and make one and I'll try updating when I can get enough spare time.
>>
Rolled 59, 52 = 111 (2d100)

>>1088700
Name
>Kolton
Race
>Driders
Total Pop: 90
Leaders :2
Hunter Caste: 7
Laborer caste: 82 [Content]
Captives: 6
Location
>Looking to start in the middle of Midos fury
Religion if applicable
>Tiko Moonlight god
Specialty
>Trap making
Fluff
Born from the God Tiko's curiosity of giving a human the ability to climb and weave like spiders. The first generations were small, but grew larger feeding off other creatures, and nesting their young inside. The current generation are the size of large horses and it seems for now Tiko is content to keep them that size. After several years of infighting finally leadership of the people has come about in the form of an ambitious brother sister team, and they look to expand their weave to the rest of the forest. Within a short while, the labor caste has been established.

1) Alright, so the trap doors weren't working either. We'll stay mobile for now while we figure out how construction works. (Study what went wrong and try to devise a safe way to tunnel construct without people just diving in.)

2) We need to repopulate after these last..painful results. Luckily we have six captives who aren't being useful. So, they're being regulated to breeding caste. Bound and used for repopulation. [Establish a brood class using captives and criminals.]
>>
Rolled 91, 33 = 124 (2d100)

>>1088700
Name: Big Mouth
Race: Kobold
Location: Goblin forest (Next to the river)
Specialty: Digging and livining in cramped dirty places.
Population:100
Fluff: The kobolds, being a weak race, rarely spend a lot of time in open spaces, much preferring caves and forests because there are plenty of places to hide. While migrating away from the deeper parts of the forest, a few groups of koblolds took up living in caves near the river, but have been too scared to go too far from the comforting trees.

1.) Forage for food in the nearby forest

2.) Take the strongest kobolds and investigate the river.
>>
Rolled 35, 91 = 126 (2d100)

>>1088365
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
68
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
16/20 People's Palace
3 *1 farms
>Population Management
45 Farmer-Gatherers (37 food per turn)
23 Labourers-Builders *1 (1/5 palace piece per turn)
>Action 1
Train farmers to use mill
>Action 2
Rush palace piece
>>
>>1088582
Your explorers find nothing, and to make matters worse one got separated from the group. The rest search for her, but found no trace.
>-1 Pop
You try to bait the beast into an ambush. However your stealth needs more work, as the creature spots you. It descends upon you, grabbing up 3 of your warriors in its talons and flying away.
>-3 Pop

>>1088673
You try to research way to improve the metal. But it goes horribly wrong as the fire spreads out of control. It isn't until a sudden rain puts the fire out, but not before it could do damage.
>-4 Pop
You build 4 more sections of the wall.
>Wall (9/12)
>Villagers will mine Iron at base .3, they mine faster with Crude Iron Picks .1, Baskets allow for faster carrying.1. In total your 3 villagers will mine 1.5 Iron per turn.
>+4 Spears per turn
>+2 Food with baskets
>You will make 1 Burrow every 2 Turns
>You will gain an additional +5 Pop each Spring.

>>1088743
You digging is dangerous. Rather than try the same thing again, you're gonna study what you did wrong, and try not doing it again. It seems the holes you were making were too big without something to hold it open.
>Discovered Burrowing.
You can't trust the slaves on their own, but why let perfectly good breeding bodies go to waste? While the people seem ok with forcing criminals and traitors to be forced to do nothing but breed, they don't seem ok with being forced into the role.
>Gain an extra 3 Pop each Spring.

>>1088762
Food is important. Very important. Perhaps the most important. And so, you go out in search of it. And boy howdy do you find it. The bushes are full of berries, trees ripe with fruit, and small animals thinking they're safe in their holes. They aren't.
>+Acquire 60 Food.
You take the strongest you have and explore the river, but you find nothing but water.

>>1088793
You try to train the farmers in the use of the mill, but after what happened they don't wanna get anywhere near it.
You build 2 more Palace pieces.
>Palace pieces(18/20)

Summer 11

Man I hate speeding through these, but I'd rather get something sloppy out today than have to put off another day.
>>
Rolled 47, 55, 43, 3 = 148 (4d100)

>>1088365
>>1089029
Summer 11
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Sun-Dried Food(+10/turn), Smoked Food (+20/turn)
Pop: 105 [+6%]
Food: 268.5(48.5p/220np) [+42.5/turn; +88/winter] Double Rations this Year
Materials: Wood (61), Clay(22)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(39); Spears(6); Bows (10); Straw Cloaks,Hats&Boots(101), Hide Blankets(31)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), 1 Smokehouse, 23 Daub Huts , Wolf Pack (Friends), Palisade (79% complete), Decent Wolf Totem(5/10), 10 Green Herbs, 5 Red Herbs (Vulnerary)
WIP: Wolf Taming (3/10), Palisade (20/24) [On Hold], Wolf Totem(5/10) [Need More Skill]

Spring 11
>Remember those leaves that the one poor weaver lady tried to make cloaks with and it turned her purple and crazy? We set some of those aside for future investigation. Let's see if we can figure out what exactly it does. (Herbalism Bonus)

>Discover Snares
The weavers and hunters collaborate to figure out ways to use cordage to trap animals.

Summer 11
>Discover Pottery
One of the kids was playing with the new clay one day and started to get upset that it wouldn't get off his hands. He began to flail his arms and a wad of it flew into the fire. When the fire died down his parents noticed that it had become as hard as a rock. So his parents informed the other crafters and they began attempting to make 'baskets' of clay and putting them in a fire.

>Woven Boats
The weavers near-success last year got them thinking about how to make big baskets to float down the river. In their winter training camp they discovered a new and tighter weave to help them maintain their shape under pressure. Now it is time to test it.
>>
>>1089276
Also forgot to ask, did anything extra happen with the clay discovery since I rolled 94 for it?
>>
Rolled 2, 25, 70, 20 = 117 (4d100)

>>1088365

Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers, Adept Miners, Lord of the Forge
Resources
- Food: 100(+10)
- Iron: 8(+4)
Population: 56
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
- Smelting
- Iron Tools
- Cartography
- The Wheel
- Animal Husbandry
Holdings:
-8x Ramshackle House (50)
-Storage Warehouse (20)
-Water Well
-2x Farms
-2* Iron Mine
-Mansion (ruins)
-South Tower
Equipment:
-Stone Tools
-??? Book
-Iron Tools
Manpower Split
10 Admin (1*)
10 Farmers (3*)
10 Researchers
10 Miners
10 Security
05 Explorers/scavengers
01 Smithy
Map Progress: 5/30

Action 1: Continue exploring/scavenging/mapping
Action 2: Continue exploring/scavenging/mapping
(missed turn)
Action 3: Continue exploring/scavenging/mapping
Action 4: Continue exploring/scavenging/mapping
>>
>>1089029
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
68
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
18/20 People's Palace
3 *1 farms
>Population Management
45 Farmer-Gatherers (37 food per turn)
23 Labourers-Builders *1 (1/5 palace piece per turn)
>Action 1
Rush palace pieces
>Action 2
Improve farms/farmers
>>
Rolled 23, 8 = 31 (2d100)

>>1089544
>>
>>1089302
Nope
>>1089276
You want to know what those very dangerous leaves do, but no one wants to be the one who finds out.
>(This will take a high roll, as you're basically convincing someone to experiment with poison on themselves as you lack anything/anyone else to test them on.)
You can make Snares.
>Snares (5 Units. Provide .2 Food each)
You can now make Pottery.
You build a different shaped basket, hopefully stronger, to send some people out over the water. Everything is going well as they get further out, till the bottom gives out. In deep water, and no knowledge of how to swim, they thrash around for a few moments, before sinking below the surface.
>-6 Pop

>>1089348
Remember that White Lion? Cause he remembers you. Unbeknownst to the Cartographer, the Lion follows him back to the village. With little other food in the area, your village is a perfect hunting ground.
>-6 Pop
Your explorers get turned around and lost in the ruined city. It takes them a while to reorient themselves.
>-5 to next Map roll
After getting their bearing, they continue looking around. Walking right for a while, they eventually come to a tower exactly the same as the other.
>Discovered East Tower.
On their way back, however, they get lost again. If only they had some kind of tool to keep track of the direction the were heading.
>-10 on next Map roll.

>>1089544
You might be hard headed, but unfortunately your heads aren't hard enough. During construction a piece of the new Palace falls directly ontop of one of the workers. Talk about a headache.
>-1 Pop
You try to improve your farms, hoping to increase your yield. You increase something. Earth's ire. Maybe you dug too hard or too deep, or maybe too wide, but something you did pissed her off. This time however she doesn't kill anyone. Maybe she thinks she's killed so many of you and you've yet to stop pissing her off, that you don't learn from it. So she target's something else. The Palace. The earth shifts under a section of your growing Palace, and brings it down. That's gonna set you back.
>-2 Palace parts. (16/20)
(Your workers will build a Palace part on Winter 11)

Fall 11.
>>
Rolled 15, 44 = 59 (2d100)

>>1089817
Rolled 83, 94 = 177 (2d100)

>>1081753 #
Rolled 50, 21 = 71 (2d100)

Name: Saarin
Race: Harpies
Specialty: Exploration

Tech: ???
Population: 90
Food: 80

Known: hunting spot stream

Action I
>Organize a great hunt to get this beast, go with great numbers and try to slay the beast.

Action II
>Now we should explore east, maybe there are some resources to get.
>>
Rolled 37, 54 = 91 (2d100)

>>1089817
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
68
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
16/20 People's Palace
3 *1 farms
>Population Management
45 Farmer-Gatherers (37
>>
>>1089863
This keeps happening jfc
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
67
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
16/20 People's Palace
3 *1 farms
>Population Management
45 Farmer-Gatherers (37 food per turn)
22 Labourers-Builders *1 (1/5 palace piece per turn)
>Action 1
Study flower, see if we can calm down our goddess
>Action 2
Repair/Build palace piece
>>
Rolled 66, 26 = 92 (2d100)

>>1089817
Summer 11
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Sun-Dried Food(+10/turn), Smoked Food (+20/turn)
Pop: 99 [+6%]
Food: 281(31 p/250np) [+32.5/turn; +88/winter] Double Rations this Year (-20 Wolf Festival)
Materials: Wood (61), Clay(31)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(39); Spears(6); Bows (10); Straw Cloaks,Hats&Boots(101), Hide Blankets(32), Pots(10)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), 1 Smokehouse, 23 Daub Huts , Wolf Pack (Friends), Palisade (83% complete), Decent Wolf Totem(5/10), 10 Green Herbs, 5 Red Herbs (Vulnerary)
WIP: Wolf Taming (3/10), Palisade (20/24) [On Hold], Wolf Totem(5/10) [Need More Skill]
Assigned Labor (Only change in spring):
8 – Foragers [+5]
20 - Gardeners [+22] (added at end of year)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
8 – Materials Gatherers [+9 Clay]
24 – Crafters (Kiln Building) [+3]
10 - Trained Weavers [5*] (Hide Blankets) [+1]
6 - Trainee Herbalists (helping forage when idle)
8 – Trained Animal Tamers [T2 1*] (helping forage when idle)
5 - Trained Builders [2*] (Kiln Building) [1/turn] (helping forage when idle)

>Have the Builders and Crafters make a Kiln to make pots better and faster. (Builder Bonus,
The first step in firing pots is to let them dry-out before putting them in the fire. One cloudy, chilly day a crafter got tired of waiting for the pots to dry outside. So he brought them inside his hut and noticed how much warmer it was inside next to the fire than outside next to the fire. "If only we could make a small daub house for pots that would help make the fire hotter", he said to the builders.
https://www.youtube.com/watch?v=q9AoGc-OTCk&t=21s
Kiln building from 3:50 to 6:00

>Wolf Festival 4th Anniversary. Give 20 Food to the wolves and throw a party to give thanks and celebrate everything we have. (Husbandry Bonus, Food Bonus, T2 Tamers Bonus)
>>
>>1089862
(Man this beast is tearing you apart.)
Enough. This foul bird has done enough damage. No more scouts. No more traps. You go in force. Surely this one beast, no matter how great it is, will be a match for you. And you might have been right. If it were one beast. Its seems you share your mountain range with whatever these monsters are. Your warband, unprepared for fighting several of the birds, are caught off guard as they swoop through your groups, taking harpies with them in passing. You aren't a war party, you're a buffet. Before a retreat can even be called, your ranks shatter, fleeing for anywhere that isn't here. The flight home is terrible, those who made it unharmed tired from pursuit. It seems you underestimated your enemy.
>Encountered Grand Condors
>-5 Pop
Your exploration finally yields some results, as your scouts return with news of a cave. They didn't explore it, figuring that relaying its location was more important than venturing in.

>>1089863
You look at the flower, study it as best you can, but you learn nothing from your observations.
That... was a setback. You really need to start making a list of things that piss the Earth off. Scratch that. Make a list of things that don't piss her off, as you don't think you have enough space for a list that big. Oh well. Only thing to do is get back to work.
>+1 Palace piece (17/20)

>>1090089
(How many years has it been since you first tried making the tiled house and finally getting clay?)
I can't think of anything witty about playing with clay, so you build a Kiln and shed.
>Acquire Kiln
Your festival is a disaster. A storm rolls in right at the start. Wind and rain comes in torrents. Ordinarily a little storm would be nothing to worry about. But this one isn't little. Food is blown away, and the wolves take off for shelter. If the animals don't want to be out here, you don't either. Everyone takes shelter and rides out the storm. However, in the rush to get safe, someone forgot to store some of the extra food, and the wind carries it off.
>-50 Food

Winter 11

Sorry for being short today, but life happens. And sadly I'll be busy most of tomorrow, so no thread tomorrow. Can't wait to go be done with this shit.
>>
Rolled 72, 56 = 128 (2d100)

>>1090621

>Name: Big Mouth
>Race: Kobold
>Location: Goblin forest (Next to the river)
>Specialty: Digging and livining in cramped dirty places.
>Population:100
>Fluff: The kobolds, being a weak race, rarely spend a lot of time in open spaces, much preferring caves and forests because there are plenty of places to hide. While migrating away from the deeper parts of the forest, a few groups of koblolds took up living in caves near the river, but have been too scared to go too far from the comforting trees.
>1.) Forage for food in the nearby forest again
>2.) Use the stone hammers and dig deeper in the caves
>>
>>1090633
I copy pasted, sorry for the wall of greentext
>>
Rolled 14, 54, 65, 34, 17, 50 = 234 (6d100)

>>1089029
>>1089817
>>1090621
Summer, Fall & Winter 11
Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 114 (+10%/spring) (+10/spring) (118-4)
Food: 144 (+34/turn) (42+34+34+34)
Shelter: 114/65 (60+5) (54 homeless)

Inventory:
>Stone hammers
>Sharpened Bone Tips
>15 Chitin (+0.5/Death) (13+2)
>4 animal hide
>13 Fur clothes
>27 Bone-Tipped Spears (+4/turn) (15 equipped) (12 free) (15+4+4+4)
>5 Nets (all equipped by hunters)
>Stone Axes
>1 Chitin Armor (equipped by a hunter)
>1 Chitin Shield (equipped by a hunter)
>30 wood (+10/turn) (40-40+10+10+10)
>1 panther's corpse
>15 Toxic Purple Mushrooms
>32 Baskets (+4/turn) (20+4+4+4) (13 equipped) (19 free)
>3 Crude Iron Pickaxes
>4.5 Iron Ores (+1.5/turn) (0+1.5+1.5+1.5)

Technologies:
>Stone hammers
>Burrowing
>Blade Crafting Proficiency
>Bone-Tipped Spears
>Fire
>Fur clothes
>Stone Axes
>Weaving
>Chitin Armor
>Chitin Shield
>Carpentry
>Food Drying
>Crude Iron Pickaxe

Facilities:
>13 Burrows (5 shelter/burrow) (+1/2 turns) (12+1)
>Wall (9/13 Progress) (5+4) (/12+/1)
>Weak Cage

Locations:
>Hunting Ground (25 Hunters)
>Fruit Grove (10 Villagers)
>Ice Elemental (south west tile)
>Iron Deposite (3 Villagers)
>Gold Deposite

Professions:
>25 Hunters (2*) (15 spears) (5 Nets) (1 chitin armor) (1 chitin shield)
>25 Builders (1*)
>10 Crafters (2*), 10 Crafters (1*)
>43 Villagers (13 baskets) (3 crude iron pickaxe)

Assignments:
>25 Hunters hunting (+27 food/turn)
>25 Builders burrowing (+1 burrow/2 turns) (50% complete)
>20 Crafters (2*) (1*) making spears (+4 spears/turn)
>20 Breeders breeding (+10/spring) (10+10)
>10 Villagers chopping trees (+10 wood/turn)
>10 Villagers harvesting fruit (+7/turn (5+2))
>3 Villagers mining iron (+1.5 iron/turn)
>1 Villager idling (18-4-3-10)

Status Effects:
>Bad Bones (Negative effect from bone related actions.)

Summer Actions:
>Research Smelting.
>Explore for resources.

Fall Actions:
>Research Writing.
>Research Mathematics.

Winter Actions:
>Look for medicinal plants.
>Research Agriculture.
>>
>>1090621
>How many years has it been
I just checked, My first search for clay was Spring 6. Since then seven people died looking for it.
Can I make six small clay dolls as a passive action?

>Can't wait to go be done with this shit.
Don't worry about it. Actually your two days off correspond perfectly with my two busiest days.

btw, do multiple weapon bonuses stack for hunters? (i.e. equipping them with bows and spears instead of just one or the other)

And how much does the kiln improve my pottery production?
>>
Rolled 69, 61, 70, 29, 84, 81 = 394 (6d100)

>>1090621
Name
>Kolton
Race
>Driders
Total Pop: 90
Leaders :2
Hunter Caste: 7
Laborer Caste: 82 [Content]
Brood Caste: 6
Location
>Looking to start in the middle of Midos fury
Religion if applicable
>Tiko Moonlight god
Specialty
>Trap making, Burrowing
Fluff
Born from the God Tiko's curiosity of giving a human the ability to climb and weave like spiders. The first generations were small, but grew larger feeding off other creatures, and nesting their young inside. The current generation are the size of large horses and it seems for now Tiko is content to keep them that size. After several years of infighting finally leadership of the people has come about in the form of an ambitious brother sister team, and they look to expand their weave to the rest of the forest. Within a short while, the labor caste has been established, followed by the brood caste for traitors and criminals.

Summer 11
1) With food going to ground soon, its best to start setting up the food snares for hunting. (Trap Making)
2) With Burrowing now better understood, the leader caste set about trying different herbs for stronger webbing. (Researching reinforced webs)

Fall 11
1) Before putting the hunters back into the fields, we'll try incorporating our trapping techniques into a more cohesive unit. (Train Hunter caste for offensive traps.)
2) Set aside some laborers to better understand how to keep heat inside the webbing so its harder for warmth to escape. (Research web layering)

Winter 11
1) Send the Hunter caste after the bigger sleeping animals of the forest, while they're hibernating for winter using trapping techniques for the surprised awake animals. (Big game hunting + Trap making)
2) Start working on interconnected tunnels using burrowing techniques to map out the local area. (Start tunnel network +burrowing)
>>
Rolled 49, 59, 43, 100 = 251 (4d100)

>>1090621
>>1089817
Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers, Adept Miners, Lord of the Forge
Resources
- Food: 120(+10)
- Iron: 16(+4)
Population: 56\0
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
- Smelting
- Iron Tools
- Cartography
- The Wheel
- Animal Husbandry
Holdings:
-8x Ramshackle House (50)
-Storage Warehouse (20)
-Water Well
-2x Farms
-2* Iron Mine
-Mansion (ruins)
-South Tower (ruins)
-East Tower (ruins)
Equipment:
-Stone Tools
-??? Book
-Iron Tools
Manpower Split
10 Admin (1*)
10 Farmers (3*)
05 Researchers
10 Miners
05 Security
05 Explorers/scavengers
05 Smithy
Map Progress: 5/30

Action 1: Continue exploring/scavenging/mapping
Action 2: Continue exploring/scavenging/mapping
(missed turn)
Action 3: Continue exploring/scavenging/mapping
Action 4: Continue exploring/scavenging/mapping
>>
Rolled 30, 36 = 66 (2d100)

>>1090621
Winter 11
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), S/M Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Sun-Dried Food(+10/turn), Smoked Food (+20/turn), Snares
Pop: 99 [+6%]
Food: 381.8(101.8 p/280np) [+38.8/turn; +88/winter] Double Rations this Year
Materials: Wood (61), Clay(40)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(39); Spears(6); Bows (10); Straw Cloaks,Hats&Boots(101); Hide Blankets(36); Pots(10); Snares(10)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), Snares(+2 Food), 1 Smokehouse, 1 Kiln, 23 Daub Huts , Wolf Pack (Friends), Palisade (80% complete), Decent Wolf Totem(5/10), 10 Green Herbs, 5 Red Herbs(Vulnerary)
WIP: Wolf Taming (3/10), Palisade (20/25) [On Hold], Wolf Totem(5/10) [Need More Skill]
Assigned Labor (Only change in spring):
8 – Foragers [+5]
20 - Gardeners [+22] (added at end of year)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
8 – Materials Gatherers [+9 Clay]
24 – Crafters (Hide Blankets) [+3]
10 - Trained Weavers [5*] (Cages) [+1]
6 - Trainee Herbalists (helping forage when idle)
8 – Trained Animal Tamers [T2 1*] (helping forage when idle)
5 - Trained Builders [2*] (Palisade Building) [1/turn] (helping forage when idle)

>Have the Weavers consult with the tamers to make special strong rattan baskets that can contain animals to aid in taming and husbandry (cages). (Husbandry Bonus)

>Discover Poultice: While using the Red Herb to tend to the minor cuts and scrapes of the tribe, one of the herbalists noticed that if the leaves were bruised so the juice came out, it would heal the wound better and faster. So he started crushing the leaves with his hammer before applying them. (Herbalism Bonus)

So do luxury items, multiple food types and abstract knowledge like writing and math actually give us any tangible benefits itq?

Also, how much would my medium baskets improve foraging, gardening and gathering?
>>
>>1090633

>>1090683

>>1091045

>>1091059

>>1094564

Winter rolls.
Still busy, but not as busy today so far. So hopefully I can put more effort into it than I have the last couple times, though updates will still be a bit sporadic.
>>
Rolled 18, 29, 82, 56, 26 = 211 (5d100)

>>1095126
Derp
>>
Rolled 64, 22, 98, 85, 82 = 351 (5d100)

>>1090633
Food. Winter is almost hear and if you don't have more, some of your are going to starve. A foraging expedition is started, and successful. You gatherers climb trees and bring back a small bounty.
>+40 Food
You need more room. The caves are more like small holes in the ground, giving no room or comfort from the element. So you expand them. You don't get too far before your workers wear out. You might need to start lifting, bro.
>Expanded Caves.
>Cave currently provides room for 5 Pop.
Winter: 18
Snow piles up in the forest. The sun's rays do nothing to melt it against the cold. Your people aren't ready for a Winter this bad. There isn't enough room in the caves to stay out of the snow. One by one, kobolds collapse into the deepening snow, and simply disappear beneath it. Winter eventually becomes Spring, and with the snows gone, you finally find your missing number. All told the cold claimed 10 of your number.
>Bad Winter, 10 died.
>-10 Pop
>You have enough food. No preserved food, 0 Food remains.
>Your race gains 10% Pop each Spring.
>>
Ignore those dice.

>>1095679
>>1090683
You want to learn to improve your metal working. Fire is definitely the key. Perhaps a lot of fire. Ok, that's too much fire. In the process of building a fire to throw some metal into, the flames get away from you and begin spreading. You get the feeling of deja vu. The fire surrounds one of your burrows, which is unfortunately occupied. Before the occupants realize what's happening, its too late. The fire descends into the burrow, offering no chance for anyone to escape. When the fire subsides, you find what appears to be two bodies in the hole.
>-2 Pop
While looking for new resources, a miracle happens. One of your number stumbles upon wat he believes to be a rare, mythical substance. A strange kind of sticky dirt. Truly you are blessed. Until someone points out to you they see this stuff all the time everywhere. Oh. You feel a bit silly now. Who would have so much trouble finding this stuff that it might be thought of as rare?
>Discovered Clay
You make squiggles in the dirt. They mean nothing. But what if they did? What if you gave them meaning? This squiggle means this. That squiggle means that. You continue the process for a while, making more squiggles and assigning them meanings. Yes, this is how you will be remembered... well, maybe when you find something more permanent than squiggles in the dirt.
>Discovered Writing.
Numbers are hard.
You need something to make you not sick. Maybe some plants could help. A group goes out to look for what they hope are healing plants, and not poisonous one. They find one, they think. The problem is someone has to try it out. After a quick round of "Not it", the loser looks at the plant, and deciding not to dwell on it too long, just shoves the thing down his throat. He seems ok. At first. He starts grabbing at his throat, his mouth open and trying to get air but getting none. He falls to the ground struggling to breath, before finally succumbing. Note to self: Always have "Not it" on the tip of your tongue at all times.
>-1 Pop
You have become learned in the art of professional dirt playing.
>Discovered Agriculture.
Winter: 29
What a surprise. Its cold again. Though in comparison to some of your Winters this is nothing. The cold air is hard on those without shelter, but they manage to stay warm enough by burning some wood, and a few having warm clothes to wear. You're lucky. While not ready for any of your standard Winters, this relatively mild winter was tolerable.
>Cold Winter. No one died.
>-30 Wood for fires to stay warm.
>Everyone ate. No Food remains.
>>
>>1095682
>>1091045
Food is much needed. As it stands, you're all going to starve. So you begin laying traps for food. Your hunters come back every few days to see what they caught and resetting traps. All told your traps net you some decent meals.
>+35 Food
Your threads are weak and pathetic. They need to be stronger. Perhaps a slight change to your diet? You try out, well not you personally, these things could be poisonous, different plants. Disgusting. They don't find any plant in particular, but adding some plants in general seems to help make your silk stronger. No one likes this. Plants? For food? Do you look like rabbits? But you have little choice. You NEED stronger threads, and this is the only one step of what you hope aren't many more like it.
Your hunters a sad, pathetic lot. They could certainly do better. And if they can't, you'll MAKE them. With the promise, not threat, of very bad things upon failure, your hunters work hard on improving their trapping skills.
>7 Hunters are now 3*
>Your 7 Hunters will gather 5 Food each turn.
Your attempts are unsuccessful.
The amount of food is still insufficient, you're still going to starve. You workers will, you mean. But they are necessary at the moment, so it wouldn't do to have them die on you. So your hunters are sent out for more, and bigger game. With the more dangerous animals sleeping, certainly even a hatchling could come up with something to eat. So you expect your trained hunters to do better. And they don't disappoint, because disappointing you is always a bad thing. They drag back a couple of bears. Nice and plump from gorging themselves in Fall. Yes, this'll do nicely.
>+85 Food
With your knowledge in burrowing, its time to get back to work. No more dead larborers, not unless you say so. A Tunnel network is being established, connecting your burrows, chambers, and points of interest together... if you really had any. For now though you just build some tunnels. You'll dig out other structures later.
>Built Tunnel Network
EVENT: 72
While digging, one of tunnelers found something. More like nothing to be honest. A small, naturally formed chamber was found. It isn't much nor is it big, but it will provide someshelter from the outside.
>Acquire Small Chamber (Fits 5)
Winter: 82
You don't know why all those other stupid animals are sleeping or migrating. Its quite warm outside. During the Fall, your workers were thinking you'd have to hunker down during the winter to keep from freezing. HAH. Stupid little peons thought they could get out of work, well, too bad for them.
>Great Winter. No one died.
>Everyone ate. No Food remains.
>You gain 4% Pop each Spring
>>
>>1095689
>>1095126
You want this place mapped out. You want to know where everything is, even if it isn't useful or if you can access it. You send your team of mappers on their mission. They come back with great news of what they've found.
>Discovered North Tower
>Discovered West Tower
They found 2 more towers like the others in opposite directions of them. They've noticed that the Towers are a straight walk in each direction from another point they found, a large stone statue. They can't describe its features as time and whatever else has completely worn it away, leaving it little more than a large white rock. They've decided the statue will be dead center of the map.
>Discovered Worn Statue
Their success continued as they discovered a small building different than the others. What was left of the furniture is long since turned to dust, leaving it as empty as everything else. But what made it different was in the back. There, they find a room with a hole in the center of the back wall that didn't seem to go anywhere but up. They wonder what purpose it served.
>Discovered Bakery
But the real discovery discovery they made was finding tunnel. At first they didn't expect to find anything, maybe a mine of some kind, but nothing special. Ina way they were right and wrong. As they walked down the path, the walls seems to light up even though there were no torches. The tunnel eventually opened up to chamber. There they saw a massive door, bigger than any door has any need to be as far as they new. When they tried approaching it, however, they found they could even reach it. Some wall they couldn't see seemed to bar their path. They tried hitting it, but the harder they did, the more the wall seemed to hit back. Not knowing what else to do, they returned home to tell you of the find.
>Discovered ??? Door
>Map (24/30)
>EVENT: 99
You awake in the middle of the night. You don't know why, you just do. You also don't know why you get up, nor where you're going. You're only even mildly aware you're even conscious, like your body is on autopilot. You don't even realize you've picked up the ??? Book till you open it. And something happens. You understand. Knowledge, words, power begin to flood your mind. Its so much to take in. Too much. In the same instant you open the book you close it. And now you're fully awake. Your head hurts in a way you've never felt. But you know now. You can't READ the book, but you can FEEL and UNDERSTAND it. But you're weak. Too weak to do more than glance between its bindings. The power hidden within would kill you to do more as you are now. You need to become stronger with this new power you've gained.
>You've Discovered MAGIC.
>A citizen has been touched by Magic and has the capacity to use it. Name this citizen.
Winter: 56
Its mild. Not too bad, not too good. You have adequate housing to prevent the cold from being an issue.
>Mild Winter. No one died.
>Everyone ate. No food remains.
>>
>>1095699
>>1091059
Bleh, didn't link to your post.

>>1094564
You get two groups of workers to build some cages. They do, but are so terribly weak that the pups accidentally break into them and out of them while playing. Well, if they can't even keep a wolf pup in or out, you're gonna have to try again.
(Partial jacking)
While using the Red Herb to tend to the minor cuts and scrapes of the tribe, one of the herbalists noticed that if the leaves were bruised so the juice came out, it would heal the wound better and faster. So he started crushing the leaves with his hammer before applying them. However, he hits them too hard too many times, crushing the leaves and losing all the juices. Perhaps he'd make a better smithy?
Winter: 26
Well, things could definitely be better. Could certainly be worse. The cold is really more of an annoyance, though one that could kill you if you understimate it. With your housing, clothing, and fire though, its safe as long as no one does something stupid like jumping into the water naked.
>Cold winter. Sufficient resources. No one dies.
>Everyone ate. 183 Preserved Food remains.

Luxury items will be a happiness bonus, improving worker efficiency. Math and Writing will make Tech rolls easier. Food types will help towards improving Pop growth.

M. Baskets improve food gains by .3 Food each. They work in the same way as a weapon or tool, in that you have to equip them.

Spring 12
>>
Rolled 59, 39 = 98 (2d100)

>>1095699
Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers, Adept Miners, Lord of the Forge
Resources
- Food: 0(+10)
- Iron: 20(+4)
Population: 50
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
- Smelting
- Iron Tools
- Cartography
- The Wheel
- Animal Husbandry
Holdings:
-8x Ramshackle House (50)
-Storage Warehouse (20)
-Water Well
-2x Farms
-2* Iron Mine
-Mansion (ruins)
-South Tower (ruins)
-East Tower (ruins)
-North Tower (ruins)
-West Tower (ruins)
-Worn Statue
-Bakery (ruins)
-??? Door
Equipment:
-Stone Tools
-??? Book
-Iron Tools
Manpower Split
10 Admin (1*)
10 Farmers (3*)
05 Researchers
10 Miners
05 Security
05 Explorers/scavengers
04 Smithy
01 Alice the Sorcerer
Map Progress: 24/30

Action 1: Continue exploring/scavenging/mapping
Action 2: Continue exploring/scavenging/mapping
>>
Rolled 42, 82 = 124 (2d100)

>>1095679
Name: Big Mouth
Race: Kobold
Location: Goblin forest (Next to the river)
Specialty: Digging and living in cramped dirty places.
Population:90
50 Foragers 1*
30 Miners 1*
10 Idle
Food: 0

Tech
-Stone Hammers
Fluff: The kobolds, being a weak race, rarely spend a lot of time in open spaces, much preferring caves and forests because there are plenty of places to hide. While migrating away from the deeper parts of the forest, a few groups of koblolds took up living in caves near the river, but have been too scared to go too far from the comforting trees.
1.) Assign jobs to most kobolds

2.) The 10 idle kobolds will search for suitable sticks for more stone hammers.
>>
Rolled 31, 61 = 92 (2d100)

>>1095702
Spring 12
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), S/M Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Hide Blankets, Sun-Dried Food(+10/turn), Smoked Food (+20/turn), Snares, Pottery, Kilns
Pop: 105 [+6%]
Food: 226(13p/213np) [+43/turn; +88/winter] Double Rations this Year
Materials: Wood (61), Clay(51)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M. Fishtraps(39); Spears(6); Bows (10); Straw Cloaks,Hats&Boots(101); Hide Blankets(35); Pots(10); Snares(10)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), Snares(+2 Food), 1 Smokehouse, 1 Kiln, 23 Daub Huts , Wolf Pack (Friends), Palisade (80% complete), Decent Wolf Totem(5/10), 10 Green Herbs, 5 Red Herbs(Vulnerary)
WIP: Wolf Taming (3/10), Palisade (20/25) [On Hold], Wolf Totem(5/10) [Need More Skill]
Assigned Labor (Only change in spring):
10 – Foragers [+8] (equipped w/10 Pots[+0.2/each])
20 - Gardeners [+22] (added at end of year)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
10 – Materials Gatherers [+11 Clay]
24 – Crafters (Clay Tiles) [+3]
10 - Trained Weavers [5*] (Cages) [+1]
7 - Trainee Herbalists (helping forage when idle +4.2 Food)
8 – Trained Animal Tamers [T2 1*] (helping forage when idle +4.8 Food)
5 - Trained Builders [2*] (Clay Tile Roofs) [1/turn] (helping forage when idle +3 Food)

>Now that they have a better idea of what it takes to contain an animal, have the weavers try their hand at making cages again.

>Have the builders and crafters begin producing clay tiles and re-roofing the huts, making them more windproof, waterproof, fireproof, cleaner and easier to maintain.

So how do livestock work?
Also, would giving the hunters bows AND spears help or do they just use one?
And how much does the kiln improve my clay crafting?
>>
>>1096073
Your continued search/mapping of the area brings you to a large, sorta circular building thing. Its large and hollow, the open part facing the remnants of stone benches. You don't it provides much shelter, so you can only guess what purpose it served.
>Discovered Auditorium
>Map (25/30)
You keep looking for anything else that the people who once resided here can offer you, but it seems the section you're looking through is devoid of anything new or interesting. So many houses, it amazes you that they had so many people at one time that they needed this many homes.

>>1096122
You try assigning jobs for people regardless of what they want, but they don't got along with it. It seems they like having some semblance of freedom.
You send some kobolds out to gather some wood. The stone hammers makes felling trees a hassle, but they succeed.
>Acquire 40 Wood

>>1096305
It seems you took a step back, as your cage is weaker than before.
You look back to your incomplete house. The one you started years ago. So much trouble and loss because of the damn roof and clay. Well, time to wrap that up. And while you're at it, you're gonna improve the rest of the homes.
>You can now make Tiled Roof Huts - 70 Units 15 Wood 60 Clay

Livestock pop increase by 1% each year as long as you have at least two. They can be used like tools, weapons (war dogs, mounts), or food sources. Either passively (cows, chickens, goats, etc) Or as a direct food source (butcher). Or any other use that you can reasonably think of.

Just one weapon. One armor, one shield, and up to 5 misc items. Steeds and hunting animals counts as misc.

Kiln will add .3 effectiveness to each worker on projects that use 'dried' clay. It only speeds up, it doesn't increase quality. Raw clay projects don't benefit from this.
For example you want to build a Tiled Roof Hut, which is 70 Units. It takes your 5 2* Builders without the Kiln 12 turns for 1 TRH. With the Kiln, it takes 10 Turns.
The Tiled Roofs take a lot longer than daub huts because they are significantly better than your Daub huts. You don't need to craft the tiles seperately, as its added in the TRH's costs and time.

Summer 12
>>
>>1096547
>weapons (war dogs, mounts)
I didn't mean as in they take up Weapons slots, but that they increase the effectiveness of anything that would use weapons/fight like soldiers and hunters.
>>
Rolled 11, 42 = 53 (2d100)

>>1096547
Name: Big Mouth
Race: Kobold
Location: Goblin forest (Next to the river)
Specialty: Digging and living in cramped dirty places.
Population:90
50 Foragers 1*
30 Miners 1*
10 Idle
Food: 0

Tech
-Stone Hammers
Fluff: The kobolds, being a weak race, rarely spend a lot of time in open spaces, much preferring caves and forests because there are plenty of places to hide. While migrating away from the deeper parts of the forest, a few groups of koblolds took up living in caves near the river, but have been too scared to go too far from the comforting trees.
1.) Have the miners begin to mine a section of the caves with sturdy stone

2.) The 10 idle kobolds are going to make enough stone hammers for all the miners.
>>
>>1096547
>You don't need to craft the tiles seperately, as its added in the TRH's costs and time.
But I'm not looking to build new houses, just pull the old thatch off the roof and replace it with tiles.
It's not that gomblicated irl (hence video)

If I'm gonna spend that much on one hut, it better be indestructible. The People's Palace was cheaper and it houses 100+ people.
>>
Rolled 33, 68 = 101 (2d100)

>>1096547
Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers, Adept Miners, Lord of the Forge
Resources
- Food: 10(+10)
- Iron: 20(+4)
Population: 50
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
- Smelting
- Iron Tools
- Cartography
- The Wheel
- Animal Husbandry
Holdings:
-8x Ramshackle House (50)
-Storage Warehouse (20)
-Water Well
-2x Farms
-2* Iron Mine
-Mansion (ruins)
-South Tower (ruins)
-East Tower (ruins)
-North Tower (ruins)
-West Tower (ruins)
-Worn Statue
-Bakery (ruins)
-??? Door
-Auditorium (ruins)
Equipment:
-Stone Tools
-??? Book
-Iron Tools
Manpower Split
10 Admin (1*)
10 Farmers (3*)
05 Researchers
10 Miners
05 Security
05 Explorers/scavengers
04 Smithy
01 Alice the Sorcerer
Map Progress: 25/30

Action 1: Continue exploring/scavenging/mapping
Action 2: Continue exploring/scavenging/mapping

how much better are 3* farmers?
>>
Rolled 12, 52 = 64 (2d100)

>>1096547
Summer 12
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Tiled Roof Huts(5cap/each), S/M Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Hide Blankets, Sun-Dried Food(+10/turn), Smoked Food (+20/turn), Snares, Pottery, Kilns
Pop: 105 [+6%]
Food(3 types): 272(29p/243np) [+46/turn; +88/winter] Double Rations
Materials: Wood (61), Clay(63)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M. Fishtraps(39); Spears(6); Bows (10); Straw Cloaks,Hats&Boots(101); Hide Blankets(35); Pots(10); Snares(10); M. Baskets(3)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), Snares(+2 Food),1 Kiln, 1 Smokehouse, 22 Daub Huts, 1 TRH, Wolf Pack (Friends), Palisade (80% complete), Decent Wolf Totem(5/10), 10 Green Herbs, 5 Red Herbs(Vulnerary)
WIP: Wolf Taming (3/10), Palisade (20/25) [On Hold], Wolf Totem(5/10) [Need More Skill]
Assigned Labor (Only change in spring):
10 – Foragers [+8] (equipped w/10 Pots[+0.2/each])
20 - Gardeners [+22] (added at end of year)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
10 – Materials Gatherers [+12 Clay] (equipped w/3 M. Baskets)
24 – Crafters (M. Baskets) [+3]
10 - Trained Weavers [5*] (Cages) [+1]
7 - Trainee Herbalists (helping forage when idle +4.2 Food)
8 – Trained Animal Tamers [T2 1*] (helping forage when idle +4.8 Food)
5 - Trained Builders [2*] (Idle) [1/turn] (helping forage when idle +3 Food)

>Learn to swim. Carry baskets stuffed with woven clothing to help you float(bonus). Remember your religion(bonus), relax and trust the web of the universe to support you as you move through it's fluid weave.

>Try making cages again. Those two mild failures should give us a trial&error bonus.
>>
>>1096724
Fair point.
40 Units, 15 Wood, 50 Clay sound more reasonable?
The Palace is kind of weak, and has a total unit cost of 2500 btw.

To improve the huts you have will take 15 tiles. Each Tile is 1 Clay. It takes 28 Units to improve a hut to a Tiled Roof Hut.
>>
>>1096601
(Your Pop should be 99 from the 10% boost during Spring.)
You start mining the cave, both to expand and to gather resources. However mistakes are made. Serious mistakes. The integrity of the cave becomes comprised during the mining operations, and the dirt and rock above the miners comes down. Those who don't die instantly suffocate, trapped within.
>-5 Pop
(You don't need to make stone hammers. Just gonna take this as a Mining roll. Also, you currently have 65 Food, and gain 25 each turn. Miners get you 30 Stone each turn, you have 30 Stone.)
Your miners are a bit more careful this time, and this slows them down a bit, but at least there aren't any cave ins this time.
>+10 Stone

>>1096758
>how much better are 3* farmers?
(At 3*, a farmer will make 1.3 Food per turn.)
Your map makes no progress, as the group decides to thoroughly search an area they've been, thinking they might have missed something. They find nothing new.
A new, quite large, building is found. Size aside, looking at it you get the impression it was important.
>Discovered City Hall
>Map (26/30)
EVENT: 27
With nothing around, the White Lion has made your village a permanent hunting ground. He doesn't even seem to care that you see him stalking the edge of your camp. Every night is fearful, knowing the Lion can come at any time, and grab someone. This is such a night. The sound of a roar, and a blood curdling scream pierces the night as the lion finds a meal. You will need to do something about this Lion, and soon, or there won't be many of you left.
>-1 Pop
>The Lion has made your camp a hunting ground. -1 Pop every Spring until dealt with.

>>1096818
The water contains you. Imprisons you. And it doesn't need to do anything but exist. You won't be stopped. You will conquer the water. A group of your strongest enter the water, baskets in hand just in case. The wade out into the water. This isn't so bad. You don't know what you were afraid of. With that thought freshly in mind, life decides to give you something to fear. You watch as one man is pulled under the water. He thrashes violently, most of which isn't of his own volition. Something is in the water and attacking him. Scared, the rest of the group tries heading back to land, but its slow. Another 2 go under, and don't come up, before everyone else reaches dry land. Truly the water is a scary place.
>-2 Pop
With your failures in mind, you work to improve your cages. And it works. Using someone of average build, he finds himself unable to break out. Huzzah!
>You can now build Cages.

Fall 12
>>
Rolled 18, 38 = 56 (2d100)

>>1097177
Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers, Adept Miners, Lord of the Forge
Resources
- Food: 26(+13)
- Iron: 20(+4)
Population: 50
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
- Smelting
- Iron Tools
- Cartography
- The Wheel
- Animal Husbandry
Holdings:
-8x Ramshackle House (50)
-Storage Warehouse (20)
-Water Well
-2x Farms
-2* Iron Mine
-Mansion (ruins)
-South Tower (ruins)
-East Tower (ruins)
-North Tower (ruins)
-West Tower (ruins)
-Worn Statue
-Bakery (ruins)
-??? Door
-Auditorium (ruins)
-City Hall (ruins)
Equipment:
-Stone Tools
-??? Book
-Iron Tools
Manpower Split
10 Admin (1*)
10 Farmers (3*)
05 Researchers
10 Miners
05 Security
05 Explorers/scavengers
03 Smithy
01 Alice the Sorcerer
Map Progress: 26/30

Action 1: Develop Weapons & Armour
Action 2: Train Security
>>
Rolled 77, 82 = 159 (2d100)

>>1097177
Rolled 11, 42 = 53 (2d100)

>>1096547
Name: Big Mouth
Race: Kobold
Location: Goblin forest (Next to the river)
Specialty: Digging and living in cramped dirty places.
Population:94
54 Foragers 1*
30 Miners 1*
10 Idle
Resources

Food: 90(?)
Stone:30
Wood:40

Tech
-Stone Hammers

Fluff: The kobolds, being a weak race, rarely spend a lot of time in open spaces, much preferring caves and forests because there are plenty of places to hide. While migrating away from the deeper parts of the forest, a few groups of koblolds took up living in caves near the river, but have been too scared to go too far from the comforting trees.
1.) The miners are going to use the wood from last season to try and shore up the caverns

2.) Realizing that the camp needs weapons, the spare Kobolds are going to attach the dead Kobold's teeth and claws to wood in an attempt to extend their small reach.
>>
>>1097382
I just copied text from my last post, sorry about the extra reply and repeat dice.
>>
Rolled 11, 96 = 107 (2d100)

>>1097177
Fall 12
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Tiled Roof Huts(5cap/each), S/M Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Hide Blankets, Sun-Dried Food(+10/turn), Smoked Food (+20/turn), Snares, Pottery, Kilns, Cages
Pop: 103 [+6%]
Food(3 types): 320(49p/273np) [+48/turn; +88/winter] Double Rations
Materials: Wood (61), Clay(74)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M. Fishtraps(39); Spears(6); Bows (10); Straw Cloaks,Hats&Boots(101); Hide Blankets(35); Pots(10); Snares(10); M. Baskets(7); Cages(10)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), Snares(+2 Food),1 Kiln, 1 Smokehouse, 22 Daub Huts, 1 TRH, Wolf Pack (Friends), Palisade (80% complete), Decent Wolf Totem(5/10), 10 Green Herbs, 5 Red Herbs(Vulnerary)
WIP: Wolf Taming (3/10), Palisade (20/25) [On Hold], Wolf Totem(5/10) [Need More Skill]
Assigned Labor (Only change in spring):
10 – Foragers [+8] (equipped w/10 Pots[+0.2/each])
20 - Gardeners [+22] (added at end of year)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
8 – Materials Gatherers [+11 Clay] (equipped w/7 M. Baskets)
24 – Crafters (M. Baskets) [+3]
10 - Trained Weavers [5*] (M. Baskets) [+1]
7 - Trainee Herbalists (helping forage when idle +4.2 Food)
8 – Trained Animal Tamers [T2 1*] (helping forage when idle +4.8 Food)
5 - Trained Builders [2*] (Idle) [1/turn] (helping forage when idle +3 Food)

>As the snares snag their preys legs, our Tamers step in and suggest that instead of eating them, we should capture them in our new cages for future domestication. (Husbandry Bonus)

>Lets find a safer place, like a small creek or pond and try swimming again. In addition to the basket PFDs we will post a few lifeguards with extra baskets tied to ropes and spears (not tied to ropes) for emergencies.
>>
>>1097585
>96
we frog people now?

>11
I spend 39 food/currency to improve this roll. Or just throw food/arrows instead of people at whatever creature we caught. ;_;
>>
>>1097246
The Lion is a problem. You need equipment to fight it though, so you prepare to make some with your iron. Your smiths need more practice. While pulling a piece of metal out of the fire, the smith gets a some embers on his clothes. He panics and flails around trying to put the fire out. During this, he slips up, and falls into the fire. No one quite feels like working after that.
>-1 Pop
You need people to actually use the gear when you make it, so you have some people start training to fight. You're no martial arts expert, but you pretty sure looking away from your opponent and slapping hands isn't the right way to go about it.

>>1097382
The digging makes the tunnels weak, which leads to disasters. Thinking if you could replace the strength of the caverns as you go, maybe they won't be so prone to collapse?
>You will now spend 10 wood when expanding your Cave.
>This will decrease the chances of cave-ins.
The world is a dangerous place, filled with dangerous things. If you want to survive, you need to be dangerous, too. Removing parts from fallen Kobolds, you fasten the sharper parts to the end of sticks. Its not much, but it might be the difference being alive, and having your kin fasten YOUR teeth to the end of a stick later.
>Acquired 15 Spears.

>>1097585
You get word from your hunters that the traps have caught something. Curious, and hopeful, your Tamers follow them out to the trap. There, they find a deer still alive, hanging by its leg. How fortunate. The Tamers ask that some of the stronger men grab the deer carefully. As they approach the deer, though, a roar is heard from the bushes as a large bear, even by bear standards, barrels towards the deer. The Hunters run back, surrounding the Tamers. It seems the bear has no interest in you, preferring instead the free food. The Hunters comment that they've noticed their traps sprung, but no game in them. They suggest that the bear has been camping the traps. This might be a problem.
>A Large Bear is stalking your traps and stealing game. Until dealt with traps only produce half as much food.
Okay, swimming in the deep water was a bad idea. But this time you try shallower water, where you can see anything sneaking up on you from below. You keep the baskets just in case someone forgets how to stand up. With the fear of being attacked by unseen predators, you're free to learn to not drown at your leisure. After much flailing, unintended water drinking, and Grom pretending to drown so that cute Hunter Grace could pull him out of the water, later, and your people are staying above water! They take to it like they were born for it. What a wonderful success!
>You can now Swim.

Winter 12

And with that its a night. Man, those wild animals sure are a pain, huh?
>>
>>1097741

Name: Big Mouth
Race: Kobold
Location: Goblin forest (Next to the river)
Specialty: Digging and living in cramped dirty places.
Population:94(10%)
39 Foragers 1*
30 Miners 1*
15 Hunters 1*
10 Idle
Resources

Food: 116[+.5 per forager](+19)
Stone:60[+1 per miner](+30)
Wood:40

Tech
-Stone Hammers
-Bone spears

Fluff: The kobolds, being a weak race, rarely spend a lot of time in open spaces, much preferring caves and forests because there are plenty of places to hide. While migrating away from the deeper parts of the forest, a few groups of koblolds took up living in caves near the river, but have been too scared to go too far from the comforting trees.
1.) Expanding the caves some more -10 wood

2.) Begin hunting with the new spears
>>
>>1097741
Have a good night!
>>
Rolled 31, 28 = 59 (2d100)

>>1097741
Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers, Adept Miners, Lord of the Forge
Resources
- Food: 39(+13)
- Iron: 28(+4)
Population: 48
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
- Smelting
- Iron Tools
- Cartography
- The Wheel
- Animal Husbandry
Holdings:
-8x Ramshackle House (50)
-Storage Warehouse (20)
-Water Well
-2x Farms
-2* Iron Mine
-Mansion (ruins)
-South Tower (ruins)
-East Tower (ruins)
-North Tower (ruins)
-West Tower (ruins)
-Worn Statue
-Bakery (ruins)
-??? Door
-Auditorium (ruins)
-City Hall (ruins)
Equipment:
-Stone Tools
-??? Book
-Iron Tools
Manpower Split
10 Admin (1*)
10 Farmers (3*)
05 Researchers
10 Miners
05 Security
05 Explorers/scavengers
02 Smithy
01 Alice the Sorcerer
Map Progress: 26/30

Action 1: Develop Weapons & Armour
Action 2: Train Security
>>
File: 18877220_1_x.jpg (65 KB, 597x667)
65 KB
65 KB JPG
Rolled 100, 96 = 196 (2d100)

>>1097741
Winter 12
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Tiled Roof Huts(5cap/each), S/M Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Hide Blankets, Sun-Dried Food(+10/turn), Smoked Food (+20/turn), Snares, Pottery, Kilns, Cages, Swimming
Pop: 103 [+6%]
Food(3 types): 430(127p/303np) [+40/turn; +88/winter] Double Rations
Materials: Wood (61), Clay(85)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M. Fishtraps(39); Spears(6); Bows (10); Straw Cloaks,Hats&Boots(101); Hide Blankets(38); Pots(10); Snares(10); M. Baskets(7); Cages(10)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), Snares(+2-1=1 Food),1 Kiln, 1 Smokehouse, 22 Daub Huts, 1 TRH, Wolf Pack (Friends), Palisade (80% complete), Decent Wolf Totem(5/10), 10 Green Herbs, 5 Red Herbs(Vulnerary)
WIP: Wolf Taming (3/10), Palisade (20/25) [On Hold], Wolf Totem(5/10) [Need More Skill]
Assigned Labor (Only change in spring):
10 – Foragers [+8] (equipped w/10 Pots[+0.2/each])
20 - Gardeners [+22] (added at end of year)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
8 – Materials Gatherers [+11 Clay] (equipped w/7 M. Baskets)
24 – Crafters (Hide Blankets) [+3]
10 - Trained Weavers [5*] (Training) [+1]
7 - Trainee Herbalists (helping forage when idle +4.2 Food)
8 – Trained Animal Tamers [T2 1*] {Festival} (helping forage when idle +4.8 Food)
5 - Trained Builders [2*] (Idle) [1/turn] (helping forage when idle +3 Food)

>Wolf Festival 5: Celebrate and spend time taming the wolves with another 20 Food as we give thanks for our friends and those who have passed, placing six small clay figures at the foot of the totem.

>Weaver Training: With our new cage building and basket pfd experience, perhaps we can use that knowledge to improve our woven boat designs.
>>
>>1097977
>Wolf Festival
forgot some fluff
This year, one of the tamers, inspired by Naergauril, decided to spend an entire month after the festival living in the wild with the wolf pack, fully integrating into their society to further strengthen the mystical bond between our people.
>>
Rolled 41, 43 = 84 (2d100)

>>1097892
Forgot to roll dice on phone
>>
Sorry for lack of advance notice, but no thread today. A bit too worn out to really sit down and write stuff out, and don't wanna go back to barebones and half-assing.
>>
>>1100098
Sounds good!
>>
>>1100098
No! My ascension to full blown animal totem whisperer must wait another day!

Nah, that's fine. I'd rather it not be barebones. And gives me more time to catch up on other things.
>>
Rolled 88, 40, 67 = 195 (3d100)

>>1097892

>>1097914

>>1097977

Winter rolling.
Still sporadic updates today, but I should have enough time to be able to sit down and do them properly.
>>
New thread
>>1106119
>>1106119
>>1106119
>>
Rolled 60, 95 = 155 (2d100)

>>1078226
Name: Sylvali
Race: Dryads
Location: Celenon Forest
Specialty: Grown Weaponry, Grown Structures
Religion: Shuha (Sun god), Lohli (Rain god), Brae (Earth god)
Specialty: Grown weaponry/structures

Believes themselves as the first creation made from the unity of their gods. They were, at first, little more than drifting seeds, riding the winds and at their mercies, until the majority nestled into the soils of the forest and took root.

Only this generation has grown into a form suitable for moving (Bipedal, though different plant "strains" give them different forms).

>Action 1:
Construct plant-grown bridges high in the trees
>Action 2
Create safe nests in canopy

Not sure what to do just yet, working on securing safety before exploration.

Need to create untemplated seedlings to grow population.




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