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Righto, I've got a fair bit of free time for the next few weeks, so let's make a go of it. I'll need three votes for our race, and three for our place.

I'll start us off in a time period/situation dependent on our race/place combo, but I do intend to orient this around early civilization and empire-building, depending on how well we do.
>>
>>2801637
Bugbear, swamp.
>>
>>2801637
Catfolk, desert
>>
centaurs, tundra
>>
>>2801637
I'll make this easy for you OP
Humans City Ruins
>>
>>2801705
>>2801677
>>2801672
>>2801661

Any consensus, or are we rolling for it?
>>
>>2801705
+1
>>
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Rolled 2 (1d4)

>>2801705
Two is better than one. Let's go.

Rolling for the environment the City Ruins are in

1 - Plains
2 - Forest
3 - Coastal/Island
4 - Desert
>>
Humans in the Ruins of a City in the forest. Nice. Writing.
>>
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Great paving stones lie shattered by the roots, and canal walls sit long-sundered by wear and disuse, turning the city into a soupy midden. What used to be streets are now filled with brackish waters, irrigating the half-levelled remnants of old stone houses, now filled with shrubs. Even the great, towering ziggurat that once sat at the city's heart has fallen apart, riven by roots and pock-marked, to the point that at a distance it looks more like a forested hill than a monument of mannish construction. Where once was a city is now a wilderness.

The livestock, the wild cows, sheep and dogs now rove in packs in the grassier patches of swamp-street, and so, too, do you. Squatting in a block of tree-torn houses and eating the water buffalo, wild-dogs and wandering sheep too slow to escape, along with clumps of the wild wheat-grass that grows in patches around the city. You do not know how long the tribe has lived like this, wielding sharpened stones and shards of shining bronze found in the city ruins, wearing skins and reeds, sometimes warring with the other city-tribes and sometimes fighting beside them to ward off outsiders from beyond the old mud-brick walls.

Sickness, Strife and War wrack the tribe day by day, and it has finally grown intolerable. A few dozen of you now sit in your threadbare dwelling, devoted to escaping this life of barbarism. After all, the houses must have been built by someone, the temples laid down by someone. It must be possible. But how?

>What will allow the tribe to begin to re-establish order?
>Select a positive Perk from any other race.
>>
>>2801742
man's best friend will save us
take Canine Empathy from Lup Elf
>>
>>2801849
Not a bad idea, unless there's anyone else actually here we can go with it.
>>
>>2801849
Doggo-Human Alliance is go.
>>
>>2801742
Determined survivors - Spriggan
>>
>>2801849
Don't we EAT dogs for survival?
>>
>>2802709
Support my choice pls
>>
>>2802425
Different anon, but I'll support that
>>
>>2801849
+1
>>
>>2802425
+1
>>
>>2802425
Supporting.
>>
>>2801849
Support
>>
Love me some doggos, but I gotta go with:
>>2802425
>Determined survivors - Spriggan
>>
>>2802425
+1

>>2802766
Why's that?
>>
>>2802425
+1
>>
>>2801849
supporting
>>
>>2802425
+1
>>
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Good Morning lads, let's go for it.

5 Votes for Canine Empathy

7 Votes for Determined Survivors

As a middle ground, we'll start with some domesticated dogs, alongside the Determined Survivor Perk.

Writing...
>>
>>2803703
Damn I thought OP was kill before you posted that.
>>
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The tribe's resolve is hard, their will to survive and rise once again is unbreakable, at least for the moment. The will to survive has been crucial for your people, who, in their unwillingness to surrender, have grown to be very adept at scavenging the ruins for metal shards, tools, flints and food, and at hunting the beasts of the marsh-streets, even bringing down the great crocodiles that lounge in what was once the city's great thoroughfare from time to time. Of course, this hunting prowess would be not nearly so pronounced if not for the tribe's other advantage; The Hounds.

Most tribes live surrounded by scavenging dogs, but ponly yours has tamed them. Feeding them from your scraps and refuse, you have taught them to serve you, and your hunters are accompanied by the once feral and still vicious pack when they go out to bring back cows, roving sheep and other such creatures. They take some feeding, but in battle they immsnely useful, with their barking scaring off more craven foes. The bones of the pack adorn your warriors and hunters, who often use the teeth of dogs for the points of their arrows, while making pendants of other parts.

Still, several problems immediately face your tribe, now you intend to better yourselves. First, you will need more solid shelter than these run down old stone ruins. Second, you will need a more stable supply of food. Third, you will need to scare off or defeat the other local tribes, either through diplomacy or by arming yourselves in finer style than stone flakes and the occasional copper sherd.

>Stats
>Population: 60 (44 Male, 12 Female, 4 Children)
>Tech: Pre-Pottery Stone Age (Stone/Flint Weapons, Short Bows, Domesticated Dogs, Simple Cultivation, Simple Construction)
>Food: Low
>Place: Ruined Side-Street Houses.

>How will the tribe start?
>Search for Shelter?
>Attempt to stabilize the food supply?
>Attempt to conquer and enslave a local tribe?
>>
>>2803704
Not Kill, only Sleep.
>>
>>2803710
>Search for Shelter?
Maybe there are old sewers or aqueducts that we can use as a shelter
>>
>>2803710
>Search for Shelter?
>Attempt to stabilize the food supply?
Let's do a little of both. Trying to find a shelter that can be used to stabilized our food supply. Ie, some place near soil where crops can be planted, near a supply of water, or a place unsavaged.
>>
>>2803710
>Search for shelter?
>>
>>2803710
>Search for Shelter
>>
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>>2803716
>>2803719
>>2803720
>>Search for Shelter

In order to settle the tribe properly, a place must be found to support a new village, rather than merely a squatting-place among half-ruined houses. To be sure, there is plenty of room to settle in the ruined city, built for thousands and now dwelt in by only a few hundred.

The Tribe has several options, depending upon which resources and circumstances they find most suitable.

The first, and most imminently available choice is to find a more intact compound of street-houses to re-fortify and settle in, providing a central place in the city, access to the game of the swamp-streets, but likely requiring a fight to take from the current residents, not being altogether that secure, and limiting access to clean water.

Another option could be one of the gate-houses on the remains of the wall. Heavily fortified, and controlling access in and out of the city, the advantages of this position are obvious, especially since the gates sit on the fringes of the rich outside hunting grounds and next to the brick-fields, allowing for the quick production of mud brick and the use of clay to rebuild the ruined walls. However, the walls are in an immensely poor state, having long fallen into piles of mud-brick remnants, without proper access to clean water or, at current, actually covered shelter. Further, the outside of the city teems with beasts, monsters and outsider tribes, and when they come to raid the city the gates are their first stops.

A third option could perhaps be within the city sewers, though the immense risk of this comes from the sheer level of disease to be derived from the vast flows of raw sewage still filling the dilapidated tunnels, which remain inhabited by feral folk and monstrous creatures. Still, they provide immensely fertile soil, along with some clean water and a relatively safe position, at least as regards outsider raids.

Otherwise, it could be possible to seek out one of the old palaces in the center of the city, around the ruined ziggurat, but these are the most densely populated parts of the city, inhabited by settled peoples, and even some who retain the secrets of bronze, protected by the city's inner wall.

>Where will the tribe go?
>To search for a more secure set of households (Plenty of Game, Small Space, Risk of Combat)
>To the gatehouses? (Ruined, but fortified, provisioned by brickworks, access to the outside and thus to any trade, risk of outsiders, access to hunting grounds)
>City Sewers (Ruined, Monster/Feral Infested, Diseased, but Secure, Well Watered, Fertile and Hidden.
>Attempt to break into the inner city in search of an empty noble compound? (Relatively safe once inside, and provisioned with food and water, but very dangerous to get into, and risks destruction by the Palace folk.
>Soemwhere Else? (Write in)
>>
>>2803740
>>To search for a more secure set of households (Plenty of Game, Small Space, Risk of Combat)
I feel we should start small, since we're a small tribe right now, and work our way up. We can always pack up and move later on, once we learn better tech and have a better military.
>>
>>2803742
+1
>>
>>2803742
This
>>
>>2803742
+1
>>
>>2803742
Right, this option it is. Writing.
>>
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The other options each has its appeal, but they all come with dangerous risks not worth taking on, especially with the tribe so poor and small at current. No, instead the tribe will seek out a more solidly built block of houses in which to dwell. The scouts wander for a while in the city in search of such a place, and eventually they come upon a suitable block. In the south-eastern quarter of the city. This is a sparsely populated region, with most of its buildings collapsed and small glades filling the slightly raised streets, rather than brackish waters. Relatively secluded from the rest of the city, it makes a wonderful basing ground.

Even more fortunately, it seems the local tribe inhabiting the only remaining large tenement block has recently split in two and departed because of a duel for the title of chieftain, leaving the tenement uninhabited. It is a fine example of the kind of housing most common in the city before it's fall, a block of two or three story mud-brick houses around a central, shared courtyard, all connected by roof-terraces and each with a small basement.

It takes a while for the tribe to move, traipsing across the city with their dogs in toe, armed as best they can be and hauling what little food remains with them. They pass by a few scouts from other tribes, but scare them off and manage to arrive at the tenement unharmed. The structure is largely undamaged, barring a few collapsed third level rooms and the semi-swampish bracken of the courtyard, which renders it as yet unsuitable for farming. In the outside streets, other, smaller houses remain, and small flocks of wild sheep roam, hunted by wild dogs.

The tribe quickly settles in, laying down their reed mat bedrolls and kindling a few fires around the building. The tenement is not perfect, sticking out so clearly in the landscape, it's cellars being all but flooded, it's courtyard a swamp and it's structure entirely unfortified, but it will serve its purpose, providing more than enough room for the tribe to sleep and work in the upper levels, and providing for large cook-fires and communal chambers on the ground floor. Some even sleep in the stairwells, while the dogs quite often rest on the large oak-tree at the center of the courtyard. The air here smells clean, and the people are content.

>>New Location!: Tenement (At current could fit a hundred people. No Farming Space. Unfortified. In Good Shape.)

>What next? (Roll 1d100 for any action)
>Construction (Requires resources)... (Fortifiy the Tenement, Build new, higher rooms, etc.)
>Foraging (What for?)
>Hunt some sheep to feed the tribe.
>Scavenge (What for?)
>Research (Which technology)
>Something Else? (Write in)
>>
>>2803761
>Hunt some sheep to feed the tribe.
We have little bit of food, so let's get some, then we can start the process of rebuilding.
>>
>>2803761
>Hunt some sheep to feed the tribe
>>
Rolled 53 (1d100)

>>2803761
>Hunt some sheep to feed the tribe
>>
Rolled 91 (1d100)

>>2803766
>>
>>2803761
For the record, do we roll 1d100 immediately in the post when we propose something or do we wait until we decided on one option and then roll?
>>
>>2803764
Shouldn't we roll after the vote. I like that better, clean the posts up a bit
>>
Rolling after voting sounds entirely sensible, but the vote here is pretty clear so we'll go with it.

>>2803768
>Hunt some Sheep

Writing..
>>
Rolled 25 (1d100)

>>2803771
So after we vote, will it be best of 3, first roll, or what? Are Crits in play?
>>
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The tribe has always hunted. Though foraged grain, roots and tree-fruit have always been easier to acquire and made up most of the diet, hunting has always been the central activity of the tribe's daily life. Gathering about thirty willing hunters and huntresses, along with all of the dogs, the tribe prepares to hunt by gathering up their shortbows and flint spears, along with the sharp flints used for butchering. Thanks to a fortunate quirk of the city, hunting here is actually a great deal easier than elsewhere, since the remains of streets make it easy to surround isolated game, such being the plan to hunt down these sheep.

The hunters best skilled with the bows take up positions in the windows of the runs on either side of the street, while the spearmen divide themselves in two, each with half of the dog-pack. One waits at the end of a closed off street, hiding in the rubble of a collapsed temple, while the others sweep behind a flock of wild sheep. These sheep, peculiar to the city, it seems, are more slender then the wilderness sheep, with brown-grey and very rough wool, but they scare just as easily, especially with the use of dogs.

Driving them forward with shouts, spears and barking hounds, the tribe hunters drive the sheep through the street, as they are peppered with arrows, sending them into an exhausting panic, only to be surrounded and slaughtered by the hounds and hunters at the end of the street. In one fell swoop an entire flock, thirty three ewes and two rams, lie dead and ready to eat. The hunters return to the tribe well feed and joyful, filling what cellars remain dry with swiftly scoured sheep-skin, raw wool, and a great deal of meat.

>The Tribe now has plentiful food, as well as a lot of raw wool and sheep-skin.

>What next? (I unfortunately have to go for a while to get lunch with some folks, but I will return.
>What next? (Roll 1d100 for any action)
>Construction (Requires resources)... (Fortifiy the Tenement, Build new, higher rooms, etc.)
>Foraging (What for?)
>Craft? (What, and with what?)
>Hunt (What for?)
>Scavenge (What for?)
>Research (Which technology)
>Something Else? (Write in)
>>
>>2803773
Best of three, as a general rule. Crits are a thing, with rolls of 1, 100 or exactly 50 having special effects.
>>
>>2803779
Now that we have food I would say let scout the surrounding of our new home by sedding scouts in each dirrection, while the rest of the tribe clean up the base.
>>
>>2803779
>Something Else? (Write in)
>Tan the sheep-skin
We should start the tanning of the sheep-skin, since it goes go back after time, and I'm thinking our people can dry the food without a action
>>
>>2803779
>Craft? (What, and with what?)
Craft woolen fabrics. Clothes for everyone.
>>
>>2803779
>Craft? (What, and with what?)
Craft some padded armor, with thick layers of wool it works as armor to softly a blow. Like a gambeson
>>
>>2803769
Now what? Wouldn't everyone just vote for themselves?
>>
>>2803789
OP say to roll after voting >>2803771
Since he's out to lunch we should talk about what we could do next, since each anons gives a viable point.
>>
>>2803785
OP said the wool is very rough, so it don't make for good clothes. But it could work as blankets, and we should start the tanning process of the skins while we're at it. Could serve as tradegoods, since the leather can be made into quivers, and clothes. etc...
>>
>>2803785
I am this anon. My ID changed because I'm phoneposting (forgiv)

>>2803786
I vote for this, we encountered scouts from other tribes so we could have guests visiting us.

>>2803792
If tanning is required before padded Armor then that.
>>
>>2803793
That sounds sense-able, I agree with that.
>>
Do we even know how to tan the skin or prepare the wool clothes or do we need to research it first? We are on stone age level after all.
Anyway, I support >>2803793
>>
I just wanted to propose that in future, not in this turn perhaps not even in the next one, we should scout area in search for the two weakened tribes the op told us about. Killing their men and taking their women seems to me like a natural way of progress for our tribe.
>>
>>2803786
Hello All, I'm back.

Unfortunately, tanning does require salt, but we can render the sheep-skin into Rawhide, suitable for primitive clothing or to simple armour, padded with wool. If that's what folks want, let's have some rolls!
>>
Rolled 99 (1d100)

>>2803819
I knew something today
>>
>>2803820
*learnt
Fuck, I can't spell, but I can roll
>>
Rolled 54 (1d100)

>>2803819
>>
Rolled 35 (1d100)

>>2803819
>>
Rolled 13 (1d100)

>>2803820
Noice
>>
>>2803793
Add a trip to your name so that people will know that its you. Example, Throgg##Newb
>>
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>>2803820

>>Craft some padded armor, with thick layers of wool it works as armor to softly a blow. Like a gambeson

The craftsmen and women left dwelling in the tenement avoid being distracted by the roasting mutton. Such a large number of largely relatively intact skins was not an opportun ity to be squandered. Quickly, they set to work with the carcasses, cutting evenly across the stomachs to pull the skin away from the meat, slickening the floors of the few chambers in which they work with sheep's blood and loose flesh. The skins, then, are taken and scraped down, with the meat being removed, leaving only the actual sheepskin, with the rough wool hanging from it. Then, the fleeces are hung up before the cook-fires to dry.

Over another day, as more of the most perishable mutton is rendered, cooked and eaten, the skins dry out, until they are rendered into rawhide. Much of the wool is at this point cut away with sharpened flint and flakes of bronze, leaving only a thin matting of brown-grey fleece over the relatively comfortable and solid rawhide. It takes some rough tailoring, but gradually the fleeces are rendered into coats, boots and gloves, by being stretched out over the bodies of their owners, prompting the rawhide to shrink into shape, before being sewn together in order to make the full coat. With the wool turnt inward, the coats are initially quite itchy, but the hunters grow used to them, as the padding makes them a lot safer from the occasional angry ram or foreign scout who must be scared off.

Soon enough, twenty five of the tribe have been equipped in this relatively solid armour, and can visibly be determined from the unarmoured at a distance, cutting quite a figure in stark brown rawhide.

>New Tech - Rawhide Tailoring
>New Equipment - 25 Primitive Rawhide Coats (Mid Quality Light Armour)

>What next?
>What next? (Roll 1d100 for any action)
>Construction (Requires resources)... (Fortifiy the Tenement, Build new, higher rooms, etc.)
>Foraging (What for?)
>Craft? (What, and with what?)
>Hunt (What for?)
>Scavenge (What for?)
>Research (Which technology)
>Something Else? (Write in)

>Stats
>Population: 60 (44 Male, 12 Female, 4 Children)
>Tech: Pre-Pottery Stone Age (Stone/Flint Weapons, Short Bows, Domesticated Dogs, Simple Cultivation, Simple Construction, Rawhide-Tailoring)
>Food: High (Remaining Mutton will Perish in three turns)
>Place: South-Eastern Tenement (At current could fit a hundred people. No Farming Space. Unfortified. In Good Shape.)
>Goods: Some Wool, 25 Rawhide Coats, Surplus Mutton. Ram's Horns.
>>
>>2803831
Might as Well.
>>
>>2803831
ty

>>2803836
>>2803803
>Something Else? (Write in)
Scout out our immediate surroundings
>>
>>2803836
>Scout (The area around our new home)
Have the rest of people clean up our new home
>>
>>2803836
>Research cannibalistic funeral rites: The consumption of the dead becomes a sacred act, quickly becoming the preferred method of corpse disposal.
>>
>>2803839
+1
>>
>>2803840
>>2803839

Scouting the Local Area it is.

Can we have a d100 roll?
>>
Rolled 29 (1d100)

>>2803851
>>
Rolled 92 (1d100)

>>2803851
>>
Rolled 50 (1d100)

>>2803851
>>
Rolled 9 (1d100)

>>2803851
>>
>>2803856
>50
Guess a special effect is going to happen.
>>
>>2803855
>>92
>>Scout

The hunters, now equipped in their new rawhide coats, set out to investigate the streets surrounding the tribe's new home. In general, the tribe is aware that their current dwelling place sits on an outcropping, where the walll extends out in a small square, so as to surround them on three sides by wall, and on the third by a dilapidated old canal.

To the south, it is only a short distance before the large roads devolve into a warren of side-streets and the piles of rubble that were once slums. This land, it is quickly discovered, is inhabited all the way to the southern wall by three small tribes of rock-pickers, whose scouts greet the tribe's own very cordially, giving gifts of flint. They survive by herding goats in the rubble and by trading scavenged bronze and flint to the surrounding tribes. It is hard to tell, but your scouts gather that each of the three tribes despises the other, as they all compete for scavenging ground and raid one another for their goats.

The three tribes, known collectively as the Rockpickers, are easy to spot by comparison to other people, being shorter, and dressed in short, coarse goat-fur. They avoid battle with those from otuside of the rubble fields, who they seem to regard merely as trading partners, despite vipolently contesting with their fellow rockpickers. To the east and west alike, the suburbs are much the same, but for a few ruined temples, a quite thick forest growing on the main thoroughfare and for an entrance to the sewers in the distant east up against the wall. The scouts here are chased away by a few disparate tribes, dwelling in their own tenements, who paint their faces with ochre, but who do not seem to keep dogs or use bows.

To the north, the ground sinks towards the canal branch that breaks the suburb off from the rest of the city, passable by a few bridges. The waters here are fetid and unpleasant, btu a few wells provide the inhabitants with suitable drinking water. A few small settlements are spotted by the scouts dotted along the canalside, likely fishing in the canal and trading with those in other districts. They live in reed-huts, and build walls for themselves out of rubble rock. The scouts nickname these people the Boatmen, for the reed-boats they use to traverse into the great canal which runs through the city center. They seem cautious, but not actively hostile, and they even lower baskets of fish over their wall to feed your scouts, one of the villages even buying a hound from a scout in exchange for a bronze, tear-drop spear.

The scouts return home satisfied.

>New Neighbours: [Rockpicker Tribes], [Boatmen Villages] and [Tenement Tribes]

>What next? (Roll 1d100 for any action)
>Construction (Requires resources)... (Fortifiy the Tenement, Build new, higher rooms, etc.)
>Foraging (What for?)
>Craft? (What, and with what?)
>Hunt (What for?)
>Scavenge (What for?)
>Research (Which technology)
>Something Else? (Write in)
>>
>>2803877
>>Foraging (Building resources)
Time to get building resources to fortify our home.
>>
>>2803881
+1
If we could fortify the 4th side somehow
>>
>>2803881
Ditto
>>
>>2803877
Ok, so the bigger plan I have for rock picker tribes is we ally with one of them and together destroy the other two. Then we peaceful assimilate or backstab them. For start let choose one tribe and trade some rawhide coats and dogs for bronze crafts and weapons. Look like only we don't have them and that is bad. Maybe we even should go foraging for them ourself.
>>
>>2803891
>>2803877
>traverse into the great canal which runs through the city center
>exchange for a bronze, tear-drop spear
And we should be cautious of boatmen
>>
>>2803881
>>>Foraging (Building resources)
>Time to get building resources to fortify our home.
This
>>
>>2803896
Yes, I notice. One tear-drop spear. We will need more than one to arm our tribe.
>>
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>>2803891
To be clear, only the Boatmen of your immediate neighbours seem to possess any significant amount of bronze. Almost every tribe has some, including your own, scavenged from the ruins.

>>2803881
Foraging for Stone, Mud-Brick and Useful Wood it is. Roll please!
>>
Rolled 55 (1d100)

>>2803903
>>
Rolled 99 (1d100)

>>2803903
>>
>>2803905
Checked again.
>>
>>2803905
Crikey, well that's always good. Writing..
>>
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>>2803905
>>2803855
>>2803820
>>2803768
4 Turns out of 4
>91
>99
>92
>99
All in the 90s range
>>
>>2803914
Also Determined Survivors which gives us bonus to forging. We're going to make a great wall.
>>
>>2803903
>To be clear, only the Boatmen of your immediate neighbours seem to possess any significant amount of bronze
Yeah, but at the same time you wrote that the rockpicker tribes
> survive by herding goats in the rubble and by trading scavenged bronze and flint to the surrounding tribes
So you know why I thought they have more bronze. And I don't remember you stating that we have any bronze, but whatever, it might be just me and it's not important right now.
>>
Rolled 68 (1d100)

>>2803903
>>
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>99 - Dubs/Crit/Specific Circumstance = Technological Advance.

The tribe, now aware of the threats and foes surrounding them, is hardly comfortable dwelling in an unfortified encampment. There must be a reason for the boatmen to build their walls, and even the primitive tenement tribes seem to have fortified their own homes. Your scavengers, it is decided, will follow suit. One or two among them, though is not content to follow the primitives in stacking rubble and hunks of dead-wood. No, they are members of the finest tribe in this city, and they will do better.

Inspired, as if from above, these craftsmen observe as the scavengers unearth old bricks and stack them haphazardly, and come upon new ideas. By a stroke of luck, while digging in the remnants of a collapsed house, the scavengers came upon a clay-pit, relatively undisturbed, with the rich, red clay still moist and shapeable. The bricks of the old city, in their countless millions, have been used by the tribes for much of that time, but for many years your own tribe has not known properly how to shape them.

In a moment, the knowledge is discovered once again. The clay pit, along with some old brick-molds found in an old courtyard, is enough to incite the craftsmen to attempt to produce bricks once again, for the first time in a long time. Quickly enough these bricks are baked, by fire and sun, and a mortar is crafted by crushing the older bricks into dust and adding swamp-water, allowing the tribe to not just patch up the tenement, but to actually repair it.

Soon enough, the building is all but repaired. The gaping cracks in the walls are filled in and re-bricked, useless doors are filled in and even a few third level rooms are entirely rebuilt. It even becomes possible, with the new buildign material, to rebuild collapsed stairs and bridges, even to lay down causeways through the swamp streets. The final burst of innovation comes when, tired of the smoke of cook-fires, it is discovered that, with some care, small kilns can be built on the outside of the tenement, with chimneys leading up on the external wall, allowing for hotter cook-fires and keeping the smoke away from the tribe.

With the kilns burning, it is only a matter of time before a bright eyed young craftsman shapes the wet clay into a vessel, a recreation of the old potsherds to be found around the city. With pottery thus rediscovered, the tribe finds itself ever more comfortable. Sheep's guts, which once had to be laid out on stones or cooked in embers, can now be stewed and roasted in the kilns, while dirty water can be boiled to clean it, and to render unchewable vegetables into smooth stew. It is not long before every household in the tribe boasts its own hand-crafted, simple pottery and it's own small cooking kiln.

>New Technology: Primitive Pottery. Simple Kilns. Brickwork Construction.

>What next?
>>
>>2803919

I've mentioned it several times. They scavenge it just like we do, as do most tribes. The inner city tribes can apparently forge it, but you are all forced to survive on flakes.

>>" wielding sharpened stones and shards of shining bronze found in the city ruins,"

>>"cut away with sharpened flint and flakes of bronze"
>>
>>2803931
>>New Technology: Primitive Pottery. Simple Kilns. Brickwork Construction.
Damn son, we're living like kings compare to the rest of the people outside inner city.

>Construction (Fortifiy the Tenement)
Time to put our brickwork tech to work, and make our home safe from everyone
>>
>>2803931
Research.
Study the bronze spears. Where did the boatmen find such big shards? Or can they shape bronze much like krug shaped clay.
>>
>>2803934
+1
>>
>>2803933
Ok, then my bad.

>>2803931
I don't think looking at the spear will tell us where it come from. If we want to know that would make more sense to spy on boatmen villages or gain their trust so they would show us the place

Still think my plan of ally with one rockpicker tribes might be good. And we will need more food. But first let do >>2803934 if what we did in the last op post didn't count as fortification.
>>
>>2803938
Makes sense.

I thought if we can use what little bronze we do have, we'd have a decisive advantage in the short term.
>>
>>2803938
I think OP post means, we repair some pairs of houses themselves and get us the resources. But it didn't give us the wall that Boatmen have.
My reasoning is when news of our discovery spreads people will want to steal/trade for it. So best make that fortify.

>>2803945
Right now we have a decisive advantage, to keep our tech to us. But I understand what you'll saying, we could do that next turn, after we make our home safe and sound.
>>
Right, for more solid fortification, including a brick wall, please roll.

Researching the spear wouldn't tell you much, since you don't know anything about mettallurgy, but it looks far too clean and well shaped to be a scavenged chip of bronze like the ones most tribes have.
>>
Rolled 84 (1d100)

>>2803951
>>
Rolled 8 (1d100)

>>2803951
>>
Rolled 27 (1d100)

>>2803951
roll
>>
>>2803953
Goodjob phone anon.
>>
>>2803953
Righto, Writing...
>>
>>2803958
We walls of babylon now.
Next we need bronze and women. Right now we have only 12 females for 44 males.
>>
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Now able to churn out bricks faster than any other tribe in the outer city, the tribe sets to work putting their new advantage to good use. Workers spend hours dredging clay up from the pit, shaping it in molds and baking it into brickwork, while others spend their days hauling in to the tenement, and still more work at piling up the bricks to strengthen weak-spots in the walls. Eventually, much of the tenement is freshyl bricked, with the old, dry walls almost all covered by fresh brickwork. Only two doorways remain, each one reinforced, and approachable only through an unroofed brick corridor.

With that done, it remains only to build a palisade. To begin with, all the waste, rubble and shattered stonework to be found within the tenement and within the surrounding street is piled up in a roughly square circuit around the tenement, essentially walling it off from the surrounding streets except for one opening to the north. Then, around this loose core of crushed rubble, bricks are set down and bound together with mortar, saving the hassle of casting more bricks than neccessary.

Two layers of bricks are laid out on each side of the rubble, and the bricks rise higher and cover over the rubble, making for a short rampart, as the outer wall rises higher than the inner, and the wall is thick enough to be balanced upon, allowing your defenders to mount the ramparts but preventing outsiders from doing the same. The wall is only as high as two and a half men, but thanks to the slope up to the tenement from the street, it sits at the top of a short hill-climb, making it quite an intimidating fortification.

It is finished just in time, it seems, as the hunters run back within the walls in a panic, calling for the tribe to arm themselves. One of the tribes who used to dwell in the tenement has come back for their property.
>>
>>2803976
Cont?
>>
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It takes only a few more minutes for the foe to arrive, and in some numbers. Thirty warriors, by the looks of it, equipped in simple sheepskins, but armed with spears and bows, their great, unclothed chests bear lashings of ochre-red paint, while their faces are painted in ashes, as outlaws from their tribes. They look up at your defenders, perched on the newly built wall with hungry, hateful eyes, and it is evident that they have not eaten well in a long time. For a tense few moments the tribes stare one another down, before their leader emerges.

He is a great brute of a man, two heads taller than any of your own warriors, and bearing a great deal of knotted muscle. His face, painted in ash as all of the others, seems to snarl as he approaches the gateway, only just sealed by piling up rubble in its' opening, bearing a great, teardrop bronze axe, large enough to cleave the head from a cow. He pulls one of your hunters, obviously caught out in the open, by his hair, before roaring out a challenge.

"This land is ours, outsiders. Open the gate, or we devour you all."

To illustrate his point, he lifts the hunter, still holding on only by his hair, to eye level, before savaging him in the throat, like a wild dog ripping the throat from a cow, and tossing the twitching, gurgling body to the ground.

>What will the tribe do?
>Hide behind the walls and hope they to grow tired and depart.
>Vault the walls, release the hounds and surprise them
>Have the archers and skirmishers begin to fire on them. If they want your home, they shall have to climb the walls and take it.
>Something Else? (What?)
>>
>>2803987
>>Have the archers and skirmishers begin to fire on them. If they want your home, they shall have to climb the walls and take it.
Shoot them down, they are outlaws for a reason, they can't be reasoned
>>
>>2803987
>Have the archers and skirmishers begin to fire on them. If they want your home, they shall have to climb the walls and take it.
>>
>>2803987
>Have the archers and skirmishers begin to fire on them. If they want your home, they shall have to climb the walls and take it
>>
>>2803987
How long can we stand in the base before we run out of food and water?
>>
>>2803987
>Have the archers and skirmishers begin to fire on them. If they want your home, they shall have to climb the walls and take it.
If they wanted they shouldn't have left
>>2803998
We Out number them so we can just sally out to deal with them
>>
>>2803998
We can boil water, and have a bit of food left, I think.
Also we're going to win since we have something the enemy doesn't
>>
>>2804001
>We Out number them so we can just sally out to deal with them
I know, still would be useful to know. They might not stop on the first attack and it has been a while since we get the sheep meat.

Btw I am voting for
>Have the archers and skirmishers begin to fire on them. If they want your home, they shall have to climb the walls and take it
like everyone.
>>
>>2804006
Free paint for our new wall.
>>
>>2804001
>>2803997
>>2803993
>>2803992
>It's Over, Outlaws, We Have the High Ground

Rolls, please.

>>2803998
The mutton has gone bad and been thrown away, but there are a day or two worth of supplies left in the tenement.
>>
Rolled 36 (1d100)

>>2804021
>>
Rolled 100 (1d100)

>>2804021
>>
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>>2804026
*Laughs in walls*
>>
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>>2804026
>100
CRIT
HIGH GROUND CONFIRMED
>>
Rolled 50 (1d100)

>>2804021

>>2804026
AHAHA
>>
>>2804021
>>2804031
>>2804026
Does this mean something something special?
>>
>>2804026
>>2804031
>100 AND 50
oh boy
>>
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>>2804031
>>2804026
>>2804021
>100
>50
100 and 50 in the same set of rolls, does this means double special?
Hot damn the outlaws pick the wrong wall to mess with.
>>
>>2804040
>>2803780
>>
>>2804044
Meant for
>>2804036
>>
Sweet Christ. They were not ready for the sheer volume of this destruction.

Writing.
>>
>>2804052
>>2804050
By the time we're done with them, they are going to be porcupines, and we're going to have that bronze you wanted anon. Already made into a axe for our use.
>>
>>2804063
We could probably turn that huge axe into a fair amount of bronze spear heads
>>
>>2804069
Yeah, if we knew anything about metallurgy. I don't like the idea of scraping the axe anyway.
>>
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>>100+50 Double Critical

It happens in a moment. The huntsman had barely fallen to the ground in his gurgling mass when a howl of anguish went up. His wife, left watching from the walls. The great outlaw howled with laughter, only for an arrow to slam, hard, into the dead center of his face, shattering the ridge of his nose and burying itself so far into his skull that the flint peeks out of the skull at the back. In an instant, another two arrows slam into the brute's chest, from other archers, and he falls, like a sack of sheep's guts, to the floor. The outlaws look on, dumbstruck for a moment, before all hell breaks loose.

Out from behind the outlaws emerges another band, the other half of their former tribe, with as much hate in their eyes as their cousins. Another thirty souls rush forward, sending a wave of horror through the attackers, and sending them running for the walls in desperation. Some are felled by their own kin, brutally torn apart in vengeful rage, while others tear out their fignernails scrambling to climb the walls before the defenders smash their skulls to bits. For a moment, it looks as if the second tribe will simply leave, but they make the mistake of charging forward to try to succeed where their fellows failed.

Only for the rubble in the gateway to be pushed out, allowing the horde of hounds to finally get at the foe. Howling, leaping and braying in ravenous rage, the dogs tear those men brave enough to fight apart, leaving only gurgling, bloodied corpses on the paving stones. In less than an hour, sixty warriors have fallen utterly to the tribe. Blood pools at the base of the walls, and lies spattered across the brickwork. Not a single tribesman was injured, beyond the poor huntsman, and the foe is utterly shattered.

Cont.
>>
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Now come the spoils. The tribe surges forward, putting the wounded out of their misery and gathering up their wealth. In the process, it becomes apparent that many of the foe leapt away from the dogs, as they are pulled from their hiding places and bound in the blood-soaked clothes of their peers, shuddering in terror and begging furtively for mercy. They promise servitude, perpetual enslavement, anything the tribe desires. Twenty men, all bound, are dragged back to the tenement and left tied within the first rank of the walls, watched over by the hounds. They are too terrified to be a threat.

From the field of battle itself, a great deal is to be looted. Dozens of fine sheepskins, half a dozen helms of hammered copper, thirty water-skeins, a dozen tear-drop spears of fine quality bronze. Even a few fine rings of hammered gold and silver are recovered from the wealthier warriors. Finally, though, the real prizes are drawn from the chieftain. Around his neck lie three necklaces, which seem to hum with heat, crafted from fine, shimmering gemstones, amber and silver chains, while on his hands are three rings of shining gold. Asides these, other adornments of impure silver and gold cover his body, while at his side sits, along with his fine axe, a logn, curved bronze khopesh, inset with designs of strange, demonic figures.

His great axe, too large to be wielded in any but two hands by the strongest tribesmen, is a marvel of design. The bronze shimmers with fresh sharpening, and the blade itself bears the engraved images of hawk's wings. A truly mighty weapon.

But this is not all. One of the captives, with one cloudy eye and an arrow-head embedded in his thigh, in exchange for his freedom, offers a bargain. He will tell you where the two tribes had their encampments. He says that they will be unguarded, since all the warriors lie captive, and all the goods and women of the tribes will be yours to claim as chattel. A tempting prospect.

>Gained: Twenty Slaves [Loyal, Terrified], 12 Teardrop Spears, 6 Copper Helms, 30 Skeins, 36 Sheepskins, 7 Silver Rings, 3 Gold Rings, 1 Bronze Hawk-Axe, 1 Demon-Etched Khopesh, 3 Gemstone Amulets.

>What will the tribe do?
>All options as usual, with the addition of;

>Take the slave's offer and attack the unguarded encampments
>Approach the encampments peacefully and offer union.
>>
>>2804086
>Approach the encampments peacefully and offer union.
Tell them we have walls. The best walls.
>>
Rolled 84 (1d100)

>>2804086
>Approach the encampments peacefully and offer union.
They aren’t a threat after all
>>
>>2804086
>Construction
Build heavily secured slave pens, making use of slave labor.
>Approach the encampments peacefully and offer union
Surround them. Offer all women that will take one of ours as a mate a free live, everyone else will be taken as a slave.
Resistance will be met with deadly force
>>
>>2804086
>>Approach the encampments peacefully and offer union.
They will have to accept, or face attacks from others.

>>2804092
>>2804097
Also it say all options we can do with addition. So I think we should
>Something Else? (Re outfit our men with the new gear)
We also need food but I'm guessing the encampments has something in the way of that
>>
>>2804086
offer not union but assimilation . They and their custom and culture while be assimilated into our tribe as lower yet free thralls. they refuse, we will kill all males and take the rest
>>
>>2804102
This.

>>2804101
They'll have relatively little, the attackers were hungry. We'll hunt after this. A feast, to celebrate our growth and triumph.
>>
>>2804106
Yeah, that make sense.
>>2804086
Change my option vote to Hunt
>>
>>2804101
>>2804106
+1 secure food for all the new people.
+
Offer union

Next I think we can liberate one of the rock picker tribes.
>>
>>2804112
+1 to that.
I think we should not assimilate the rock pickers since OP say they are smaller. So maybe slaves but not to mate with.
>>
>>2804121
sure they can be our goat keepers

>>2804106
we should also now that we have pottery learn how to smoke meat to keep it fresh for longer.
>>
>>2804121
Maybe we should create a cast system. So that we don't have to straight up enslave (and then guard, population control and suppress) everyone who is unworthy breeding stock.
>>
>>2804128
>>2804127
Smoking we should learn, I think after we hunt for food. But good idea.
We should also keep in mind OP said we have only space for 100. But with our brickwork skills, we can expand the walls/repair the houses.
The houses have basements so later on we'll learn how to get rid of the water in them.
>>
>>2804130
>>2804128
>>2804127
>>2804121
>>2804112
>>2804106
>>2804092
Consider joining the Civ General server if ya'll want to be kept up-to-date with the greater civ community.

https://discord.gg/pFXNwwu
>>
>>2804132
No faggot go away with your discord shit
>>
>>2804132
Yeah fuck off there guy.
>>
>>2804130
We can house the non citizen outside the walls.

>>2804128
>create a cast system
Good idea. Maybe next research.
>>
>>2804130
No to mention food. We will need more stable source of it if we will grow. Our fortress isn't good in this case. Rockpickers with their goat might be helpful, but how much. I am thinking about making the second encampment in the sewers or wherever we will get a fertile ground and source of food, but I don't know if it's too soon.
>>
Please can everyone vote and link their votes directly to this post. It's a little confusing to track otherwise.
>>
>>2804148
>Hunt (Food/Sheep)
>Approach the encampments peacefully and offer union/assimilation
>>
>>2804097
>>2804148
add hunting sheep if possible
>>
>>2804148
>>Hunt (Food/Sheep)>Approach the encampments peacefully and offer union/assimilation
>>
>>2804148
>>2804154
This.
>>
>>2804148
>>2804154
Here you go
>>
Rolled 29 (1d100)

>>2804148
roll
>>
Rolled 16 (1d100)

>>2804148
>>
>>2804164
>>2804162
>>2804161
>>2804159
>>2804154

Hunt Sheep and Offer Union it is. Roll, my lads.
>>
>>2804176
>>2804168
At least we still have >>2804097
>>
Rolled 91 (1d100)

>>2804177
>>
Rolled 93 (1d100)

>>2804177
Nice trips
>>
Rolled 67 (1d100)

>>
>>2804182
>>2804180
>>2804097
Jesus lads, the Power of THE WALL is too ridiculous to be contained.

Writing..
>>
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>>2804196
>>
>>2804196
Just how long are the turns? I'm guessing a week
I'm just thinking how the other tribes will react to massive success. We just set up shop here, took out a powerful tribe on our own, made a wall and basically did it so quick.
>>
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>>2804196
Exalting in their victory, the hunters set out almost immediately with the dogs. They spend a glee-filled night chassing the sheep around the tenement into one large, confused flock, before driving it onward into the same trap as the last time, slaughtering the sheep in their dozens, with one huntsman even splitting a ram's head in two with a single swing of the great axe. That night, the tribe feasts on mutton, as the slaves drag the bodies of their comrades off to the canal, under close watch, to toss them into the waters and to float away into the grand canal, stripped of their wealth. Such is the fate of those who challenge the walls.

Next, the tribe takes the offer of the slave, cutting his bonds and following him to the tribe encampments. The first encampment sits, in dissarray, in the ruins of an old temple. It is immediately obvious that all but the elderly men went to battle and lost, as the hunters look out across the camp filled with children, elders and women. They are cowed quickly, taking news of their husband's deaths quite well.

Some of the more hardened women, clearly several times widows already, simply laugh, and congratulate the hunters on slaying their husbands. It is clear they have been stolen, enslaved and married several times already, if not from their own words then from their varying looks, ranging from the tan, squat frames of rock-picker women to more slender frames, of the sort of those living along the great canal. The camps are not rich, but what reserves of skins, meat and bronze flake they have are taken, along with the women, thirty in number, the children, ten, and the elders, three hoary old men with glassy eyes.

The other camp, it seems, has already been raided. All that remains are a few urchins, who emerge from their hidign places into the burnt out camp when they spot their cousins from the other camp. They relate, in terrified tones, how men all dressed in copper and bronze and with white eyes stormed the camp, slaughtered everyone, and took the chieftain's wife eastward. Perhaps a sewer tribe. Unsettled, the hunters return with their new chattel to the tenement.

>Gained: 30 Slave Women/Wives, 14 Slave Children, 3 Elderly Slaves

>What is to be done with the women?

>As tradition says, they will marry the men of the tribe and provide the next generation, while their older children will be slaves, and the elders will be too.
>They will be offered the chance to marry, either to the tribe's men, or to their slave husbands, and those who do not will be released, along with their children and elders
>Slaughter the women and the elders, sell the children to slavers and be done with them.

>Something Else? (Write in?)
>>
>>2804237
It really depends on what happens.
>>
>>2804245
>>2804249
>As tradition says, they will marry the men of the tribe and provide the next generation, while their older children will be slaves, and the elders will be too.
Just to be sure i gotta ask, the children of a warrior and slave wife are 'free citizens' right?
>>
>>2804245
I don't want the rock-picker women to mate with our people. Maybe we can send them back to there own tribe as a sign of goodwill, and we get some bronze in return.
What do you think anons?
>>
>>2804245
>As tradition says, they will marry the men of the tribe and provide the next generation, while their older children will be slaves, and the elders will be too.
>>
>>2804256
Oh, of course. A lot of tribes have the children of slave couples freed anyway.
>>
>>2804245
>As tradition says, they will marry the men of the tribe and provide the next generation, while their older children will be slaves, and the elders will be too.
>Something Else (Rock-picker women taken back to rock-picker tribe, as a trade goods for sheep/bronze)
>>
Excuse me for a short break lads.

>>2804271
>>2804264
>>2804256
Rock Pickers will be returned to the tribes, the others will marry into the tribe, with children and elders being enslaved. Rolls, please
>>
Rolled 98 (1d100)

>>2804273
>>
>>2804271
>Something Else (Rock-picker women taken back to rock-picker tribe, as a trade goods for sheep/bronze)
No, we can get more. Send them back as a sign of good relationship and offer them union as the other tribe. Goats for safety is a good price
>>
Rolled 39 (1d100)

>>2804273
>>
Rolled 23 (1d100)

>>2804273
oh well and see ya soon op
>>
>>2804277
Either way anon. We're going to get lots of goats with that 98.

>>2804273
See you soon anon
>>
I like it that we picked ruins. It spices things up, rather than us being in the forest or plains cutting trees, and building houses for the first few turns. We have to be on our toes here, since lots of tribes live close to us, and we need to worry about the dangers of the outside world.
>>
>>2804329
Our home has a courtyard that currently is a swamp. We can drain to make some farmland, or here is a idea make rooftop gardens, we just need some good soil and place it in our clay pots.
>>
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>>2804274
The women are brought back to the tribe. Slave fathers are glad to see their enslaved children once again, even thankful not to have them taken away, and are especially glad to see their elders, who they bow and scrape before in sorrow. Within your tribe itself, many new wives are had, as the women predictably submit to marriage rather than being cast out into the street. Soon enough, many of your hunters have newfound wives, and skilled wives at that, who quickly take to cooking in pottery. The youngest are even happy to be settled with the tribe, making quick work of their domestic tasks and taking to weaving fine necklaces with baked-clay charms upon them for their new husbands.

However, not all are to be married. The Rock Pickers, somewhat swarthy and stout, are asked where they hail from, and they respond that they are Kalevolu, which you gather to be a name for the rock picker tribe through some interpretation. They seem unwilling to tell you which tribe in particular they hail from, perhaps out of fear of their fellows knowing and despising them, and so it is decided that you shall send messengers to the rockpickers, offering to return the women to them. The scouts deliver the message to each tribe in turn, and each one returns with a rockpicker emmissary, each of the three dressed in rich fleece and wearing necklaces of hammered-tin scales that shimmer and jangle as they walk.

Each one, barely able to stand being near to their peers, makes and offer for the nine rockpicker women being offered, for your consideration, after congratulating you on your victory and marvelling for a few moments at the majesty of the dried blood splattered across the walls. The first explains that he is from the Karljane, the largest of the three tribes, and that he will offer a herd of thirty goats and two shepherd-slaves to tend them for the nine women. The second, a shorter man, says he is from the Kulvelu, the wealthiest tribe, and he offers 15 Ingots of Copper and Three of Tin, and the temporary service of a coppersmith, who will hammer the ingots into whatever shape the tribe desires, but will not teach the craft to the tribe. The third emmissary, a relatively svelte rockpicker, says that he is from the Ultegu, and makes no secret that they are the smallest tribe. He does not offer wealth, but instead offers that his tribe will pay a tribute of five goats and their service as tributaries if you will crush the Kulvelu and Karljane.

>Take the Karljane Offer. Goats, and their herding, are a prosperous stock and a prosperous art, able to provide hair, milk and meat regularly.
>Take the Kulvelu Offer. A supply of copper and tin for weapons and armour of your own design and at your own will will make your tribe among the best armed in the region.
>Take the Ultegu Offer. You will have the rockpickers submit, and then all of their goats and copper shall be yours to demand as tribute.
>>
>>2804388
>Take the Ultegu Offer. You will have the rockpickers submit, and then all of their goats and copper shall be yours to demand as tribute.
>>
>>2804388
Hey op before i vote can you tell us how many able bodied men and women we have?
>>
>>2804388
>>Take the Ultegu Offer. You will have the rockpickers submit, and then all of their goats and copper shall be yours to demand as tribute.
Also we should research smoked meat
>>
>>2804388
>Take the Karljane Offer. Goats, and their herding, are a prosperous stock and a prosperous art, able to provide hair, milk and meat regularly.
>>
>>2804406
Able bodied we have 76 Free Citizens including the new wives. That's 96 Including the slave men. Some people now have to live outside between the wall and the tenement.

Unfortunately lads that's me done for the evening, I shall try to return in the morning, as I did this morning. Keep discussing, I'll be around to answer questions for a bit.
>>
>>2804423
Before you go, can we know how big and strong the three tribes are?
>>
>>2804431
You don't know. Your scouts have never been within their camps, only seen them from afar and talked to other scouts.
>>
I honestly don't care which offer we will take, but we need to drain our cellars and build more living quarters within the wall, next turn. My midterm goal would be to have all the houses within the wall grow together into one supper structure, like a bee hive. This way we make effective use of the protected space we have and create an impressive monument to our power, that will even be defendable if the walls get breached and projekt military might. When draining the basements we can leave the drainage tunnels in place to use as a primitive sewer, just make sure they are not human sized, that would be a retarded weak spot otherwise. Also let's create a wall guard, patrolling the top of the barricade, equipped with the best equipment we have.
>>
>>2804508
And make a rooftop gardens like this anon said>>2804344
>>
>>2804388
Take the Kulvelu offer.
>>
>>2804388
>>Take the Karljane Offer. Goats, and their herding, are a prosperous stock and a prosperous art, able to provide hair, milk and meat regularly
We need stable food.

>the Kulvelu Offer. A supply of copper and tin
Good offer.
Need goat's more.

>Ultegu
Really like the cut ofthis guy's jib.
When we conquer two-thirds of the Rockpickers, and we will, Ultegu gets my vote for an ally. Let's meet in secret later.
We aren't in a position to promise jack right now.

We don't know the Rockpicker clans.
We don't know how well we fight away from the Wall.
We don't know who the fuck the White-eyed Bronze warriors that wiped out the other camp were.
We don't know for sure where our next food is coming from.

>>2804398
>>2804411
Pump the damn brakes
>>
>>2804672
What are gonna choose, man
>>
>>2804672
Tbh I was wondering if I should vote for Karljane insted. Really need food right now and we don't have space for more people.
So, let it be Karljane

>Take the Karljane Offer. Goats, and their herding, are a prosperous stock and a prosperous art, able to provide hair, milk and meat regularly.
>>
>>2804388
>Karljane
We need lots of things before fighting against two tribes of rock-pickers. We need more walls to house all our people, stable food supply, better trained the man, learn the art of metal working at least the basics.
>>
>>2804388
>Karljane
Too early to fight two tribes. We should focus on getting ourselves more properly ready
>>
>>2804388
>>Take the Karljane Offer. Goats, and their herding, are a prosperous stock and a prosperous art, able to provide hair, milk and meat regularly.
>>
>>2804388
>Take the Karljane Offer. Goats, and their herding, are a prosperous stock and a prosperous art, able to provide hair, milk and meat regularly.
>>
I'm glad everyone is putting so much thought into it, I hope I keep things interesting enough to warrant it.
>>
>>2804787
Pretty good quest OP, see you tomorrow

Got some questions, some lore building.
Is there any history of the city that we know of? ie how old, who lived here, any theories among the people?
Did any of the tribe member ever went outside the city walls?
Do we even have a military or it's just hunters/able body men?
What's been our governing form? Just the people of the tribe having free will and do what they think is best?
Can the max number of people inside the walls be increased by repairing the houses mainly the collapsed third level rooms?
Could we drain the cellars of water, just bucketing out the water, or the water is coming from a outside source?
>>
>>2804807
In terms of history, little is known. A lot of tribes make a lot of claims about descending from the Builders, who range from Giants to Gods to regular men depending on the teller. Your tribe has never seen within the inner city, but it is presumed that they know more about the city. For the tribal folk of the streets, it is simply the natural state of the world; most do not leave it more than once or twice. Of our own tribe, one or two hunters pursued quarry into the woods surrounding the walls, but never further, with the two telling stories of strange creatures and stranger flora.

The tribe is defended by the tribe members armed and willing to do so, usually hunters. The tribe is organised very loosely, with the hunters and workers coming together under whichever of their number cares to lead at that moment. The elders, if any yet lived, would define the precedents of tradition, but in their absence only a vague tribal memory provides guidance through half-remembered anecdotes.

By repairing the houses the number of people could be increased, the same could be achieved by dredging and settling in the courtyard, or draining the cellars. Speaking of which, it is uncertain. It's reasonable to assume that a few of them have been flooded in past years by street-flooding, a unique annual phenomenon for the city dwellers which deposits the rich mud of the canalsides along the streets, but it is also likely that some of the cellars have flooded from below as their water-proofing has decayed.
>>
>>2804695
>What are gonna choose, man
Sorry, I thought Iwas clear.

>>2804672
>>>Take the Karljane Offer.
>We need stable food.
>>
>>2804388
>>Take the Karljane Offer. Goats, and their herding, are a prosperous stock and a prosperous art, able to provide hair, milk and meat regularly.
>>
>>2804388
>are especially glad to see their elders, who they bow and scrape before in sorrow

>>2804892
>The elders, if any yet lived, would define the precedents of tradition, but in their absence only a vague tribal memory provides guidance through half-remembered anecdotes

>>2804448

>>2804388
>Something else.
Consult the slave elders about the rock picker tribes
>>
>>2804388
Take the Karljane Offer. Goats, and their herding, are a prosperous stock and a prosperous art, able to provide hair, milk and meat regularly.
>>
Going over the numbers have
117 people in our tribe now.
>59 (43 Free Male, 12 Free Female, 4 Children)
>58 (20 Slave Male, 21 Slave Female, 14 Slave Children, 3 Elderly Slaves)
>63 Males, 33 Females, 18 Children, 3 Elders
We had 60 before that hunter got killed, and got 58 from the other tribe, not counting the rock-pickers since we're giving them back.
Our home is small, but we can easily repair some rooms to fit more people.
Male to female ratio of our main/free tribe much more balanced
>>
>>2805693
Better but still not optimal. 10 free men still doesn't have wife (assuming we practice monogamy). We should go for the goal of making the number of women at less a bit higer than free men.
>>
>>2805769
We're going to get more women one way or another. We got to start smoking that meat we just got from the hunt. For now I think our biggest problems are living space which can get fixed quickly.
>>
>>2804423
Where the update?
>>
>>2804388
>Take the Kulvelu Offer. A supply of copper and tin for weapons and armour of your own design and at your own will will make your tribe among the best armed in the region.

Our clans people, thrilled during the heat of the 'Massacre of The Wall', are thirsty for more battle and to conquer the surrounding tribes and eventually the South-Eastern Region.

With the Rock Pickers divided, I believe that we should seek to forge these weapons and Armour. With this we become the strongest battle force in the South-Eastern Region by far. Coupled with old mate with the 2 hand beserker axe im sure some God would look down at us in favor of battle.

>should we establish a religion?

>>2804672
After that we meet with the weakest of the 3 and seek to ally with them. They really have no choice here, and allying with us is the best option for them.

They will know the region better than anyone else. With their knowledge we can figure out the best places to engage in battle and use the same herding-slaughter technique that our tribe uses with the wild sheep of the City.
>Our tribe should establish a name for our City

I'd like to see our tribe start regular trade with the Canal tribe. They're far enough away to not be considered a threat and having a formidable ally in this City would be of great deal of use to us.
>>
When's the next session OP? I'm ready to pull our tribe up from the bootstraps
>>
>>2807399
It seems foolish to attack the rock-pickers at this stage. Since one of the tribes the Kulvelu can make bronze weapons and armor. And we have problems to deal back at home rather than attack other tribes.
>>
>>2804388
>Take the Karljane offer
>>
>>2801637
It's been 4 days, what happened to OP? :(
>>
RIP
>>
>>2808106
This is true - I'd love to see our tribe have a disposition to wage war tho. Aggressive expansionists.
>>
RIP
>>
>>2801637
OP if you come back, you're not a faggot
>>
QM what Happened?
>>
RIP
>>
Thus always to civ threads
>>
>>2820937
If OP comes back (unlikely) I'll follow the quest when it starts back up again
>>
Already aborted?
>>
Hey OP of you can come back instead of starting back new quest that'll be great
>>
>>2804388
And just when i finished reading up on it
It looks good. Pls return

>Karljane Offer
>>
>>2825965
You and me both laddy
>>
I am back. I'm really sorry lads, I got caught up in something for the week. Dreadfully poor form on my part.

If folks are still interested, I'd ask that they re-state their vote replying to this post.
>>
I'm gathering that people wanted to take the Karljane offers, and to consult the slave elders, so I'll begin writing that if no-one has any objection.
>>
>>2829540
Oh nice, I thought you had been struck by a car. The quest was off to a great start and the setting was pretty interesting so I will tune in.
>>
>>2804672
>>2804921
>>Take the Karljane Offer

>>2829502
Pleased that you are not dead.
>>
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>Take the Karljane Offer. Goats, and their herding, are a prosperous stock and a prosperous art, able to provide hair, milk and meat regularly.

The tribe is swelling, day by day, and it is simply sensible to take the option providing more food, since sporadic hunting for flocks of wild-sheep cannot provide for the tribe forever. Most tribes do remain scavenging and hunting, as your own mostly does, since they need not bother to defend their flocks or fields, but with the might of the wall you have more than enough security to support a flock, though they will have to be herded to pasture every once in a while. The herding of goats, as practiced by the Rockpickers and many other outer-city tribes, is a prosperous business too, providing much needed meat, milk, fur and hardy pelts for the use of the tribes. Compared to rat, dog and wild mutton, domestic goat-flesh is all but a treat for the long-scavenging tribe.

So it is that the assembled hunters, who played the most major role in the battle and so took the slaves, call upon the Karljane envoy, bringing him behind the great mass of the walls, still bearing streaks of dried blood. It is agreed that, in exchange for the nine rockpicker women, the Karljane will provide 30 Goats, along with two slave-shepherds to teach your tribe how to care for them. The deal made, the envoy swears to uphold it with his own blood, apparently a rockpicker tradition, in which he cuts a flint-blade into the base of his palm, allowing the blood to drip into the tribe's cook-fire. The tribe marvels at the strangeness of the robed stranger, before fetching him the rockpicker women, who seem relieved to return to their own kin, however distant. The slave elders are asked to vouch for the envoy, and they are glad to be listened to as they relate the Rockpicker Myth of Burnt-Blood Oaths, by which they bind themselves to promises. They say that the Rockpickers almost never break such promises.

The envoy departs quickly, gloating over the Kulvelu and Ultegu, who glower as they depart, glaring up at your walls, and at the smug huntsmen sat upon the battlements. Before sunrise of that night, the Karljane envoy, a man named Kutik, returns, followed by a horde of piebald goats, both ewes and bucks, with short, curled horns and ashy eyes. With them are two pallid shepherds, who strain to speak in the common tongue, as if unfamiliar with it, and who refuse to speak about much other than maintaining the goats. Soon enough, the herd is settled, grazing in the ruins surrounding the wall, and within the week the first tribesmen have learnt to milk and herd them. The milk is rich, refreshing, and a pleasant change from water, coupled with the mutton from the last hunt.

>>Karljane Offer Accepted - +30 Goats, 2 Outsider Shepherds. Good Relations.
>>Relations with Kulvelu and Ultegu damaged.

Cont.
>>
>Stats
>Population: 119 65 Males (43 Free, 20 Enslaved, 2 Rockpicker Shepherds), 33 Females (33 Free Wives), 18 Children (4 Free, 14 Slaves), 3 Elders (Slaves, Tenement Tribes)
>Tech: Pottery Stone Age (Stone/Flint Weapons, Short Bows, Domesticated Dogs, Simple Cultivation, Brickwork Construction, Rawhide-Tailoring, Primitive Pottery, Simple Kilns)
>Food: High (Remaining Mutton will Perish in three turns)
>Place: South-Eastern Tenement (100 Capacity, Ruined Courtyard, Ruined Cellars, Heavily Fortified (Mighty Walls))
>Goods: 30 Fleeces, 20 Sheep Pelts, 25 Rawhide Coats,Ram's Horns. 12 Teardrop Spears, 6 Copper Helms, 30 Skeins, 36 Sheepskins, 7 Silver Rings, 3 Gold Rings, 1 Bronze Hawk-Axe, 1 Demon-Etched Khopesh, 3 Gemstone Amulets.
>Produce (What the tribe produces in surplus): Goat's Hair, Goat Milk, Mud-Brick, Hand-Made Pots.
>Livestock: A Pack of Hounds, 30 GoaTS


>What next? (Roll 1d100 for any action)
>Construction (Requires resources)... (Fortifiy the Tenement, Build new, higher rooms, etc.)
>Foraging (What for?)
>Craft? (What, and with what?)
>Hunt (What for?)
>Scavenge (What for?)
>Research (Which technology?)
>Diplomacy? (With Who?)
>Something Else? (Write in
>>
By the way, lads, this is the second time I've had to look up breeding habits of livestock, along with general behaviour for this civ alone. I did the same a few years back when I ran a game about running an Ancient Greek Farm, which forced me to learn a lot about Sheep, Milk-production, cheese-making and herding.
>>
>>2829615
>Construction (Requires resources)... (Fortifiy the Tenement, Build new, higher rooms, etc.)

We're currently over the capacity of our living space. Let's resolve that.
>>
>>2829615
Best make a new thread OP, this thread won't bump
>>
Rolled 17 (1d100)

>>2829620
+1
>>
>>2829621
I'd thought of it. I'll deal with this action, and then we'll start a new thread with an event.
>>
Rolled 8 (1d20)

>>2829620
Supporting.
>>
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>>2829620
>>Expand the Tenement. 17, Success,

With the tribe so bustling with new additions, including the slaves, the tenement is no longer enough to contain them. Slaves sleep in stairwells, slave children rest under ruined terraces and even one of the slave elders has taken to sleeping in the gnarled tree roots of the courtyard, among the dogs. So, the craftsmen decide to set to work. With the new reserve of slaves to labour in the primitive brickworks, the process of construction is now even faster and easier, at least for the freeborn tribesmen. First, the last of the roof terraces are rebuilt and set, some entirely new rooms being built, accessed through hatches from the rooms below, until the tenement rises four stories high, the old worn bricks supplemented by the fresh, wet colour of the new brickwork.

But even still, that is not quite enough, especially not if any new members join the tribe. So, entirely new buildings must be constructed. This is a much slower process, as trenches are dug in the space between the tenement and the wall, to be filled in with brickwork foundations, before new, rectangular houses are built up of the fresh-crafted bricks. It takes a while, but soon enough the entire north side of the wall, facing the street, has houses constructed up against it. A narrow path of empty space surrounds the tenement itself, as the houses are built pressed into the wall, allowing their roofing to serve as a broader rampart for the wall.

To expand the living space more will require more time and effort, as the slaves now grow tired of brickwork, and the craftsmen of construction, but the rewards are substantial. In one fell swoop, room for fifty more tribesmen has been made, with the new houses soon filling with slave famillies, slave-children, and with the few free couples not accomodated within the tenement.

>The North Wall has been built up with terraced houses suitable for fifty people. In addition, the northern ramparts can now hold significantly more soldiers.

For a while, all is well, and the tribe settles into the rythm of life, herding the goats, scavenging the ruins, hunting for food and patching up the tenement. The tribe is prosperous enough, however much it must struggle beneath the notice of richer or larger tribes like those along the canal, and there is peace. One morning, however, the peace is shattered. One of the pale, quiet shepherds has been found dead.

>>We'll continue in a new thread shortly.
>>
>>2829668
Fucking hell I thought you were kill.
Best do a new thread
>>
Rolled 22 (1d100)

>>2829668
>Taking only one roll
>>
>>2801637

Thread Two: The Summer Rain

>>2829729




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