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File: CivilizationThreadNew.png (4.91 MB, 2000x2400)
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Titanic war has ravaged the continent, driving all races westward across the desert wastes. Your race has miraculously found a massive lost valley, filled with varying biomes and seemingly undiscovered by others. This will be the beginning of your new civilization.

This will be a new style of Civilization Thread.
I will close voting on the race at 1500 UTC tomorrow to give everyone a chance to vote. The majority wins with dice or the best argument determining any tie.
We will be testing out my newly developed rules system and hopefully having a lot of fun.
Once our civilization is fully established, I promise at least one update a day, at 1500 UTC, with possibly more on Saturdays, Sundays, and Mondays.
>>
>>4203084
>Elves.
I'm sceptical, but I will follow for now.
>>
>>4203084
Myconid
>>
File: CivilizationThreadRULES.png (3.61 MB, 2000x2400)
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Here are the rules for anyone who cares to read them. It's not really necessary.

The only real guideline I have for going forward with developing our civilization is that I ask anons not to try to recreate some past civ. It won't work because it won't be the same and the attempt will just fall flat.
>>
>>4203090
Your skepticism is understandable.
I appreciate your tentative trust.
>>
>>4203084

This is interesting. As always when it comes to civs I'm suspicious (Not least given I've run, and flaked, on more than a few myself) but I'll follow anyhow.

>Dwarves

Dwarves are perfect for a valley, plus who doesn't like technology and industry?
>>
>>4203084
Elf
>>4203114
Are you the Civ faggot?
>>
>>4203123

Nope, I'm nowhere near that bad or notorious thankfully. Its basically been 4 or so over the past year which I ran for a bit but ultimately just lost the drive for. 2 I formally closed, 2 I just ghosted on. None were really memorable in any way.
>>
>>4203084
>CrystalIds

Technical superiority is the key to every great civilization. And Stoneworks would be a huge help early game. Plus, we are rock people. Rock people R O C K, we can invent rock and roll thousand years before our time
>>
>>4203084

Civshitter reporting in

Elves for maximum faggotry
>>
>>4203165
Kys
>>
>>4203084
Fairies
>>
>>4203084
>Lizardmen

Fuck you warm bloods!
>>
>>4203171


no u
>>
>>4203084
Trolls
>>
>>4203191
Guys come on! Let's play a faires, let's find a village, and let's troll villagers,
>>
>>4203191
>>4203232


This is acceptable.

Changing my vote to fairies.
>>
>>4203084
Dryads of course
>>
>>4203084
Elves though Djinnes look awesome.
>>
>>4203084
>CrystalIds
I'm ready for the Techno-sorcery civ
>>
>>4203084
Elf
>>
>>4203084
Crystalids or Faries, whichever has the better chance of winning.
>>
>>4203084
Elves look good. Let's do that
>>
>>4203473
>Crystalids or Faries, whichever has the better chance of winning.
That's a novel way to vote.
I kinda like it.
>>
>>4203084
Elves
What kind of elf are we based on tho. High, dark, forest?
>>
File: rockin it.png (870 KB, 739x718)
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>>4203084
It's crystalid time!
>>
>>4203090
>Elves
>>4203093
>Myconid
>>4203114
>Dwarves
>>4203123
>Elf 2
>>4203143
>>CrystalIds
>>4203235
>fairies
>>4203191
>Fairies 2
>>4203193
>>Lizardmen
>>4203230
>Trolls
>>4203246
>Dryads
>>4203298
>Elves 3
>>4203421
>>CrystalIds 2
>>4203445
>Elf 4
>>4203473
>Crystalids or Faries 3
>>4203482
>Elves 5
>>4203664
>Elves 6
>>4203879
>crystalid 4

Elves have 6 votes.
Crystalids have 4 votes.
>>
Elves win!
>>
Let's do Crystal bros, that sounds interesting.
>>
Rolled 3, 3 - 1 = 5 (2d6 - 1)

>>4204656
>Elf Civilization
>Growth 2d6-1
>Offense 4d6
>Defense 4d6
>Mysticism 4d6+1
>Technology 2d6
>Diplomacy 2d6-1

>Technology Development:
Archery (I)

...

Rolling for the initial Population of the settlement.

The elf settlers were lead by someone who remains in charge of their new civilization. Who is it?
>Elf (Male)
>Elf (Female)
>Group

And by what authority do they lead?
>Lineage, their family has always lead
>Religious, the religious leaders command all (Any ideas regarding religion?)
>Merit, they are the best (At what though?)
>Popularity, the other elves chose them to lead
>Will, they wanted the power, took control, and ensure they will keep it

Any Write-In suggestions will be considered.
>>
>>4204752
> Elf (Female)
> Will, they wanted the power, took control, and ensure they will keep it
>>
>>4204752

(Single) fucking huge lizard civ guy here.
Crystalids are nice, but so are dessert elves.

The elf settlers were lead by someone who remains in charge of their new civilization. Who is it?

>Elf (Male)

Menthor
An Ancient elf; white haired and old, even for an elf. He has seen the elf civilization at its height, and will do anything to see its flower bossom again.

And by what authority do they lead?

>wisdom
>>
>>4204752

civshitter here

Elf (male)

Lineage
>>
>>4204752
>> Elf (Female)
>> Will, they wanted the power, took control, and ensure they will keep it
>>
>>4204781
>old, even for an elf.
>>4203664
>What kind of elf are we based on tho. High, dark, forest?
This reminded me.
I wanted to clarify that our elves will be neither D&D nor Tolkien.
They will be ours.
They are not immortal, but they are capable of living much longer lives than humans. So our elf leader might easily remain the same individual throughout the years.
They would be smaller and slightly weaker than humans, so their naturally superior Offense and Defense must come from speed and dexterity or possibly mystical in nature, I would think.
>>
>>4204752

>Elf (Male)

>Lineage, their family has always lead
>>
>>4204752
>Elf (Female)
>Popularity, the other elves chose them to lead
>>
>>4204752

Elf (female)
Will

as for a religion idea, they worship the wind. No sex distinction, both male and female share the same roles and duty inside the religion. Priest often wear small ornament shaped as to indicate the direction and strength of the wind. Practice sky burial and look highly to birds as they can ride the wind and explore the skies
>>
The leader vote is still open.
I'm just adding two location votes.
Resource and terrain will be tallied independently of each other, and hopefully the final result will make sense.

The elves chose the settlement location for several reasons. Obviously, there was a source of fresh, clean water. There was also a discovered resource in the area. What was it?
>Fertile Soil
>Plentiful Fish
>Large Game
>Rich Minerals
>Abundant Trees
>Lush Pasture
>Various Herbs
>Accessible Stone
>Abundant Food
>Mystical Element
>Write-In

The massive valley extends between two large mountain ranges stretching along the east and west, terminating in a craggy labyrinth of chasms to the north and a rocky sea to the south. There was a wide variety of terrains to settle upon. Where did they settle?
>Mountains
>Plains
>Desert
>Lake
>Hills
>Forest
>Jungle
>Beach
>Caves
>Write-In

If you feel there is some other essential element, consideration, or detail the elves would require in a settlement location, feel free to suggest it.
>>
>>4204862
>Large Game
>Plains
>>
>>4204862

>Fertile Soil
>Plains

This is a good combination for productive agriculture in the future, which in turn can bring all manner of benefits to us.
>>
>>4204752
>Elf (Female)

>Popularity, the other elves chose them to lead

>>4204909
This is good. Supporting
>>
>>4204909

dis gud, support
>>
>>4204752
>Elf (Female)
>Popularity

>>4204862
>Plentiful Fish
>Jungle
>>
Whats with the matriarchy fellas?
>>
>>4204752
>Lineage, their family has always lead

>>4204862
>Mystical Element
>Beach
>>
>>4204862
>Hills
>Various herbs
>>
>>4204764
>Elf (Female) 1
>Will 1
>>4204781
>Elf (Male) 1
>wisdom 1
>>4204791
>Elf (male) 2
>Lineage 1
>>4204798
>Elf (Female) 2
>Will 2
>>4204814
>>Elf (Male) 3
>Lineage 2
>>4204835
>Elf (Female) 3
>Popularity 1
>>4204846
>Elf (female) 4
>Will 3
>>4204873
>Large Game 1
>Plains 1
>>4204909
>Fertile Soil 1
>Plains 2
>>4204927
>Elf (Female) 5
>Popularity 2
>Fertile Soil 2
>Plains 3
>>4204928
>Fertile Soil 3
>Plains 4
>>4204962
>Elf (Female) 6
>Popularity 3
>Plentiful Fish 1
>Jungle 1
>>4205109
>Lineage 3
>Mystical Element 1
>Beach 1
>>4205112
>Hills 1
>Various herbs 1

Just checking in and tallying up what we have so far. Not exactly sure when I should call the vote.
>>
>>4205068
>Whats with the matriarchy fellas?
One could blame it on my image choice, but who's to say?
>>
Dead?
>>
>>4205972
>Dead?
Never.
Just slower to close votes.
Although I think I'll close the votes here soon.

It looks like a popular queen fertile soil plains, but I'll give you a chance to vote.

I will definitely post a full update by 1500 UTC.
>>
>>4204752
>group (elders)
Elves live a long time it just makes sense.
>>
>>4204862
>plentiful fish
>beach
>>
>>4205994
I'd say if you have a good collection of different anons' votes, just go for it.

Don't hold back if it has been a good long while since the last post/vote call on the off-chance one or two more people may or may not respond. Better to keep the momentum up and the updates flowing. To keep people interested and the quest alive is paramount for a new quest. Don't want it to fall off onto page 5 from three-day autosage before the actual game itself gets underway.


For the hell of it though, I think I'll vote:
>Fertile Soil, Plains
Since this is specifically in a valley; I think mid-way in the valley would be good, near by -but not right next to- the river for safety from flooding. And slightly closer to the rocky sea south than the labyrinthine chasms to the north.
Indifferent on the ruler themselves.
>>
Are we pussy elves or are we aggressive elves?
>>
>>4204752
>Elf (Female)
>Will
and
>Fertile Soil
>hills
>>
>>4206276
Closing the vote.

>Elf (Female)
>Will
>Fertile Soil
>Plains
>>
>>4206573

copy that gm. lets scout out the valley, then the plains around.
how is our food?
>>
File: ElfCiv001a.png (1.97 MB, 1338x1713)
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>>4206640
>copy that gm. lets scout out the valley, then the plains around.
The Lost "Valley" is massive. Canyon might be a better word, but I liked valley.
Here is an image indicating the scale of most of it with the nearby terrain, also plains with a river to the north, having been lightly scouted.

>how is our food?
Settling has depleted your supplies.

Proper update imminent.
>>
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>Population Tier II: Stable (5 pips)
>Food: {5}-5= 0 Hunger
>Health Tier I
>Morale: ½
>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged);

>Resources:
Fertile Soil: 1 Hex
Foraged Food: 1 Hex

>Structures:
Elf Settlement (0):


Edella Farn stepped out of her tent in the middle of the settlement and looked over her people’s meager settlement in the afternoon sun. Even for one of their race, she was old, but she took pride in her white hair and sparse wrinkles as markers of her cunning and survival.

Her family had always been important to the community, but when the war pushed everyone to flee, she seized the opportunity to take control. Her people had needed drive and direction and she had desired the power and possessed the strong will to ensure she kept it.

She was somewhat dismayed at the simple tented settlement without defenses or stockpiles. Her people had weakened in the travel, taking only what they could carry and they had depleted their food supply.

Fortunately, their settlement had plentiful foraging and good soil, fed by a small tributary from the river to the north. But if they were to spend all their time and effort foraging to keep their bellies full, they would not have time to build up their settlement. It was a problem.

And here came another.
One of the younger scouts came running swiftly across the plains towards her tent. Greeting him with a warmth she did not feel, she was relieved to find that what she had taken for alarm, was actually excitement.

The scouts had spotted strange animals far in the distance to the northwest. They were great flocks of birds, like the many beautiful ones that grace the sacred sky and provide the archers with their feathers.

But these birds had astounded the scouts because they were not only larger than an elf; they also ran upon the ground at great speed across the plain. The scouts had argued over the meaning of this discovery.

Some of the more religious felt they were sacred gifts from the sky, to be revered; while others considered them to be cursed because they were birds and yet did not fly. The more practical among them considered that they could be hunted for meat or even tamed.

They wanted her opinion on the strange new birds and Edella’s attempts to convince them that there were more immediate concerns were unsuccessful. The people were distracted and excited and it was clear she needed to settle the matter before she could direct the community into any action.

...
>>
>>4206810
What does Edella tell them the land birds mean?
>Edella tells them the birds are sacred.
>Edella tells them the birds are cursed.
>Edella tells them the birds are simply another animal, similar but separate from the birds of the sky.
>Write-In

How does Edella tell them they should do with the land birds?
>Land birds should be left alone.
>Land birds should be hunted. (If possible)
>Land birds should be tamed. (If possible)
>Land birds should be worshipped.
>Write-In

You have 1 Actions for the beginning of Spring:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train 1 to 3 Archer Units
>>
>>4206813
>>Edella tells them the birds are cursed.
>Land birds should be tamed
Explore the north hex
>>
>>4206810

>Edella tells them the birds are simply another animal, similar but separate from the birds of the sky.

Let's avoid any sort of superstition for the moment here, especially given that it may well interfere with any future goals or uses of such creatures.

>Land birds should be tamed. (If possible)

Honestly, pack animals are essential to the development of a proper society, so this is a must.

>Explore - Discover Resource

Explore the hex directly to our north. Let's see what we can find.
>>
>>4206813
>Edella tells them the birds are cursed.
>Land birds should be left alone.
>>
>>4206837

no no, scratch that

>Edella tells them the birds are cursed.
>Land birds should be hunted. (If possible)

erradicate cursed unflying birbs
>>
>>4206836
+1
Land birds could be turned into chicken, giving us a steady food source.
>>
>>4206813

Simply another animal

Tame them

If they cant be tamed we exterminate the whole lot

(But maybe we can eat a few anyway we hungry)
>>
>>4206813
>Edella tells them the birds are simply another animal, similar but separate from the birds of the sky.

>Land birds should be tamed. (If possible)
>But bring bowmen along with any tamers, so any failed taming attempts turn into hunts

If we can farm
>Build Structure
>Irrigation ditch
Else
>Develop Technology: Farming
>>
>>4207110

Mvp
>>
>>4207110
Seems like a good call, supporting.
>>
Rolled 4, 5, 6, 1 = 16 (4d6)

Another animal to tame

>>4206825
>>4206836
Explore

>>4207110
>>4207239
Farm

>>4207233
I'm going to count this as a support for farming to break the tie.

2d6 for Technology Development
2d6 for Growth -1
>>
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>Population Tier III: Growing (11 pips)
>Food: 0 – 11 = -11 Hunger
>Health Tier I
>Morale: ½
>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged);
Farming (I): +1 to Gather (Produce/Grain) with Farm Structure
>Resources:
Fertile Soil: 1 Hex
Foraged Food: 1 Hex

>Structures:
Elf Settlement (0):
Farm (0): +1 Food


She was able to convince the others that the land birds were just a local animal and that might be quite useful if they could tame them sometime in the future, but they were neither a curse nor a blessing.
Succeeding in setting that aside, for the time being, Edella directed them to focus on cultivating the fertile soil and starting a farm just north of the settlement camp planting traditional elven produce and a few local grains and root vegetables.

To her delight, they quickly learned the basics of farming and the rich soil already showed promising sprouts. She hoped that soon their food concerns would be a thing of the past and they could work towards strengthening her new settlement.

As the season went on, there was a powerful rainstorm that forced the elves to seek shelter for several days. Afterward, many of the elves were upset by the lost time and damage done by the storm.

Edella Farn is far too shrewd to let their misery go to waste and immediately sees a way to manipulate it towards other ends. She gathers the whole settlement and rallies them to look upon the storm in a new light.
How does she manipulate the situation?
>She convinces them the storm was just a challenge for them to overcome and they have proven their strength, encouraging them to feel pride.
>She directs their focus to how beneficial the storm was to their crops and that what might seem like a bad thing, might actually inspire hope.
>She points out all the ways they could make their settlement more capable of withstanding such storms, inspiring their ambition.

You have 2 Actions for the end of Spring:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train 1 to 6 Archer Units
>Train 1 to 6 Farmer Units
>>
>>4208012
>She convinces them the storm was just a challenge for them to overcome and they have proven their strength, encouraging them to feel pride.
An elf is nothing if not prideful

>Build Structure
>Farm

>Train 1 to 6 Farmer Units

If I understand it right, each farm gives 1 unit of food per turn, guaranteed, for every level of farming tech, even without active farmer units working them. Is that right?
>>
>>4208119

Supporting.
>>
>>4208119
>If I understand it right, each farm gives 1 unit of food per turn, guaranteed, for every level of farming tech, even without active farmer units working them. Is that right?
Correct.

Also, that is meant to be a choice between 1 to 6 units. You can currently choose to have up to 6, but if want them to have change different units, you'd have retrain them, and if your Pop dips back down to Tier II, all but 3 units would be disabled.
>>
>>4208244

Let's train 3 in that case.
>>
>>4208012

pride! Im hoping for the most arrogant of elves

>>4208012

train 3 archers. train 3 farmers. i feel we are getting too comfortable here. we are not many. a random goblin raid, or even, forgive me for saying this, a h*man, could wipe us out or worse, force us into sex slavery.

we must remain vigilant.

after farms we should build a pallisade around our village.
>>
Since last night's second update was later, I'm keeping the vote open a couple more hours and intend to update at 1800 UTC.
>>
I'd elaborate but I don't understand your system, so I will just support this anon >>4208119
>>
>>4208012
>>4208273

>She points out all the ways they could make their settlement more capable of withstanding such storms, inspiring their ambition.
I'll go with ambition, Edella is ambitious herself hence why she took the power in the first place, plus ambitious people can be manipulated easily.

>Train 3 farmer
Supporting the 3 farmer training

>Gather food
The farms won't be enough to sustain the pop right now, so let's ask hunters to bring back a bit of meat for the time being. Since the weird running birds are not sacred they will *hopefully* be a fine meal.
>>
>>4208295
We definitely should train some archers next round. Even though we haven't seen any h*mans, we should be prepared to engage in preemptive self defense against them or any other race lesser than us. It'd also be useful to have them as units that can scout and do animal taming without having to deal with attacks from large, flightless birds. I've heard those bastards have been aggressive enough to declare war on civilized peoples and win.

Also, supporting training 3 farmers. I thought it was going to be handled by a random roll since I assumed 1 to 6 meant rolling a d6 when I made the post.
>>
Rolled 4, 3 - 1 = 6 (2d6 - 1)

>>4208119
>Pride.
>Build Structure: Farm (0)
>Train 3 Farmer Units

Closing vote and rolling Growth.

I've had an interruption right now but I will post the beginning of the Summer update later today.
>>
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>>4208550

Fucking based elve chad brother

>>4208668

We must build a pallisade
And train 3 archer elves to be royal guards of our Queen.
Hunting = clear archer training. Times in the field on static targets and small group based big game hunts in the surrounding plains.
Who knows if they hunt any, but they will grow accustomed to the area.

Hopefully our food needs will be attained, at minimum.

I assume scouting will occur during hunting
>>
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>>4208956

Should also help with additional scouting in surrouning hexes. We are in the dark. The recruits should be instructed to be as silent as possible.

do we have preference to day/morning/night (moon elves) hunting? (We could put it up to vote or let a roll)
>>
QM?
>>
>Population Tier II: Stable (11 -10 +6 = 7 pips)
>Health Tier 0 (3 -10/2 pips)
>Morale: ½ (0 + ½)
>Food: -5 Hunger (0 –7 + 2)

>Units: 3 Available of 3 Farmers

>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged);
Farming (I): +1 to Gather (Produce/Grain) with Farm Structure
>Resources:
Fertile Soil: 1 Hex
Foraged Food: 1 Hex

>Structures:
Elf Settlement (0):
2 x Farm (0): +1 Food Spring/Summer; +2 Autumn;

It was effortless to play upon her people's pride and bolster their dwindling confidence by citing their strong elvish survival and her assembled community dispersed feeling confident and proud despite their grumbling bellies. Of course, Edella wanted much more than survival.

She imagined herself "Queen Farn" and flanked by royal guards protected by mighty palisades. She dreamed of scouting teams of elves exploring and patrolling the wide-open plains.

But her dreams are dashed by the harsh reality that her people are starving and miserable. She knew that she had to do something to preserve what little morale was left.

Fortunately, many of her people had developed into skilled farmers and when their first crop was picked, she declared a celebration. The meal was tiny and meager for a banquet, but they enjoyed it like was a feast and sang songs into the night.

What did Edella Farn have the elf civilization celebrate?
>The founding of the civilization
>The hardworking farmers finishing the planting season
>Edella Farn herself, their heroic leader
>Write-In

You have 1 Action for the beginning of Summer:
Clever Write-In actions may be incorporated into one of the standard actions:
>Gather Food with 3 Farmers to halt the spiral of hunger and low morale
>Do something else more clever
>>
>>4209523
>The founding of the civilization
I'll leave the details to someone who has figured out the systen
>>
Rolled 2, 3 - 1 = 4 (2d6 - 1)

>>4209483
Sorry for the wait.
I will close the vote one this one sooner than usual to give you guys another update with more agency.
Rolling for next turn's Growth now, in fact.
You're backed into a corner of needing to Gather Food or do something really clever this turn or you won't be able to do anything without the dice gods blessing.
Rolling
I knew that a low-morale & low-food combo was really bad but my mistake was that I hadn't realized that I was capable of warning you in advance when it was coming and I didn't. I took some thought to work out the most elegant solution.
>>
>All actions up to this point are dedicated towards getting our food production going on a start that's designed to maximize food
>Civilization about to collapse because nofood
Maybe I have no clue how this system works, but if I'm reading the rules you posted right, then the "gather" action would only net us food equal to our population. Maybe it's different now since we have people who can farm, but I'm thinking of during the start. In other words, we would still be starving (even with the +1 food from the elf trait applies). We clearly can't hunt, since we don't actually have any warriors or bowmen (and I doubt those emu's are gonna be susceptible to persistence hunting).

Also, how did our population explode so fast that our food needs more than doubled in half a season's time? From what I can tell, we shouldn't have even grown from size II to size III, since the pip increase from growth (6) would have been wiped out by the food deficit we were running (-8, or 2*(-5+1). Again, I think I'm seriously misunderstanding the system, but if what I'm looking at is right, there is no series of actions we could have taken that would have resulted in the civ's survival, except maybe being lucky and rolling low on growth rolls so we would have no population growth and thus had been able to get a function farm going.

Posting as a formality, since we don't really have options this turn

>>4209523
>The founding of the civilization
>Gather Food with 3 Farmers to halt the spiral of hunger and low morale
>>
>>4209608
Population is a double-edged sword that sort of manages itself.
The larger Pop is, the more units you can have and the more actions you can take.
But it also increases Hunger, which directly reduces the Population.
So that is basically even.

So the more Food you have, the less hunger reduces Pop and your Pop will grow.

The problem is that Hunger also reduces Health, which then reduces Morale.
Morale Tier is multiplied by Pop Tier to get your number of actions.
So a Morale of 1 turns Pop 2 into 2 Actions.
A Morale of 1/2 turns Pop 2 into 1 Actions.
A Morale of 1/2 turns Pop 1 into 1/2 rounded up to 1 Action.
A Morale of 0 turns Pop 5 into 0 Actions.

Solutions include increasing Food, Increasing Health, decreasing Hunger, or even modifying Morale, although that could be OP so I'd have to be careful with that.

The game is about adding Developments, Structures, and anything else that you can think of to increase stats to get and stay strong and handle whatever problems come along.

You're starting out with nothing and doing well.

I just should have warned you that a Morale 0 was possible and coming, but I hadn't realized that I could predict it without the next turn's growth roll.
>>
>>4209523
>The founding of the civilization
>Gather Food with 3 Farmers to halt the spiral of hunger and low morale
>>
>Population Tier II: Stable (7 -5 +4 = 6 pips)
>Health Tier ½ (3 -5/2 pips)
>Morale: ½ (½ + 0)
>Food: 4 Stockpile (0 – 4 + 6 + 2)

>Units: 3 Available of 3 Farmers
Farmer: +1 to Gather (Produce/Grain)

>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged);
Farming (I): +1 to Gather (Produce/Grain) with Farm Structure
>Resources:
Fertile Soil: 1 Hex
Foraged Food: 1 Hex

>Structures:
Elf Settlement (0):
2 x Farm (0): +1 Food Spring/Summer; +2 Autumn;

The Founding Celebration did the trick and everyone, especially the farmers whose food had gone so appreciated, returned to their tasks with renewed effort and pride. Many elves came up to Edella to thank her and say they were already looking forward to next year's celebration.

Queen Farn allowed herself a period of smug satisfaction. Simply by framing their first crop as part of an annual celebration, she switched their focus from immediate misery to plans for the future.

While walking along the tributary, one of the young elves found a large dead fish washed up on the bank. Clearly having floated from further up the river to the north, the large fish had one bitemark running down the length of it from a very large creature.

Some people were scared of it while others wanted to hunt it down and kill it. And while there still might be more pressing concerns, Edella knew she had to guide her people again.

What does Edella focus their attention on, regarding the creature?
>She reminds them that the creature is taking resources from their territory and encourages them to hate the Fishstealer in anger.
>She reasons and points out that in order to support such a creature, their new home is clearly quite prosperous and has them regard the Mighty River with pride.
>She warns them that the creature might not be alone, that the river could be dangerous, and urges them to treat the Riverbeast with caution.
>Write-In

You have 1 Action for the end of Summer:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move 1 to 3 Farmers Speed 3
>Gather Food with 1 to 3 Farmers
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train 1 to 3 Farmers into Archer Units
>>
>>4209925
caution
write in
construct some watch/guard towers and a walled off safety area
>>
>>4209925
We have no choice but to go all in on food again or our pop will explode and we will go into another death spiral as our morale drops further to zero. If/when we get another action, we got to build food stores or another food boosting thing (tech or structure). Our only hope seems to be stabilizing at max pop size and building a sufficient food store in time to deal with whatever bullshit QM throws up in the future. Morale losses from starvation means we have to avoid it at all costs.
>anger
>gather with all farmers
>>
>>4209925

Anger, farm hard
>>
>>4209959
Just FYI, quick projections indicate that, if you did nothing regarding food, you would have 2 to 3 Actions through Autumn, but would only get an action during the winter if you roll low on growth during the winter.
So it's not impossible, but winter is coming.

>we got to build food stores or another food boosting thing (tech or structure).
Stores and food development are definitely important.
>>
>>4209959
Supporting
>>
>>4209925
Explore the river more.
>She reasons and points out that in order to support such a creature, their new home is clearly quite prosperous and has them regard the Mighty River with pride.
>>
>>4209942
>caution
>watchtower
>>4209959
>anger
>gather with all farmers
>>4210157
>Anger
>farm hard
>>4210232
>anger
>gather with all farmers
>>4210285
>pride
>Explore the Mighty River

Angry Farmers win the vote.
>>
Rolled 4, 2 - 1 = 5 (2d6 - 1)

>>4210319
Forgot to roll for Growth.
>>
>>4210384

Mediocre

>>4210319

Angry elvish farmers.
And we gon get that fish thief and put some traps down for easy food
>>
>Population Tier III: Growing (6 -0 +5 = 11 pips)
>Health Tier 1 (3 -0 pips)
>Morale: ½ (½ + 0)
>Food: 3 Stockpile (4 – 11 + 6 + 4)

>Units: 3 Available of 3 Farmers
Farmer: +1 to Gather (Produce/Grain)

>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged);
Farming (I): +1 to Gather (Produce/Grain) with Farm Structure
>Resources:
Fertile Soil: 1 Hex
Foraged Food: 1 Hex

>Structures:
Elf Settlement (0):
2 x Farm (0): +1 Food Spring/Summer; +2 Autumn;

Turning her people's fear of whatever it was that bit that fish into anger at a "Fishstealer" worked well. Nothing pulls a community together quite like being against a common enemy.

There were no more sightings or evidence of the Fishstealer, but a few elves still blamed things that went wrong on the Fishstealer. Edella tried to discourage the idle superstition with mixed results.

She thought it was just more superstition when several elves told her that one of the elves in her community was casting magic but she went and spoke with the individual, she found that they actually did have some mystical power, seeing it with her own eyes.

Edella encouraged them to develop their abilities and share any discoveries directly with her. Mysticism could be a powerful tool and she wanted to be the one controlling those who could wield it.

Who was the elf with mystical power?
>A young elf with natural talent and ability, discovering their power
>A dabbling caster who only ever learned a few little things
>An older, knowledgeable caster that never had much power, but had studied mysticism for years.
>Write-In

What form does their mysticism take?
>Compelling the true essence of things
>Calling upon the Sacred Wind
>Channeling power directly from the stars in the heavens
>Achieving unity and harmony with the world around them
>Communing with spirits
>Concentrating their mind over matter
>Write-In

You have 2 Actions for the beginning of Autumn:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move 1 to 3 Farmers Speed 3
>Gather Food with 1 to 3 Farmers
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train 1 to 3 Farmers into Archer Units
>>
>>4210529

>A dabbling caster who only ever learned a few little things

>Concentrating their mind over matter

Triomf des willens. Coupling this with the dabbler seems like fun. Growth potential.

>>4210529


>Gather food (cant we recruit more farmers at the same time? Like their sons, cousins, volunteers, going in the fields with them? Like wth are the others doing?)

>build primitive pallisade from felled trees around our village

We need a safe haven during winter, not only to be safe from whatever lurks out there, but also to safeguard our food so no animal steals our supplies on midwinter night.

Just a quick question what is our tech level. Do we have iron/bronze/copper/stone tools?
>>
>>4210529
>A young elf with natural talent and ability, discovering their power
>Concentrating their mind over matter
>BUILD A WALL
>>
>>4210529
>A young elf with natural talent and ability, discovering their power
>Concentrating their mind over matter
>Gather Food with 3 Farmers
>Build Structure
>Farm
I'd like to do something else, but with how our population is constantly exploding, we have no real choice but to go all in on food.

I would personally suggest archers over a wall since we would like ranged combatants to make use of the wall's force multiplier. Archers would also let us do exploration and hunting, which sounds useful. Training them before winter seems pointless, since winter could easily nuke our population back to 3 units (i.e. we'd automatically lose the archers we'd train).
>>
>>4210529
>A young elf with natural talent and ability, discovering their power
>Compelling the true essence of things
Our elves are great, in that they are the closest beings to true reality, and thus can manipulate its very essence.


Actions:
>Gather Food with 3 farmers
>Build Structure
>>Foodstores

We need to get those Food stores up pronto, its already fall, and we'll need a good chunk of food ready before the winter hits and nukes our population into oblivion. Is it possible to encourage our pop to not grow so we don't accidentally push way above our carrying capacity right when the winter hits?


>>4210999
Depends, we might be given the choice to determine what units we get to keep. In that case, we could keep the archers alive and put the farmers on life support. The archers could then hunt during the winter while the farms are unmanned. Then hopefully get back the pop so the farmers don't disband over the course of the winter.
>>
>>4210529
>Write in
>Mind over matter
A seasoned hunter who discovered he had the ability to alter the course of his arrows mid flight by concentrating on them

>Build structure
While i understand why everyone is calling for walls to protect us, i feel that with winter around the corner, some place to stock food like a silo would be a good idea. We're close enough to famine with harvests.

>Gather food with the 3 farmers
>>
>>4211049
I personally think getting food storage running this year isn't worth it, if only because I don't think we will have a food surplus without putting all of our actions into food production. We keep 100% of any food surplus for a single half-season, and I think at our current production we'll burn through all of that since stored food is eaten before currently produced food.

If we could freeze our pips at a certain level, then it would be a completely different story, but that's not something we can do as far as I can tell from looking at the rules and actions available. Based on the rules, it looks like our population will just keep exploding at the rate of 2d6-1 until we hit the maximum, which is 34 I believe (3+6+10+15), so long as there's no food deficit. Speaking of the rules, I don't think we can even build food stores, now that I look at it. I say this because the rules say that "Stores require Dev and Structure", which indicates that we would have to research for it, something we obviously don't have the time/actions to do. Interestingly, the rules also say that we would apparently have to have Hunting Tech level 3 to do bow hunting, which would mean training archers without an external threat is waste of actions.

Again, I may be reading things wrong, so I would like to see anything that would contraindicate this.
Also, I'm switching to
>Compelling the true essence of things
>>
>>4210627
>Do we have iron/bronze/copper/stone tools?
Pretty much just stone tools, although we can advance forward quickly, given the proper resources.

>>4211049
>we might be given the choice to determine what units we get to keep
This is the case.

>>4211132
>We keep 100% of any food surplus for a single half-season
This is true.

>I think at our current production we'll burn through all of that
This is possible, perhaps likely.

>since stored food is eaten before currently produced food.
This is not the case, although I could see it reading that way from the equation.
Gathered Food is considered instantly stored if you have Stores, but is separated in the equation for clarity.
Food is Food.

>If we could freeze our pips at a certain level, then it would be a completely different story, but that's not something we can do as far as I can tell from looking at the rules and actions available.
It's not impossible, but freezing your pipes to exactly where you want them would be some serious Tier 5 mojo of some kind.

>>4211049
>Is it possible to encourage our pop to not grow so we don't accidentally push way above our carrying capacity right when the winter hits?
This, however, is entirely possible.
The system is all about modifiers.
Most Tier I Development can grant +1/-1 pips easily. If the Development is limited to a season, I could see it granting a larger effect, especially if the roll is high.
Something like "Winter Rationing" to grant a reduction of Hunger, or something.
I'm aware that a few pips doesn't seem like much, but scaling it larger would get insane later.

Another angle is that Health can also be affected by Development.
>>
I>4211132
>Based on the rules, it looks like our population will just keep exploding at the rate of 2d6-1 until we hit the maximum, which is 34 I believe (3+6+10+15), so long as there's no food deficit.
Maximum is 35, you forgot the 1 at Tier I.
Well, there's also attrition from attacks or something, but basically correct. But Pop is self regulating until you eliminate food deficit, which is not easy to do.
High Pop without Hunger or Attrition is a very good thing though.

>the rules say that "Stores require Dev and Structure", which indicates that we would have to research for it
This is true.
You need some kind of Technology or Mysticism to help preserve the food.

>the rules also say that we would apparently have to have Hunting Tech level 3 to do bow hunting, which would mean training archers without an external threat is waste of actions.
First, that's just an example of advancing tech, not necessarily applicable to this civ.
Second, the idea there is that you can't just spam Hunting (I), then Hunting (II), then Hunting (III) to get bigger modifiers. You have to combine Technology, Mysticism, Resources, or Structures, to create something new at a higher tier.

If Hunting (I) granted +1 Gather Game and increased range of discovering Game Resource, then Hunting (II): Bow Hunting would grant something additional to that and Archery. Probably +3 Game/Fish Gathering.

Basically, there really is no idea too crazy to work, but the more powerful it is, the more it requires to achieve.
You also don't need to know exactly what you want if you can get the idea across.

Although it is difficult to find enough trees on the plains to build a proper palisade, just saying.

Sorry for the delayed reply, I left the house without my phone today.
>>
>>4210627
>A dabbling caster 1
>mind over matter 1
>Gather food 1
>pallisade 1
>>4210782
>A young elf 1
>mind over matter 2
>BUILD A WALL 2
>_______________ 0
>>4210999
>>4211132
>true essence 1
>A young elf 2
>Gather Food 2
>Build Structure: Farm 1
>>4211049
>true essence 2
>A young elf 3
>Gather Food 3
>Build Structure: Foodstores 1
>>4211100
>Mind over matter 3
>A seasoned hunter 1
>Build structure: Foodstores 2
>Gather food 4
Closing vote soon
>>
>>4212433

>Although it is difficult to find enough trees on the plains to build a proper palisade, just saying.

so if we roll for build a wall what will happen? half a pallisade? A small pallisade? do we have to prioritize certain houses? If so, id say fortify the queen's longhouse and store the food there also.

a mix of wood and dirt? We dont have claybaking researched so no bricks (yet).

>A dabbling caster 1
>mind over matter 1

switching vote to

>Mind over matter 3
>A seasoned hunter 1

sounds really cool
>>
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Rolled 6, 2 - 1 = 7 (2d6 - 1)

>>4212450
>So if we roll for build a wall what will happen? half a pallisade?
I was thinking of a sort of dirt Palisade supported with pointed sticks. I can't find an example and I don't think I ever knew its name.
A palisade around the Foodstores/Queen's home could work too.
If you want defenses done with soil, there's always ditches and motte, with the hope of building a proper palisade later.


Closing the vote.
>>
>>4212559
>I was thinking of a sort of dirt Palisade supported with pointed sticks. I can't find an example and I don't think I ever knew its name.

yea lets go with a hill-fortesque primitive defence. should tell bears and wolves to fuck off and goblins and h*mans to think twice if they come across to enslave
>>
I apologize.
My schedule for the day got changed at the last minute but I will phone post an update as soon as I can type it up properly.
>>
Rolled 1, 1 = 2 (2d6)

>>
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>Population Tier III: Growing (11 -0 +7 = 18 pips)
>Health Tier 1 (3 -0 pips)
>Morale: ½ (½ + 0)
>Food: -5 Hunger (3 – 18 + 6 + 4)

>Units: 3 Available of 3 Farmers
Farmer: +1 to Gather (Produce/Grain)

>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged);
Farming (I): +1 to Gather (Produce/Grain) with Farm Structure
Food Storage: Turf House with Root Cellar

>Resources:
Fertile Soil: 1 Hex
Foraged Food: 1 Hex

>Structures:
Elf Settlement (0):
2 x Farm (I): +1 Food Spring/Summer; +2 Autumn;
Turf House: Food Storage

Speaking with the young elf, Vestan Djagger, Edella first thought him bright and intelligent but doubted his abilities until he made an arrow float into the air simply by using his mind. She was stunned.

He said that he had discovered that he could alter the path of arrows he fired when he was training with the scouts, and he believes that there might more he could do. He brightened visibly at her words of encouragement and Edella hoped he would become as useful as she imagined.

The farmers worked diligently, but others in the village had been working together on digging a large pit in the center of the village and apparently filling it back in. They excitedly showed off their finished work to her when they were done.

Edella was surprised to see it was a rather well-made turf house complete with a root cellar for food storage including several baskets crafted with sticks and thin trees. They wanted her to stay in the house and preside over their food stores.

She didn't have the heart to tell them that they wouldn't have much food to store and instead thanked them very much for all their hard work. Once she'd moved in her few possessions, she found that it actually was much more comfortable than her tent.
It was no palace, but it was a start.

The skywatchers confided in Edella that, while the beginning of the season would be fair, the end of winter would be a harsh one filled with storms. She knew that something needed to be done or they would suffer from serious morale and health problems before winter's end.
Health and Morale are likely to drop to zero, leaving you with no actions for the end of winter unless something is done to prevent it. Farms should prevent a spiral continuing through Spring though.

...
>>
>>4213252
Eager to focus on solving these problems, Edella was frustrated when her people began bickering over religion. Now that their bellies were full they seemed content to focus on more petty problems.

There has always been a conflict between those who favored worshipping the day sky and those who worship the night sky. They came together in a group to ask her what her beliefs were and although she tried to deflect by saying she supported all beliefs but they insisted on knowing what hers were.

What does she say?
>She claims she favors worshipping the day sky, alienating night sky worshippers, and endearing herself to the day sky worshippers.
>She claims she favors worshipping the night sky, alienating the day sky, and endearing herself to the night sky worshippers.
>She tells them the truth, that she simply isn't very religious, alienating the very religious and endearing herself to the minority of the secular elves.
>Write-In

You have 2 Actions for the end of Autumn:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move 1 to 3 Farmers Speed 3
>Gather Food with 1 to 3 Farmers
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train 1 to 3 Farmers into Archer Units
>>
>>4213254

What does she say?
>Write-in
No matter who it may alienate she will tell this:
Proclaim she favor the dusk, when the sun lose all of it's splendour and wear the red rags of the day. When the world is not yet at night but saying that it's still daylight would be a lie. That moment when the sky is orange and red, sliding toward the blue of night. She find it both relaxing and full of the possibilities of tomorrow.
If anyone ask her her feeling about the dawn or shy she prefer the dusk to it, she will use whatever religious knowledge or any distraction she can think of to drown the question. For the shameful truth is that she would rather sleep through the whole dawn if given the chance (Edella had never been a morning person)
>>
>>4213506
Quality Write-In.
>>
>>4213254
>>4213506
Though I prefer the dawn to dusk, this is a damn good write in both for reasoning and for characterization.
>Event: Write-In
Perhaps we can shoot the middle for both of them, and go for Twilight Elves. Straddling the two skies and existing in a period where neither the Moon's transient faces nor the Sun's unrelenting gaze have true dominion. A paradoxical period of ordered balance amongst the heavenly bodies, and of unrestrained freedom for the rest of the skies. Evident in how, in this small window of time, the skies are free to show their true beauty and power, stretching its hues in those not otherwise seen.
Perhaps as a more in-character justification, it could be both a way to try to unify the two main faiths under her control, and encourage them to not be limited to the two more linear trains of though. Or as a way for her to have more control on the overall direction things are heading, rather than be forced to fully prescribe to one of the two faiths.


>Otherwise, Actions!
>Gather Food with 3 farmers
We need to get as many pops through the winter as possible.
>Develop Technology: Winter/Weather Protection
As I see it, the three major issues we might face are either: A) External threats from which we'll need defensive troops. Unlikely as we haven't ran into much of anything yet and winter will probably be a slow time for most nations. B) Low food due to no farm output, which could be supplemented by some basic hunting. C) The severe damage harsh winter and weather will cause by the end of the year.

While archers could help deal with the first two, I feel it is too many actions to get those in place. We're not in a place to fully go out and try to take the world by storm yet. Instead, I think it'd be better to try to reign in losses and mellow the winter. Either by making better clothing for our people, making a proper structure that will better insulate them from the cold/rain/snow, or some other method that I'm overlooking. If we do well enough, it might even be enough to improve QoL in general for the entire populace, rather than just a stopgap for these specific harsh conditions.


And two quick questions for OP. If we have no actions, all existing units are basically forced idle and can't act on their own, correct? And: if we converted the farmers into archers, it would take the one action to make archers, and then another to tell them to go hunting, correct?
>>
>>4214140
>>4213506

Supporting this in general (though do twilight elves sleep 2 times a day?)
Im for dawn to dusk night elves.

>>4213254

Hey op? Cant we train more ppl in specific jobs? Like more farmers etc. I dont understand thr system fully. Is there any drawback?
>>
>>4214140

We could skin the birds. Featherclothes fabulous. Not much fuel so how will we heat ourselves?
Perhaps we can insulate the central "palace" with more earth. And we will all huddle around a fire naked or something through the winter.
>>
>>4214476
>>4214481

Obviously not OP sorry hehe
>>
>>4214140
>If we have no actions, all existing units are basically forced idle and can't act on their own, correct?
Correct. And if disabled for two turns, they disband.

>And: if we converted the farmers into archers, it would take the one action to make archers, and then another to tell them to go hunting, correct?
Correct.

>>4214476
>Cant we train more ppl in specific jobs? Like more farmers etc. I dont understand thr system fully. Is there any drawback?
The amount off units you can have is dependent on Pop.
At Pop III, you can have 6 units, but the drawback is that if you drop back down to Pop II, all but 3 units are disabled.

>>4214481
Feather clothes or naked heap.
Both sound elvish.
>>
Rolled 2, 2, 2, 2 = 8 (4d6)

Twilight Elves
Gather Food
"Winter protection"

I will start writing if there are no more votes.
Rolling for Dev and Growth
>>
>>4214635
Our rolls have been awfully mediocre
>>
>>4214692

>Our rolls have been awfully mediocre

we need to sacrifice some goblins to the moon for good harvests or something.

>>4214635
>I will start writing if there are no more votes.

eagerly waiting.
>>
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>Population Tier III: Growing (18 -5 +3 = 16 pips)
>Health Tier 1 (3 -5/2 + 1 pips)
>Morale: ½ (½ + 0)
>Food: -6 Hunger (0 - 16 + 6 +4)

>Units: 3 Available of 3 Farmers
Farmer: +1 to Gather (Produce/Grain)

>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged);
Farming (I): +1 to Gather (Produce/Grain) with Farm Structure
Food Storage (I): Turf House with Root Cellar
Feathercraft (I): Feather Cloaks +1 Health

>Resources:
Fertile Soil: 1 Hex; Stockpile (0)
Farmed Food: 1 Hex; Stores (0)
Foraged Food: 1 Hex; Stores (0)
Mystic: Vestan Djagger (Tier 0)

>Structures:
Elf Settlement (0):
2 x Farm (0): +1 Food Spring/Summer; +2 Autumn;
Turf House: Food Storage

Thinking for the briefest of moments, Edella quickly proclaims:
"I favor the dusk when the sun loses all of its splendor and wears the red rags of the day. When the world is not yet at night but saying that it's still daylight would be a falsehood. That moment when the sky is orange and red, sliding toward the blue of night. I find it both relaxing and full of the possibilities of tomorrow."

"That fleeting time straddles the two skies and exists in a period where neither the moon's shifting faces nor the sun's ceaseless gaze have true dominion. It is a paradoxical period of ordered balance amongst the heavenly bodies, and of unrestrained freedom for the rest of the skies. Evident in how, in this small window of time, the skies are free to show their true beauty and power, stretching its hues in those not otherwise seen."

"It is much like our community, with different faiths sharing the same space in sky-blessed harmony. I feel genuinely grateful that we all unified here, seeking that which benefits our people as a whole rather than being limited to single trains of thought and belief."

"Truly, we are children of the dusk."
Edella Farn smiled sagely, meeting each one of her people gathered before her in the eye before they glanced away.

The group dispersed, each elf feeling chagrinned, humbled, and more endeared of their wise leader than ever before.
Edella wondered to herself what they think if they knew a simple truth was that she found sunsets beautiful and despised crawling out her bedroll early enough to see the sunrise.

Not long before the first frost dusted the land, crafters came to Edella to show her what they had made. They had fashioned a number of feathered cloaks from the brown feathers gathered from the land bird's trails and nests.

Skeptical at first, she donned the cloak and found it surprisingly comfortable and warm. Closing her eyes and stroking the feathers, she imagined the cloak a pristine white and herself touring a prosperous community outside of a mighty castle.

Opening her eyes, she signed wistfully. Still, these cloaks might help her one day arrive at her dream community.

...
>>
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>>4215385
The skywatchers again advised Edella that the storms of late winter will carry over into the Spring. She was confident that her people would not starve and would survive, but she feared that the storms might lower the community's health and morale to a point where nothing might get accomplished during the beginning of the season.
Unless very low Growth is rolled at the right time, Health and Morale are likely to drop to zero, leaving you with no actions for the beginning of Spring unless they get an additional boost. End of Spring should be fine though.

As the cold winds of winter approached, a strange, ancient-looking bird landed on the turf house one morning and seemed incapable of flying away. Roughly the size of a large hawk, its plumage had once been orange but was faded, greyed, and sparse with advanced age.

The elves, normally content to leave birds to their natural ways, asked Edella what they should do, in case this bird was an omen.
Edella examined the clearly dying bird and thought long on the best response.

What does she do with the odd bird?
>She has them compassionately give it food, water, and comfort in its last days.
>She has them honor its free nature and leave it alone as it meets its fate as it will.
>She mercifully ends its life quickly and painlessly so that it no longer has to suffer.
>Write-In

You have 2 Actions for the beginning of Winter:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move 1 to 3 Farmers Speed 3
>Gather Food with 1 to 3 Farmers
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train 1 to 3 Farmers into Archer Units
>>
>>4215391
>Write-In
Eat the birb take its strength. Obviously it chose us as its worthy successor.
>>
>>4215391
2 things on the rules. First, I would like to confirm that hunger does not stack. I say this given that "negative food is hunger" and the food formula includes "food stored", would imply that. For example, if there was a hunger of 10, then 20 food was made, and 10 was eaten, you would be left with 0 food if it stacks, 10 if it doesn't. Looking at a previous post, it seems like it's "reset" every cycle, but the rules as written support either reading. Sorry if it's unclear, but this system in general is confusing and often counter intuitive. Second, given mysticism covers "metaphysical" development, is that just a euphemistic way of saying "magical" or does it also include philosophy in general consistent with the dictionary definition of the word?
>>
>>4215594
>Looking at a previous post, it seems like it's "reset" every cycle, but the rules as written support either reading.
Step two of how a yourn proceeds should say "Attrition and Hunger are reset."
It's applied to Pop and Health, reset, and then generated by food consumption.
I will fix that when I redo the rules.

>>4215594
>Second, given mysticism covers "metaphysical" development, is that just a euphemistic way of saying "magical" or does it also include philosophy in general consistent with the dictionary definition of the word?
I had not thought of that.
It was intended as "Magic and More".
But certainly *most* philosophy would be covered by Mysticism, I think.
>>
>>4215845
>yourn
turn
>>
>>4215845
In that case

>>4215391
>She mercifully ends its life quickly and painlessly so that it no longer has to suffer.
Probably eat it as well, since we're starving

>Gather Food with 3 Farmers
Get what meager food we can this turn
>Develop Mysticism
Start developing a "survival of the fittest" mentality, which incorporates the idea that our existence is constant struggle. Where life is the continued process of our peoples growing stronger from struggle and death. We're going to be seeing a lot of dead bodies over the winter, so might as well steel ourselves to it. Maybe tie it in with our peoples' developing pride and elven snootiness.
>>
>>4215391
>Event
>She has them honor its free nature and leave it alone as it meets its fate as it will.
Regardless of how we treat the bird, I think burning a part of it in respect and adorning its still-orange plumage on our own feather cloak as a sign of position are good. Who knows, maybe its a phoenix.

>Actions
If farmers can still get food in winter, then
>Gather Food with 3 farmers
If not, then Explore with the three of them, moving out in a outward spiraling circle to get even scouting in all directions.
>Develop Mysticism
We've got fantasy emus/chocobos, feather cloaks, and now this omen bird. I think some sort of bird mysticism could be pretty neat.

>>4215889
We haven't actually gone very pride focused yet, as a race. So far our leader was more encouraging anger vs the fish-stealer than pride.
>>
>>4215889
>Start developing a "survival of the fittest" mentality, which incorporates the idea that our existence is constant struggle
I was thinking of what to call this if it wins, my instinct is to call it:
"Stoic Survivalism", "Survival of the Fittest" or some kind of mangled bird metaphor for survival of the fittest.
Anyone have any thoughts?

>>4215941
>I think some sort of bird mysticism could be pretty neat.
I agree, but I need a little more direction. How would this particular bird mysticism benefit the civilization?
>>
>>4215941
The phoenix symbolism is a good one, I support going with that if possible. I was basing the pride comment off of the first vote we made back in Spring, and the fact that as elves we're naturally going to be inclined towards that. I'm not married to the idea. I mostly want something that will help our people cope with the inevitable, likely prolonged hardship we're going to face, in a sort of "turning a negative into a positive" way. We'll have constant starvation until we manage to pump enough points into either farming techs (irrigation, crop rotation, etc) or magical enhancements (magic, ain't gotta explain shit) to be able to build a surplus at some future point.

>>4215964
Maybe something to do with eagles as a symbol of a strong, but deft bird that preys on the weak but can go talon to talon with powerful beasts as well. I'm thinking of something like the symbol on the Mexican coat of arms/flag if you're familiar with that. Martial eagle pic included, mostly because it looks cool. As for a name, I dunno. Aquilism/Aquilite or something else directly bird related (Eagleism?!) sounds a bit hokey, and Survivalism is sort of taken. And neither Darwin nor Spencer exist
>>
Not quite sure how far we can go with magic in comparison to tech, but I assume we can't just immediately shape-shift or fly or anything crazy like that without a good bit of investment.

Perhaps some sort of mysticism to go with our already existing feather mantles? Here are just some basic ideas I thought of:
Some basic wind-magic inspired by birds and tying in with our ability to manipulate arrows. Faster movement based on the running and streamlined birds near us. Or if we want something more practical for right here and now to double down on winter survival, a way to harness some of the more fluffy bits of birds to retain heat and repel moisture, or make our mantles feel almost like second skins to better protect our otherwise largely naked forms (just stack health buffs probably).

If anyone else has any ideas or likes one of the ones brought up, go ahead and make the call.
>>
>>4216327

phoenix eagle. eagle is imperial which goes with our pridefulness.

>>4215391

mercykill the bird and eat it to gain its aspect.

>>4215391

farming
+ develop mysticism

i was thinking something stoic/natural selection also, perhaps coupled a bit more with spirituality/meditation. Like bhuddist monks do, they mediate and are controlling their body temperature, metabolism. our ''mystic'' may aid us in this, as he is able to better see through the illusion of the material world.

teach our elves that whatever happens, if you have the will to survive, you will survive.
it is a harsh teacher, but in the end there is the triumph of the will!
>>
>>4215466
>Eat the birb 1
>>4215889
>She mercifully ends its life quickly and Probably eat it 2
>Gather Food with 3 Farmers 1
>Develop Mysticism: "survival of the fittest" mentality 1
>>4215941
>honor its free nature 1
>Gather Food with 3 farmers 2
>bird mysticism: wind-magic/Faster movement base/ Enhanced Cloaks 1
(All good ideas)
>>4216516
>mercykill the bird and eat it 3
>farming 3
(Gonna assume that's Gather with Farmers unless I'm wrong)
>develop mysticism: will to survive 2

"Eagle's Will to Endure"
How's that for a name?
>>
Rolled 3, 1, 1, 6, 2, 6 = 19 (6d6)

I got called to help with something at 1500 UTC so I'm closing the vote and writing now.
>>
>Population Tier III: Growing (18 -6 +7 = 19 pips)
>Health Tier 1 (3 -3 + 1 pips)
>Morale: 1 (½ + ½)
>Food: -13 Hunger (0 - 19 + 6)

>Units: 4 Available of 3 Farmers and Edella
Farmer: +1 to Gather (Produce/Grain)
Edella: See below

>Mysticism Development:
Mental Discipline (I): Eagle's Will to Endure: +½ Morale if Morale <1

>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged);
Farming (I): +1 to Gather (Produce/Grain) with Farm Structure
Food Storage (I): Turf House with Root Cellar
Feathercraft (I): Feather Cloaks +1 Health

>Resources:
Fertile Soil: 1 Hex; Stockpile (0)
Farmed Food: 1 Hex; Stores (0)
Foraged Food: 1 Hex; Stores (0)
Mystic: Vestan Djagger (Tier 0)

>Structures:
Elf Settlement (0):
2 x Farm (0): +1 Food Spring/Summer; +2 Autumn;
Turf House: Food Storage

Edella gently gathered the bird in her arms. The sickly bird wasn't scared or uncomfortable and seemed peaceful and accepting.

She looked into its eyes and felt an odd connection. She wasn't much for superstition or sentiment, but she began to wonder if this bird was actually sent here for her people.

At any rate, she was drawing a crowd and needed to act. She started by saying a few words about how the bird was sent as a sign that the elves would carry on its strength now that its flight has ended.

Then, she gently but firmly pressed her thumb to cut off blood supply to the bird's head and it peacefully passed out. She swiftly pulled out her small knife and sliced into the once beautiful bird's breast and cut the still-beating heart out of the bird.
Looking at her people, she ate the bird's heart to carry on its strength.

She extended the body of the bird out to the others in her open palms, intending for them to take what little meat there was and make use of the once-lovely feathers. Her hands, and her whole body it seemed, froze paralyzed.

...
>>
>>4216805
Enduring a pain more intense than anything she had ever experienced, the body of the bird in her hands erupted into bright flames, burning intensely hot as the flesh of her hands charred and sizzled. But the pain of her hands was nothing compared to the agony of the burning pressure inside her chest.

Her back arched and a jet of hot flame as tall as a child erupted from her chest. Finally able to move, she looked down at the white flame as it poured forth from under her ribcage, having burned away all skin and tissue on her left breast.

After an endless eternity, the flames subsided, but the pain did not and she staggered. Her knees threatened to buckle but she refused them.

She would die on her feet.
She would not be cowed by a damn bird.

The pain slipped into a blessed numbness and only then was she aware of her people. They all stood staring, transfixed, except a few elders who were frantically whispering to each other, never taking their eyes off her.

One approached her and gingerly pinched some ash from her hands, which she dumbly realized she was still holding out in front of her. He smeared the ashes across her forehead in a line and said "All praise sky-blessed queen of our people: Edella Farn!"

She wondered hazily why they were praising a dead woman. Looking down at her chest, she saw her exposed, but fully intact, left breast, and the charred remains of one of her only good blouses and sagged with relief.

Absently covering herself with her feather cloak, she wordlessly stepped away to soak her hands in the tributary, plunging her hands in the mercifully frigid waters. Pulling them out, she was astonished to find that they were unharmed.

She was still looking over her hands and chest for any sign of injury when the ripples in the tributary had soothed and she saw her reflection. Her white hair was gone.

In her youth, she had beautiful auburn hair, but the hair she saw reflected back now was redder than any she had ever seen. It was as red as the bird's blood still upon her lips.

She noticed too that some of her hard-earned wrinkles had disappeared. She quickly stood and found that her people had followed her and were watching in awe at a respectful distance.

She commanded them to get back to their work as the winter storms weren't going to wait, using as familiar terms as possible to ground them back to the real world. The elders lingered to speak with her.

They told her of a legendary bird no elf alive had ever seen, called a phoenix, that was said to be reborn in flame any time it died. There was a great deal of discussion about what this could mean, but the truth was that eating the heart of a phoenix was an act never before heard of.

Edella was quick to crush any speculation that she might be immortal though, lest some fool tries to prove it. She was quite pleased with the new reverence she was treated with as well as her new title: "Queen Edella Farn the Phoenix Heart."

...
>>
>>4216811

>Unit: Queen Edella Farn the Phoenix Heart: (Untrained) +1 Able Unit

Queen Farn's transformation spurred an increased interest in mysticism. Many elves wondered what they could do to harden themselves in preparation for the coming winter.

They took to studying with Vestan, meditating, steeling their minds and bodies against hardships, and developing a philosophy of being the bird of prey that takes the blows, heals the broken wing, and then goes on to soar to greater heights.

Those that are fit and strong, endure and survive. Those that fall to weakness along the way are honored for their sacrifice to the community's greater strength.
>Mysticism Development:
Mental Discipline (I): Eagle's Will to Endure: +½ Morale if Morale <1

Reflecting on her experience with the phoenix, Edella was unsure of exactly how she wanted to proceed. She felt like her new status could be exploited for motivating her people to obey, inspiring them religiously, or focusing their efforts on mystical pursuits.

What does she decide to use her new influence for?
>She compels them to obey.
>She inspires them to worship.
>She directs their focus to mystical study.
>Write-In

You have 3 Actions for the end of Winter:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move 1 to 4 Units Speed 3
>Gather Food with 1 to 4 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train 1 to 3 Farmers into Archer Units
>>
>>4216818

Nice write up OP

>She directs their focus to mystical study.

Find a way -if possible- to reduce metabolism in winter. A sort of semi-winter sleep. So less food is required.

And Its winter? And we are still able to farm/hunt for food?

If yes, then

>3 farm
>explore west (small party of elves)

Specifically look for potential husbandry animals or herds of beasts. Any signs of fire from more intelligent critters also good. Perhaps a stable source for wood.

>tame the big birds

Study the birds, seek to tame. We are phoenix clan! This will greatly aid our exploratory efforts and reach.
>>
>>4216818
>She inspires them to worship.
Farm, farm, farm
Do we a family ourselves?
>>
>>4216818
Damn, that's awesome.
Not just the Phoenix and Queen Edella, but that mysticism upgrade to prevent us from ever having a 0 moral penalty is super good. Now to figure out what to do next.

>>Event
>She directs their focus to mystical study
As great as it would be for Edella to force her people to kneel to her in obedience or worship; it is far better right now for more people to strive for similar mystical prowess so that the nation and people as a whole can make it through the coldest of winters.

>>Actions
Looks like farmers can still get food, so
>3 farmers to farm
>Develop Technology (Animal Husbandry)
>Tame the big birds
>>
>>4217483
+1
>>
>>4216818
>She inspires them to worship.

>Gather Food with 3 Units
As much as possible given the harsh winter conditions. We're starving
>Develop Mysticism: Queen Edella
Let's develop our powers over the phoenix. Maybe do it with Vestan
>Develop Technology
While cooped up inside for the winter, let's consider what works and what doesn't for farming, using previous experience to our benefit. Things like which crops produce the best yields, best times to plant, maybe even the start of selective breeding.

Also, I recommend holding off on exploring for a turn. A previous post said that this part of winter "would be a harsh one filled with storms." Not a good time to go exploring, since we probably won't cover much ground and would likely just lead people to their deaths. The harsh conditions and lack of food also mean that animal taming might not work so well.
>>
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604 KB JPG
>>4217609
Support

That was a cool scene qm
>>
>be me
>be running civ thread
>have dying bird subtlely hinted at being a phoenix visit my players civ
>plan to reward them with powerful reagent depending on how they treat it
>tailfeather, ash, or talon
>hope it will inspire magical development
>mfw they eat the bird
>>
>>4217883
MUST EAT MORE BIRBS
>>
>>4216818
study
go hunting
>>
>>4217883
>be elf tribe queen
>hungry as fuck
>on and off starvation
>bird crashes onto my roof
>it's old, but looks kinda tasty
>mfw eating it
>>
>>4218070
10/10
>>
>>4218070

this be pure gold
>>
>>4217609
Supporting
>>
>>4218070

hahaha
>>
Update when
>>
Rolled 2, 2, 4, 6, 2, 4, 1, 1 = 22 (8d6)

>>4217152
>mystical study: (reduce metabolism) 1
>3 farm 1
>explore west 1
>tame the big birds 1
>>4217433
>worship 1
>Farm (Gather +7 food) 2
>Farm ____
>Farm ____
(Okay, I just checked my rules, and this needs clarification: A unit can only be used for the same action once per turn. So if you had 5 Actions, you could Gather with farmers, Explore and move Archers, Explore and Discover Game with Archers, and Gather Game with Archers but not Gather with either those Archers or Farmers again. Any questions?)

>>4217483
>mystical study 2
>3 farmers to farm 3
>Develop Technology (Animal Husbandry) 1
>Tame the big birds 1
>>4217574
>mystical study 3
>3 farmers to farm 4
>Develop Technology (Animal Husbandry) 2
>Tame the big birds 2
>>4217609
>worship 2
>Gather Food with 3 Farmers plus Edella 5
>Develop Mysticism: Queen Edella: Phoenix 1
>Develop Technology: Farming (II) 1
>>4217833
>worship 3
>Gather Food with 3 Farmers plus Edella 6
>Develop Mysticism: Queen Edella: Phoenix 2
>Develop Technology: Farming (II) 2
>EAT MORE BIRBS OØ7
>>4219026
>worship 4
>Gather Food with 3 Farmers plus Edella 7
>Develop Mysticism: Queen Edella: Phoenix 3
>Develop Technology: Farming (II) 3

Close vote:
Worship
Gather Food +7
Develop Mysticism: Queen Edella: Phoenix
Develop Technology: Farming (II)

>And Its winter? And we are still able to farm/hunt for food?
You can always hunt (Gather Game) or forage (Gather Foraged Food).
It doesn't make sense for Farmers to be able to Gather Produce/Grain during the winter, but I didn't explicitly limit it so it's a loophole allowed by RAW that I am fluffing as Farmers being superior foragers. Maybe I should just add Foraged to their description.

>"explore west"
West? That seems like an odd choice why would- Wait...
>>4206810
>The scouts had spotted strange animals far in the distance to the northwest.
FUCK!

Confession time: I suffer from East/West dyslexia. I will really try to not screw it up again, and normally I'd switch things around to cover my shame, but that would put the birds in the wrong terrain across the river.
The land birds are in the NorthEAST.
Sorry.

So if I ever say East/West, and it seems like I mean the other, call me out on it.
For whatever reason, I never mix North/South.

>Do we a family ourselves?
I imagine Edella living alone. If she has a family, they are not close. Perhaps nieces and nephews and their children. She does not currently have a mate.
>>
>>4219847
Oops.
Screwed up the formatting, but I'm keeping it for the rolls.

Also, since I'm yammering, on the map, I put the farm icon outside the civilization hex, for aesthetics.
It hasn't come up yet, but there some additional points about hexes I should clarify:
>hexes are 6 miles across
>A resource discovered in hex can be Gathered from each hex surrounding it.
>Farms, and other land-heavy structures, take up more space, so you can only fit 6 in a hex.
>building structures are smaller, so about 60 per hex
>palisades, walls, etc, will have to be constructed in each hex separately

So, when you build Palisades, I'll need to know if you want the farms to physically been physically placed inside the civ hex so they're protected all in one hex, or outside so you have more expansion room but need to build multiple defense structures.
I can see the benefits of both and it certainly doesn't need to be decided now.
I'm leaving the farm icons up for now, for aesthetics.
>>
>>4219847
Also, I roll dice in order of Actions listed and the Growth is always last.
So:

>Mysticism: 2, 2, 4, 6, + 1 = 15
>Technology: 2, 4 = 6
>Growth: 1, 1 - 1 = 1

Sorry for the lateness. I had a 21 hour day yesterday and I slept through my alarm. Update in about an hour, I literally just woke up.
>>
>Population Tier II: Stable (19 -13 +1 = 7 pips)
>Health Tier 1 (3 -6½ + 1 pips)
>Morale: ½ (0 + ½)
>Food: 0 Hunger (0 - 7 + 7)

>Units: 4 Available of 3 Farmers and Edella
Farmer: +1 to Gather (Produce/Grain)
Queen Edella Farn the Phoenix Heart: Firestarter: Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn per structure or unit (Firestarter) (+15 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (12 MD pips)

>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged); (10 +19 "Archery" pips)

Feathercraft (I): Feather Cloaks +1; (10 +4 "Feathercraft" pips)

Agriculture: (10 Agri pips)
Farming (I): +1 to Gather (Produce/Grain) with Farm Structure (+15 Agri pips; 5 more needed for Farming(II))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

>Resources:
Fertile Soil: 1 Hex; Stockpile (0)
Farmed Food: 1 Hex; Stores (0)
Foraged Food: 1 Hex; Stores (0)
Mystic: Vestan Djagger (Tier I)
Mystic: Edella Farn (Tier I)

>Structures:
Elf Settlement (0):
2 x Farm (0): +1 Food Spring/Summer; +2 Autumn;
Turf House: Food Storage

Edella allowed her people to foster a belief that she has become divine, if not immortal. Slowly, as the winter weather confines them, they began to openly revere and worship her.

One talented crafter carved a dramatized depiction of her taking the Phoenix's heart on the wall of the root cellar. Many elves came to send their prayers to the sky through thoughts of her instead of directly to the wind or sky.

Edella was flattered and pleased by the attention, but at times with her people would listen more to her words than adore her for what she is. She was far from complaining though.

In her increased spare time, Queen Farn started studying with Vestan like the other elves. She already had a will like iron, but she wanted to see if she could get in touch with the strange power of the phoenix.

One day while meditating with everyone, she startled and shocked them all by igniting the floor mat with the power of her mind, calling upon the mystical energy of the phoenix.

She soon was able to create fierce flames to burn a target, gentle flames to warm the cold, or a single gentle orange flicker in her hand that did not burn her palm but waxed and waned in relation to her proximity to what she was informed by sages were unseen mystical elements.

She found herself instructing loyal acolytes how to reach into themselves and connect with their inner flame. A rare few were able to start meager flickers and wisps, but the ability was there and the flames could be stoked.

...
>>
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>>4220413
The wisest and most intelligent sages amongst the elves, kept indoors by the weather, began working on a method of cycling crops in an ordered progression to increase yield and make the farm fields more productive. Unfortunately, their plans were still incomplete by the time spring planting needed to begin.
You need to roll five more pips reach the cumulative threshold for Farming (II) which, in this particular case, would automatically upgrade your farms.

The farmers work tirelessly, doing their best to pull everything they can forage from the land and not a single elf goes hungry or was in danger, save one.

One scout wandered away from the rest after spotting something through an approaching storm. The rest were unable to find him and forced to come back without him.

The missing scout's family wanted to head out looking for him but were not well equipped to do so. The scouts were willing to search for him but doubted that they could find him until after the snowstorm passed.

What does Edella tell them to do?
>She orders them not to search for him, he chose his path and can return or not by his own bravery.
>She allows the family to search, risking their health out of kindness.
>She asks their scouts to search for him immediately out If a sense of honor.
>She has the scouts search when the storm passes and they can return safely.
>She searches for him herself, trusting in her newfound phoenix flame and spirituality.
>Write-In

You have 1 Action for the beginning of Spring:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move 1 to 4 Units Speed 3
>Gather Food with 1 to 4 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train 1 to 3 Farmers into other Units
>>
When I went to upgrade the Farming Technology, I realized that I had been handling Development Tier and pips wrong, but if I ran it as RAW dictated, it would be too harsh for beginning civilizations. So I added a new rule: Any new Development tree begun gets a free 10 pips automatically.
So:
Farming created a new tree, "Agriculture", and got 10 pips plus what was rolled.
Feathercraft created a new, unnamed tree and got 10 pips plus what was rolled.
Food Storage was added to the existing Agriculture tree and its 2 rolled pips are in addition to the 10 Agriculture pips.
This way, beginning level development succeeds, but advanced development is relatively difficult.
If it feels like our elves' technology is developing slowly, remember that they have the second-lowest Technology stat.

Tier 2 Developments require 30 pips, which would include the base 10 for the tree plus the total cumulative rolls for development.
So, Phoenix Flame (II) would be "10 + 15 +4d6+1" and therefore guaranteed on that roll, where Food Storage (II) would be "10 + 2 + 2d6" and necessarily need at least one more one roll to advance.
You can Develop the same thing twice in one turn.
You only need to combine additional Resource, Structure, Development, etc on once on the Development roll towards the next tier.

All of this might be more clear and intuitive once I can make and post a Development Tree infographic.
>>
>>4220417
>She searches for him herself, trusting in her newfound phoenix flame and spirituality.

>Gather Food with all available Units

What does "+1 Gather Mystical Element" mean on Phoenix Flame (I)? Would that be for us finding magical reagents in the wild or something?
>>
>>4220542
>What does "+1 Gather Mystical Element" mean on Phoenix Flame (I)? Would that be for us finding magical reagents in the wild or something?
If you Discover a "Mystical Element" Resource like you have with, Fertile Soil or Foraged Food, or establish one like you did with Farmed Food, units with Phoenix Flame can Gather +1 like Archers or Farmers Gather Food.

(BTW the default title for a unit with just Phoenix Flame is Firestarter)

Finding Resources would be "+1 Discover X"
I did fluff it to sound like she's better at finding it, though, so the confusion is understandable. Thanks for asking so I could clarify.
>>
>>4220648
Obviously me, just dropped my name.
>>
>>4220417
>She asks their scouts to search for him immediately out If a sense of honor.
>Explore - Discover Resource
>>
>>4220417
>She orders them not to search for him, he chose his path and can return or not by his own bravery.
Explore northern hex
>>
>>4220726
>Explore - Discover Resource
Which hex?

>>4220803
>Explore northern hex
Discover Resources in the hex just north of civ?
Or Explore moving unit(s) north [Along what 3 hex path?] to reveal more map?
>>
>>4220823
just explore the three closest tiles on this side of the river northeast-ish
>>
>>4220417
>>Event
Torn between Bravery and Spirituality. On the one hand, the fool set out on his own and we shouldn't be risking more people for his sake. Plus I like the idea of our elves being brave, crazy, fire-eating dusk elves. On other hand, our mysticism score and spirituality tie in well with each other, and getting a buff for our phoenix-magic would be pretty awesome. The snow-phoenix matches with that idea as well.

If someone can think of a clever write in for this, that'd be cool. Best I can think is that Edella goes out on her own to find him using spirituality to guide herself, but when she finds him she makes the scout take the lead and figure his own path out of this mess. Make him eat a bird or something and get blizzard powers out of it.


>>Action
>Build Structure: Farm
I think getting at least one more out will help extensively, as it gives a better baseline and will help for the rest of the season, letting our farmers do something else or retrain. Seems like our food situation is also balanced out with hunger at 0 right now, so we can afford to build up a bit more rather than force all our farmers to farm again. Though I'd like to build defenses and scout some more, I think that can wait for end of spring when we'll have more actions and the weather will be more conducive to building and scouting.
>>
>>4221087
I would say our food situation is better, but still not so great. We balanced out last turn, but only from spending an action. Our food economy is mostly action reliant. Building a farm or exploring instead will put us into an expected deficit of 7+6-2, or -11 food if I understand the ordering right (pop+growth-produced). We're still expected to starve if we gather food, but less, so hopefully the penalty will be less severe and we'll have more than 1 action next turn (to do real shit with). I think if we can build some more farms and finish the second tier of farming tech, we'll be in a good spot to explore and expand with a lot of actions and units. I could be wrong though
>>
Rolled 3, 4 = 7 (2d4)

>>4220542
>herself 1
>Gather Food with all available Units 1
>>4220726
>scouts to search for him immediately 1
>Explore - Discover Resource 1
>>4220803
>can return or not by his own bravery 1
>Explore northern hex 1
(Three closest tiles on this side of the river northeast-ish)
>>4221087
>between Bravery and Spirituality 1
>Build Structure: Farm 1

Closing vote.
Rolling to break the tie.
>>
Rolled 4, 2 - 1 = 5 (2d6 - 1)

>>4221466
Bravery
Farm

Writing
>>
Once again, I apologize for the delay.
My writing got interrupted and I lost track of the time. I think I have a solution for most of these delays going forward. Except when reworking the rules when needed, that's always a time sink.
>>
>Population Tier III: Growing (7 -0 +5 = 12 pips)
>Health Tier 2 (3 -0 + 1 pips)
>Morale: 1
>Food: -9 Hunger (0 - 12 + 3)

>Units: 4 of 7 Available: 3 Farmers and Edella
Farmer: +1 to Gather (Produce/Grain)
Queen Edella Farn the Phoenix Heart: Firestarter: Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn per structure or unit (Firestarter) (+15 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (12 MD pips)

>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged); (10 +19 "Archery" pips)

Feathercraft (I): Feather Cloaks +1; (10 +4 "Feathercraft" pips)

Agriculture: (10 Agri pips)
Farming (I): +1 to Gather (Produce/Grain) with Farm Structure (+15 Agri pips; 5 more needed for Farming(II))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

>Resources:
Fertile Soil: 1 Hex; Stockpile (0)
Farmed Food: 1 Hex; Stores (0)
Foraged Food: 1 Hex; Stores (0)
Mystic: Vestan Djagger (Tier I)
Mystic: Edella Farn (Tier I)
Warrior: Hakken Brassclaw (Tier 0)

>Structures:
Elf Settlement (0):
3 x Farm (0): +1 Food Spring/Summer; +2 Autumn;
Turf House (0): Food Storage

The lost elf's family took solace as their divine queen comforted them personally but Edella ordered everyone to stay inside and not risk their lives by going out into the storm looking for him. The storm ended up lasting three days and few had any hope that they would see him again until the Spring thaw revealed his body.

In the morning, a day after the storm ended, scouts spotted him trudging through the snow approaching the village clutching a sickle in one frostbitten hand. He collapsed shortly after he reached the edge of the village.

He slept for days with a fierce fever and his hand was terribly damaged, costing him most of the fingers and leaving him with barely any ability to move it when he finally did awake. He never spoke about what had happened out in the snow and it remained unclear if he didn't remember or if he just did not wish to speak of it.

The sickle he brought back was brass and very old but mostly untarnished and proved that other people had been in these plains in years past. The crafters had a clever idea with what to do with the blade and set to work immediately.

His friends and family noted that Hakken, the one-handed elf, had become quieter than he was before, but more stoic and fearless than ever. When Queen Edella bestowed upon him the gift that the crafters had made, he simply took it and said "Thank you."

...
>>
>>4222481
The skilled crafters had molded the sickle into a polished brass bladed hook that was secured to his hand with leather straps. It had a curved leather sheath that allowed him to safely grip objects but removed quickly be removed to use the blade as an impressive tool or even a weapon if needed.

He was on his feet and asking to return to scouting within days and the elves around the village took to calling him "Hakken Brassclaw". He responded to his new name the way he responded to everything, with calm, quiet stoicism.

As soon as the ground thawed, Edella expected her hard-working farmers to immediately sow seeds in the farms, but they impressed her by also starting another farm on the northeast side of the settlement.

While they were sowing the new field, the farmers spotted an animal stalking them from the dry grass. Clearly emaciated from the dry grass, it resembled a cat like the bird-killers that used to be tolerated for keeping away vermin before the resettlement.

However, this new animal was much larger, nearly waist-high, and had been stalking the farmers as prey. Its light yellow coat, mottled with many circular brown spots, had allowed it to blend in with the tall dry grass seamlessly and was only spotted by chance.

One farmer threw some stones at it and, as it bolted, the farmers were at first relieved at its skittish nature. Then they watched as it flew across the plains fast as a hawk, disappearing over the horizon in moments.

The sages might have doubted the account of such a large, rapidly moving cat easily capable of running down an elf if all the farmers had not described the same creature. The unknown beast seemed to be hunting alone, but the fearful among the farmers speculated that it could have been an outcast from a nearby pack or, worse, simply been scouting for new hunting grounds for its pack.

Some of the farmers wanted scouts to watch over them while they toil as protection from the beast. Less than enthusiastic about watching farmers work all day, every day, on the off chance the beast returns, the scouts wanted to hunt down the beast and kill it, despite its speed.

Regardless of whatever danger the beast might pose to farmers who scared it off with a rock, Edella saw that the beast might also scare off the land birds, or Bodenave as a few sages started calling them. She had plans for those birds and did not like the idea of an overgrown rat-eater spoiling them.

...
>>
>>4222492
She immediately commanded that no child be allowed to wander unattended until the danger was resolved. The people praise her divine and benevolent wisdom.

But as for the beast itself, there were a few different possibilities. She wished she could just kill the beast and be done with it, but she knew she had to carefully make the proper response for the her growing settlement.

How does Edella respond to the perceived threat of the predator beast?
>She orders the farmers to return to work, chastising them for showing such fear of one sighting of a skittish beast and urges them to be brave.
>She has the scout leader assign the most under-performing scout the tedious duty of guarding the farmers, turning the drain of manpower into something practical.
>She gives the scouts a full ten-day to track and kill the beast, learn if there's a pack, and return safely over satisfying their pride.
>She sends the scouts on a patrol to observe to ensure their land birds are not being harassed by beast, and if they are, to seek justice.
>Write-In

You have 3 Actions for the end of Spring:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move 1 to 4 Units Speed 3
>Gather Food with 1 to 4 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train 1 to 3 Farmers into other Units
>Train 3 new units
>>
>>4222497
>She gives the scouts a full ten-day to track and kill the beast, learn if there's a pack, and return safely over satisfying their pride.

>Develop Technology Farming(II)
>Develop Mysticism Phoenix Flame (II)
>Gather Food with 4 Units
>>
>>4222497
>>She gives the scouts a full ten-day to track and kill the beast, learn if there's a pack, and return safely over satisfying their pride.
>>
>>4222673
Supporting
>>
>>4222497
>>Event
>She gives the scouts a full ten-day to track and kill the beast, learn if there's a pack, and return safely over satisfying their pride.

>>Actions
>Gather Food with 4 units
Seems like we need to get around 9ish units of food if we don't want to get hit super hard next turn.
>Develop Technology: Farming(II)
>Develop Technology: Earthen Defences, if we need it for basic defences, otherwise, >Build Structure: Basic Earthen Defences for capital hex
>>
>>4223272
this
>>
File: ElfCiv004.png (70 KB, 320x292)
70 KB
70 KB PNG
>>
>>4223272
+1
first defense "building" could maye be a watchtower on a mound of sorts. to spot cats and redjaws
>>
>>4223272
Support
>>
Rolled 2, 2, 5, 5, 1, 6 = 21 (6d6)

>>4222673
Vote closed

>scouts 1
>Develop Technology Farming(II) 1
>Develop Mysticism Phoenix Flame (II) 1
>Gather Food with 4 Units 1
>>4222838
>scouts 2
>>4223164
>scouts 3
>Develop Technology Farming(II) 2
>Develop Mysticism Phoenix Flame (II) 2
>Gather Food with 4 Units 2
>>4223272
>scouts 4
>Gather Food with 4 units 3
>Develop Technology: Farming(II) 3
>Develop Technology: Earthen Defences 1
>>4223358
>scouts 5
>Gather Food with 4 units 4
>Develop Technology: Farming(II) 4
>Develop Technology: Earthen Defences 2
>>4223430
>scouts 6
>Gather Food with 4 units 5
>Develop Technology: Farming(II) 5
>Develop Technology: Earthen Defences 3
>>4223721
>scouts 7
>Gather Food with 4 units 6
>Develop Technology: Farming(II) 6
>Develop Technology: Earthen Defences 4

Scouts
Gather Food with 4 units
Develop Technology: Farming(II)
Develop Technology: Earthen Defences

Writing
>>
>>4223881
>Need 5 to get Farming (II)
>Roll 4
Damn Luddite elves
>>
>Population Tier II: Stable (12 -9 +6 = 9 pips)
>Health Tier 0 (3 -9/2 + 1 pips)
>Morale: 1 (0 + ½ + ½)
>Food: 1 Stores (0 -9 + 7 + 3)

>Units: 4 of 7 Available: 3 Farmers and Edella
Farmer: +1 to Gather (Produce/Grain)
Queen Edella Farn the Phoenix Heart: Firestarter: Either +1 Offense, -1 Attrition or +1 Gather Mystical Element; Used once per turn; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn per structure or unit (Firestarter) (+15 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (12 MD pips)

>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged); (10 +19 "Archery" pips)

Earthen Defences (I): Earthen Wall +1 Defense Structure (10 + 10 Earthen Defences pips)

Feathercraft (I): Feather Cloaks +1 Health; (10 +4 "Feathercraft" pips)

Agriculture: (10 Agri pips)
Farming (I): +1 to Gather (Produce/Grain) with Farm Structure (+19 Agri pips; 1 more needed for Farming(II))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

Hunting (0): (+9 pips)

>Resources:
Fertile Soil: 1 Hex; Stockpile (0)
Farmed Food: 1 Hex; Stores (1)
Foraged Food: 1 Hex; Stores (0)
Mystic: Vestan Djagger (Tier I)
Mystic: Edella Farn (Tier I)
Warrior: Hakken Brassclaw (Tier 0)

>Structures:
Elf Settlement (I): +1 Defense
3 x Farm (0): +1 Food Spring/Summer; +2 Autumn;
Turf House (0): Food Storage

...
>>
>>4223991
Edella sent the scouts out for a ten-day, not really expecting much. After eight days, they returned to find their home defended with a sizeable earthen wall with a small ditch and steep slope outside, a gentle slope inside, and menacing with spikes of wood.

A young elf training to be scout was manning the wall, watching for them, and showed them the entrance. They entered the village, surprising everyone with the dead beast they carried.

The scouts had tracked the beast for days, found it, watched it for a day and a half, and when it became clear that the beast had no pack nor was there any sign of one, they killed it with their arrows. Its superior speed didn't save it from elven archery.

They marveled at its size and beautiful spotted coat. The crafters wanted to make it into a cloak, but the creature was far too skinny.

They ended up making a simple but lovely wall decoration of the pelt and presented it to Queen Edella at the Summer Founding Feast. The farmers' hard work and steady improvement yielded enough food to feed everyone and still have some left over for the stores.

At the celebration, an elder flutist performed a hauntingly beautiful song inspired by the events of the past year. Everyone loved it and it became quite popular, often sung by the common elves as they worked, although it did not sound as equally beautiful it was sung by everyone.

What was the song about?

>The discovery of the Bodenave and this land's endless wonder.
>The sinister legacy of the fishstealer's treachery.
>The phoenix-like soaring rise of their glorious queen to divinity.
>The return of Hakken Brassclaw as a dauntless hero.
>The threat of the spotted beast and the scouts' recent triumph.
>Write-In

You have 2 Actions for the beginning of Spring:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move 1 to 4 Units Speed 3
>Gather Food with 1 to 4 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train 1 to 3 Farmers into other Units
>>
>>4223995
can we gather food 2x?
if not food and explore- discover resource
>>
>>4223998
We can't, but if we get farming tech 2 we'll increase how much food we'll get per turn permanently. It's guaranteed this turn since we just missed it before by just 1 point.

>>4223995
>The threat of the spotted beast and the scouts' recent triumph.

>Develop Technology Farming II
>Gather Food with 4 Units
>>
>>4224117
+1
>>
>>4223998
>explore- discover resource
Any time you Explore you have to tell me where.
Discover Resource needs to be in a bordered hex, one you've been to.
Explore Move needs a path of (default 3) hexes to move a unit through, turning them into bordered, explored hexes.
>>
>>4223995
>>Event
>The discovery of the Bodenave and this land's endless wonder.
The sense of wonder will do well for us when we get to explode next turn. Plus its cozy.

>>Action
>Gather Food with 4 Units
>Develop Technology Farming II
>>
>>4223995
>The phoenix-like soaring rise of their glorious queen to divinity.
>Develop Technology Farming II
>Gather Food with 4 Units
>>
>>4224176
ok but i wanna develop farming 2 and gather food instead
>>
>>4223995
>The discovery of the Bodenave and this land's endless wonder.
>>
>>4224117
Support
>>
Rolled 5, 4, 3, 5 = 17 (4d6)

>>4224117
>triumph 1
>Develop Technology Farming II 1
>Gather Food with 4 Units 1
>>4224139
>triumph 2
>Develop Technology Farming II 2
>Gather Food with 4 Units 2
>>4224447
>wonder 1
>Gather Food with 4 Units 3
>Develop Technology Farming II 3
>>4224509
>divinity 1
>Develop Technology Farming II 4
>Gather Food with 4 Units 4
>>4224781
>develop farming II 5
>gather food 5
>>4224784
>wonder 2
>>4225330
>triumph 3
>Develop Technology Farming II 6
>Gather Food with 4 Units 6

Vote closed
Triumph over the spotted beast
Develop Technology Farming II
Gather Food with 4 Units
>>
>Population Tier III: Growing (9 -0 +7 = 16 pips)
>Health Tier 2 (3 -0 + 1 pips)
>Morale: 1
>Food: 1 Stores (1 -16 + 10 + 6)

>Units: 4 of 7 Available: 3 Farmers and Edella
Farmer: +2 to Gather (Produce/Grain)
Queen Edella Farn the Phoenix Heart: Firestarter: Either +1 Offense, -1 Attrition or +1 Gather Mystical Element; Used once per turn; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn per structure or unit (Firestarter) (+15 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (12 MD pips)

>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged); (10 +19 "Archery" pips)

Earthen Defences (I): Earthen Wall +1 Defense Structure (10 + 10 Earthen Defences pips)

Feathercraft (I): Feather Cloaks +1 Health; (10 +4 "Feathercraft" pips)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+19 Agri pips; 1 more needed for Farming(II))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

Hunting (0): (+9 pips)

>Resources:
Fertile Soil: 1 Hex; Stockpile (0)
Farmed Food: 1 Hex; Stores (1)
Foraged Food: 1 Hex; Stores (0)
Mystic: Vestan Djagger (Tier I)
Mystic: Edella Farn (Tier I)
Warrior: Hakken Brassclaw (Tier 0)

>Structures:
Elf Settlement (I): +1 Defense
3 x Farm (0): +1 Food Spring/Summer; +2 Autumn;
Turf House (0): Food Storage

...
>>
The song about the exaggerated threat of the spotted beast and its defeat became a sort of metaphor for the elves triumph over adversity. The popularity of the song inspired a number of elves to pursue an interest in music as an activity during downtime.

Having studied the various rates of decay of the different crops stored in the turf house, sages worked with the farmers to teach them a way of rotating the crops for larger yields and it seems to work almost immediately. Edella was quite impressed with the results and the sages and farmers were quite grateful for the praise from their phoenix queen.

While circling to the south, the scouts spotted what they first thought was a large furry snake, with pointed horns on its maw, snatch a rodent from the grass. They were horrified when they realized it was, in fact, the clawed arm of a giant furry beast dwelling underground.

Not thinking, one scout panicked and fired an arrow into the arm. The arrow broke off as the arm pulled back into the ground with the rodent and the creature ignored it entirely, either not feeling the arrow sink into its flesh and break off or simply not caring.

The furry arm was at least as large as an elf's leg, the claws were as long as daggers, and the hole from which it sprang is not big enough for the creature to exit. The scouts searched but could not find another entrance to the burrow.

Edella was troubled by the presence of yet another strange, wild beast that her people must contend with. Fortunately, this one seemed content to remain underground but the extent of its burrow was something that she felt they should know.

What should they do regarding the giant underground beast?

>Have the scouts search until they find another entrance to the burrow and, leaving the creature alone if possible, discover how large it is and [b]explore[/b].
>Get into the burrow somehow, digging at the hole like dwarves if necessary, find the frightening creature, and [b]attack[/b].
>As the creature hasn't harmed anything so far and you have other, more important issues to deal with, leave the beast in [b]peace[/b].
>Write-In

You have 3 Actions for the end of Spring:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 3
>Gather Food with 1 to 4 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train 1 to 3 Farmers into other Units
>Train 3 additional units

Sometimes, when you upgrade a Development that a unit has been trained with, that unit might need to be retrained with the more advanced Development. But I saw no reason to require you to retrain the Farmers.
>>
>>4226554
>Have the scouts search until they find another entrance to the burrow and, leaving the creature alone if possible, discover how large it is and explore

>Gather Food with 4 Units
>Develop Mysticism
Phoenix Flame (I)
>Train 3 additional units
Archers

Now that we have Farming Tech 2, we should be able to keep our population up during the winter so we won't lose all of our archers in a population drop. Hopefully
>>
>>4226554
>>Get into the burrow somehow, digging at the hole like dwarves if necessary, find the frightening creature, and [b]attack[/b].

>Gather Food with 4 Units
>Develop Mysticism
Phoenix Flame (I)
>Train 3 additional units
Archers
>>
File: Scouting Plan Alpha.png (87 KB, 291x270)
87 KB
87 KB PNG
>>4226554
>>Event
>Have the scouts search until they find another entrance to the burrow and, leaving the creature alone if possible, discover how large it is and [b]explore[/b].
Might as well figure out what all is out there, and determine if it could be a threat before acting or not acting further.

>>Actions
>Gather Food with 4 Units
>Train 3 additional units
Archers
>Explore with 3 units (archers if possible, 2 farmers (lead by Vestan and Hakken) and Edella)
Rather than dive deep in any one direction yet, I'd like to get a general lay of the land around us in all directions first, while also staying close to home. Ideally there is some wood or wood-analog near by.

How would we go about applying the buff to the farms themselves? Would that be a separate tech, or just building more advanced farms? Or would it require/also use the Fertile soil resource, that I just realized we had, to get more/be easier to unlock?
>>
>>4226782
>>4226911
thiding
>>
>>4227295
>How would we go about applying the buff to the farms themselves?
If you mean this:
>>4226553
>3 x Farm (0): +1 Food Spring/Summer; +2 Autumn;
It should be:
>3 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
I applied the bonus correctly but missed upgrading the structure listing.
My bad.
Again, some structures might have to be rebuilt I suppose, but that wouldn't make sense here.

>Would that be a separate tech, or just building more advanced farms?
A separate development could increase the farms further.

>Or would it require/also use the Fertile soil resource, that I just realized we had, to get more/be easier to unlock?
Gathering and using a Resource for a Development can be done, but there is no specific requirements I have in mind.
>>
>>4227344
Wait we haven't been using fertile soil resources on the farms??
>>
>>4226554
>Get into the burrow somehow, digging at the hole like dwarves if necessary, find the frightening creature, and [b]attack[/b].

MUST EAT MORE HEARTS
>>
Rolled 1, 1, 6, 3, 1, 2, 6 = 20 (7d6)

>>4226782
>explore 1
>Gather Food with 4 Units 1
>Develop Mysticism: Phoenix Flame (I) 1
>Train 3 additional units: Archers 1
>>4226911
>attack 1
>Gather Food with 4 Units 2
>Develop Mysticism: Phoenix Flame (I) 2
>Train 3 additional units: Archers 2
>>4227295
>explore 2
>Gather Food with 4 Units 3
>Train 3 additional units: Archers 3
>Explore with 3 units 1
>>4227296
>attack or explore 0
>Gather Food with 4 Units 4
>Develop Mysticism: Phoenix Flame (I) 3
>Train 3 additional units: Archers 4
>>4227657
>attack 2
>MUST EAT MORE HEARTS 1

Rolling 1d6: Odd explores, even attacks

Develop Mysticism: Phoenix Flame (II)
Train 3 additional units: Archers
Gather Food with 7 Units
>>
>>4227700
>3 tier 2 farms
>gathering with 7 units

God we are going to boom in population just to see it crumble, aren't we?
>>
>>4227867
Eh.
Pop waxes and wanes.

Just checked the thread to see if I screwed up earlier.
I kinda did. I mentioned the "Summer" Founding Feast earlier, but it happened at the beginning of Spring this year.
So, I'll leave it in the beginning of the Spring from now on. It makes sense.
>>
>Population Tier IV: Vital (16 -0 +7 = 23 pips)
>Health Tier 2 (3 -0 + 1 pips)
>Morale: 1
>Food: -6 Hunger (1 -23 + 10 + 6)

>Units: 7 of 11 Available: 3 Farmers, 3 Archers, and Edella
Farmer: +2 to Gather (Produce/Grain)
Archer: +1 to Gather (Game/Fish); +1 to Offense
Queen Edella Farn the Phoenix Heart: Firestarter (II): Either +1 Offense, -1 Attrition or +1 Gather Mystical Element; Used once per turn; Applies to every other allied unit in the hex; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (II): Firey Beacon: Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn by unit or structure; applies to every other allied unit/structure in the hex (+27 Pyro pips; 23 needed for Phoenix Flame (III))

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (12 MD pips)

>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged); (10 +19 "Archery" pips)

Earthen Defences (I): Earthen Wall +1 Defense Structure (10 + 10 Earthen Defences pips)

Feathercraft (I): Feather Cloaks +1 Health; (10 +4 "Feathercraft" pips)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+28 Agri pips; 22 more needed for Farming (III))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

Hunting (0): (+9 pips)

>Resources:
Fertile Soil: 1 Hex; Stockpile (0)
Farmed Food: 1 Hex; Stores (0)
Foraged Food: 1 Hex; Stores (0)
Mystic: Vestan Djagger (Tier I)
Mystic: Edella Farn (Tier II)
Warrior: Hakken Brassclaw (Tier 0)

>Structures:
Elf Settlement (I): +1 Defense
3 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage

...
>>
File: DefinitelyNotWrath.jpg (177 KB, 1024x576)
177 KB
177 KB JPG
>>4227927

Emboldened by their rigorous and intensive training with archery, Edella sent the scouts out in search of another entrance to the burrow. It took most of the day, but eventually, they found a shallow gulley, probably a former stream long ago, where one side bore a collapsed hole partially filled in with stone.

They returned to the settlements to report to the Discovery and headed out early the next morning with tools. They were able to move the stones and clear the entrance enough for elves to enter the low tunnel beyond.

The tunnel had obviously been dug by a large creature with long claws, as evidenced by the marks on the walls scratching the stone and soil.
There were only a few branching tunnels: one lead to an area rank with a foul mess, another that terminated in a wall of dark grey colored stone mottled stone reddish-orange and a deep pool of clear water, and another that entered into a large hollowed-out cavern where a gigantic creature slept in a matted mess of dried grass and small bones.

The creature had four limbs and a stubby snout and tail with long shaggy fur. Its arm still held the broken tip of the arrow.

Upon the scouts' approach, the creature opened its eyes lazily, looked them over, and simply lied there staring at them. When they did not act, the creature sleepily stretched and its foot kicked a rock the size of an elf free of the earthen wall, sending it rolling a few paces before it stopped with a heavy thud.

The scouts withdrew and when they reported their discoveries, the sages immediately began arguing amongst themselves. Some felt the stones in the cave were worth investigating, some felt the creature was sick, some felt it was strong and could be tamed, some felt it was useless and should be killed, and some wished to ignore it completely.

...
>>
>>4227932
Queen Edella let them argue for the time being. She had taken to meditating with Vestan quite a lot recently. At first, she had dismissed the lessons in strengthening her well as she already had a remarkably powerful will.

But as she studied, she learned that this was a different kind of will, one steeped in power and mysticism. And as she concentrated her mystical will on her burning phoenix energy deep within her, she accessed a new former flame she was able to harness in her hands.

This was a bright shining beacon of light that inspired all elves who saw it and heartened them to strive ever more valiantly for their divine queen.

As more elves grew to develop mystical talents, she began to consider how she should direct who wields such power. It could be instructed to everyone, only the one she chooses, or simply to just those that excel at it.

Which elves should practice mystical arts?
>Mystic power will fall to only those that Edella holds close as her community's elite.
>While open to all, only those that have talent and aptitude will be the initiated.
>The mystical arts will be taught to everyone.
>Write-In

You have 4 Actions for the beginning of Summer:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 3
>Gather Food with up to 7 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train units into other units
>Train 4 additional units

I want to point out that the Attrition bonus of the Phoenix Flame (II) Beacon does not stack and (at the moment) only lowers Attrition by a total of one, regardless of the number of units or structures in the hex.
>>
>>4227935
>>Event
>Mystic power will fall to only those that Edella holds close as her community's elite. Specifically the Phoenix Flame variety.
>Meanwhile, the mental discipline mystical arts will be taught to everyone.
While I do think Edella wants to see her people flourish, the special gift of Phoenix Flame is likely a less necessary thing. More of a luxury and sign of status, so I think she'd want to keep that kind of power close to her side at all times. The more basic mental stuff can be shared amongst the common folk though.
Either way, let's get the firekeepers started!

>>Action
>Gather with 7 units
>Explore with 3 archers
Balanced search pattern a la >>4227295
>Develop Technology
Animal Husbandry, I want those birds as mounts and to give feathers for our archers.
If that's enough, then
>Develop Structure: Stables
otherwise
>Develop Structure: Earthen Defences
>>
>>4228100
That should be a Gather Food, by the by.
>>
>>4227935
>While open to all, only those that have talent and aptitude will be the initiated.

>Explore - Move Units Speed 3
Explore the south east with Queen Farn and 1 unit of archers
>Gather Food with 5 Units
>Build Structure
Farm
>Develop Mysticism
Develop some kind of magic that lets a person set arrows on fire after they've been shot to increase their power (maybe as a separate support unit?). At some point we could possibly upgrade that into shooting explosive arrows for a primitive form of artillery
>>
>>4227935
>The mystical arts will be taught to everyone.
We are a magical race, our advantage over the other races is our natural magical aptitude.
>>
>>4227410
>Wait we haven't been using fertile soil resources on the farms?
Technically, the presence of Fertile Soil is what allows the farms to work.
So have been using the Fertile Soil, but not Gathering it for use in Development or building Structures.

>>4228100
>If that's enough, then
>>Develop Structure: Stables
I think the civ lacks the construction ability for full stables. But they could manage a corral.

>>4228115
>>Explore - Move Units Speed 3
>Explore the south east with Queen Farn and 1 unit of archers
>>Gather Food with 5 Units
Just reminding you that units can Gather, then Explore.
They just can't "Explore, then Explore" or "Gather, then Gather".
>>
>>4228577
Okay, I switch to gather with all units then.

>>4228100
Switching to this search pattern, too. Also, I do think we should have an elite "Phoenix Guard" set up at some point (original name, I know). That doesn't mean we shouldn't have other magic users, I think.
>>
>>4203084

You mean it didn't pass even one year in the civ yet?
So population will never grow by birth and people growing up right? We need to like find and recruit new people around us and stuff?
>>
>>4228768
>You mean it didn't pass even one year in the civ yet?
Its now been just over a year.

>So population will never grow by birth and people growing up right?
Not substantially. Although, there's always the possibility of Developments later on.

>We need to like find and recruit new people around us and stuff?
That is viable, but there are no hard numbers for the amount of elves in the civilization. The "Population" stat is an abstract indication of how many healthy and able people there are around to get things done. Its fluctuated from around 3 to the current high mark of 23, but is gonna dip again. The max benefit is at 35.

FYI, there were, in fact, no births in the first year. This was largely because everyone was starving.
>>
>>4211132
>Based on the rules, it looks like our population will just keep exploding at the rate of 2d6-1 until we hit the maximum
>>4211942
>Maximum is 35
Thinking about this, I don't really see a point to capping the population. It's just that there's no mechanical benefit above 35 besides the fact that if you lose some you aren't losing any mechanical benefit. So you could mushroom out to a huge population mostly lazy elves if you really wanted to. Not that that's exactly a pressing concern at the moment.
>>
Your rules are really weird, but if they work for you it's fine.
>>
>>4228884
He's been working on it for a while iirc.
First test run, so we are are all playtesting and seeing what works and what doesn't.
>>
>>4228938

I don't fully understand the system to be honest. Correct me if I'm wrong but there are lots of rolls QM must do every turn? Seems like a lot of work to run the thread with all these dice pools, I fear QM will just burn out and quit. QM isn't a computer, he will tire very quickly of doing the exact same thing over and over unless he has the tism.

Also the time frame of the civ seems kinda slow. It will allow for more detailed conflict for sure but precludes organic growth. That's certainly a way to play, but it means that once your armies are wiped out there will be no reinforcements since there's no steady supply of new people being born. A very high stakes game indeed.
>>
>>4228974
>Seems like a lot of work to run the thread with all these dice pools
Not really. I front-loaded all the math and balance so now I just roll until I spot something that needs tweaking.
I panicked when I first saw the Pop swing up and down until I realized that it just does that and it was working as intended.

>I fear QM will just burn out and quit.
Never!

>QM isn't a computer, he will tire very quickly of doing the exact same thing over and over unless he has the tism.
Meh. It's rolling a variable amount of d6 each turn. Most app games are worse.
Most of the update is coming up with events, resolutions, and interpreting the players' actions. Which is all challenging and fun.
Ideally, it will eventually become streamlined so I could teach a stranger to do it. It's... getting better.

>Also the time frame of the civ seems kinda slow. It will allow for more detailed conflict for sure but precludes organic growth. That's certainly a way to play
100% true.
It's slow, that's an undeniable fact and not the only way to run a civ.

>it means that once your armies are wiped out there will be no reinforcements since there's no steady supply of new people being born. A very high stakes game indeed.
Well, once a civilization's armies are wiped out, wouldn't a catastrophic lack of fighting force be a natural result?
Don't get wiped out.

There's a mechanic for losing armies, we'll see how it works.
But also, there's a reason everything is abstracted. Just because your Units are defeated and the Attrition shrinks the Population down to barely anything, that doesn't necessarily mean anyone died.
No hard numbers provides tremendous narrative wiggle room. The elves didn't eat for a chunk of the year, on paper. In actual elven lives, they were just barely surviving at near-starvation levels.
Also, there's always magic.

Although if we want the civ to become a literal metropolis, there would likely need to be migrants. Or cloning. Or rapidly growing elves hatched from bird eggs. There's plenty of possibilities.
>>
>>4228878
>>4229030
>population is just some abstract number that doesn't really mean anything; doubled pop doesn't actually mean doubled persons
>in fact, while food needs have grown by hundreds of percent, there has not been a single new person in the whole civ
>But doubled pop will mean doubled food costs
>It's balanced because the game's designed around having the population starving for half of the year because food production can never keep up with population growth without starvation reducing pops
>To improve on this system, the one thing that could allow for stability, max population, has been removed so food consumption can increase to infinity in exchange for nothing
I agree with the other anon, these rules are really weird, borderline nonsensical
>>
>>4229142
maybe he should make it like how civ and stellaris does it
pops work in cities and produce resources and the army is separate units
>>
>>4229142
>population is just some abstract number that doesn't really mean anything
Well, it is an abstract indication of how many healthy and able people there are around to get things done.
However, the abstraction is key.
I think a large portion of the counterintuitive feeling comes from "Population" being a poor and misleading term, though.

>doubled pop doesn't actually mean doubled persons
Doubled pop means doubled persons that are healthy and able to get things done.
More importantly, tiers are more important than doubling. Separating the incrementally growing workforce into tiers keeps the benefits from increasing linearly too.
A village twice the size of its neighbor isn't likely to be twice as powerful.

"Workforce" was a more accurate name that I discarded and perhaps I should reconsider it.
Perhaps Workforce pips feed into the Population Tier? I like Population as a general indicator of how the civ is doing.

>in fact, while food needs have grown by hundreds of percent, there has not been a single new person in the whole civ
>But doubled pop will mean doubled food costs
The more active people are, the more they need to consume. The more hungry they are, the less active they are.
Remember that the same set of rules is designed for use with all the races, bet all of which are even organic.
Would you have these same concerns if we were discussing Crystalids? Legitimately asking.

>It's balanced because the game's designed around having the population starving for half of the year because food production can never keep up with population growth without starvation reducing pops
For a starting off civ, yeah. A civilization with a way to maintain A steady food supply is possible.

>To improve on this system, the one thing that could allow for stability, max population, has been removed so food consumption can increase to infinity in exchange for nothing
The thought was that if Pop is maxed at 35, one tiny ding will drop you down from a hard-earned Tier V. Although, now that I think about it, Tier V is intended to be hard to reach and difficult to maintain. We'll try it as originally with the cap at 35 with zero buffer to cushion Tier V Pop.

>I agree with the other anon, these rules are really weird, borderline nonsensical
Weird, maybe.
Poorly termed, possibly.
Deeply abstracted, certainly.
Nonsensical? Not really. I can see the sense from my angle. I just have to make it visible and intuitive to others.
It sadly is better than it was.
>>
>>4229226
>maybe he should make it like how civ and stellaris does it
>pops work in cities and produce resources and the army is separate units
Is there a source for this system you can link or should I just search for Stellaris and "civ"? Is that a typo? Because it looks like you used civ as a name.
The main features I wanted to be an ability to act that scales with civ and that it meaningfully interacts with the stats and perks from race selection.
The meaningless perks of the classic image are what spurred me to start my own and I never liked that in civs, whether or not your civ was huge and mighty or tiny and dying, you get a straight 1 or 2 actions.
>>
>>4229503
i mean the Sid Meiers Civilization series of games
>>
>>4229516
Ah.
It is difficult to translate computer sims into quest format civs.
>>
>>4229522
don't focus on the math part too much just maybe concepts and ideas
>>
Rolled 4, 3 = 7 (2d4)

>>4228100
>Firekeepers elite 1
>Gather with 7 units 1
>Explore with 3 archers Pattern 1
>Develop Technology: Animal Husbandry 1
>Develop Structure: Dugout Stables: 1
>>4228115
>>4228625
>initiated 1
>Explore - Move Queen and 1 Archer in Pattern 1
>Gather Food with 7 Units 2
>Build Structure: Farm 1
>Develop Mysticism: Phoenix Arrows 1
>>4228426
>everyone 1

Oof.

>Event:
This seems evenly split. I like the write-in of Edella keeping some of the magic just for the elite, but all votes indicated that most magic is open to all elves.
I'll work it out.

>Actions;
Gather Food with 7 units
Explore pattern with three archers

I have thoughts on the final two actions, but it' probably most fair if I roll:
1. Animal Husbandry
2. Dugout Stables
3. Farm
4. Phoenix Arrows
>>
Rolled 1, 6, 1, 6, 2, 5 = 21 (6d6)

>>4229556
Dice Gods give no love to the bird lovers among us.
>>
Working on the map.
Just posting a quick survey since I've been meaning to ask:

"Bodenave" is one of the names that I'm less than certain of.
>Which does everyone prefer:
Land Birds
Bodenave
Something Else
Don't Care
>>
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Curses, the birds evade us once again! Quickly people, we must tame the flock or consume the hearts of our avian neighbors, lest they rise against us.

>>4229684
>Bodenave
I prefer the custom names you come up with, if it doesn't have a specific mythological name to base it off of. Gives the world a bit more feeling of being its own things if its creatures have their own names, even if it takes a little while to remember them.
Otherwise I'd just be calling them fantasy-emus or chocobos.
>>
>>4229501
>Doubled pop means doubled persons that are healthy and able to get things done.
It doesn't though. First, it's obviously not representative of health, since health is its own measure. It's not even something like "dynamism" because that's morale. Health/pops/morale may all be impacted by 1 thing, but are still separate. Secondly, going from 10 pops to 20 pops, that is "doubling the mouths to feed" (but not really, since population has not increased by 1 single person this entire time), results in a 66% increase in units. Since units are what contribute to output and get things done, we can definitively say that doubling "pops" (but not persons) does not double healthy persons who can participate in labor. The ratio of units/pops declines sharply from 1 to about .43 at max, for reference. The point on tiers is pretty irrelevant, since it's completely meaningless on its own and only works in the context of units and pops. It just looks like a way of simplifying things, and probably for the best since it's easier to work with large discrete numbers than granular ones.

>The more active people are, the more they need to consume. The more hungry they are, the less active they are.
To a point, perhaps. But the insane differences are way, way past any justification based on activity levels. You mentioned that the actual number of people is flat and does not actually go up. Fair enough, since this game is on a slow time scale where we're dealing in months. The issue, then, is that you can have persons that do not starve at 4 food produced (4 pop, 4 units of food consumed) and then do starve at 32 food produced (35 pop, all food consumed and 3 units of hunger). So, the same persons suddenly start consuming 8 times more food. That's beyond insane. And that's being generous, using tier 2 (stable) and exempting tier 1 (which isn't exempt based on how the rules work).
You might say it's unfair to make these comparisons, but these are the sorts of changes a civ can go through and which we're currently dealing with. With population uncapped, then there is literally no end to it. As a thought experiment, if we were to be gifted a functionally unlimited amount of food (not important how, let's say somebody opens up a portal to a supermarket), then a comparable number of persons will just consume hundreds of food units, for no reason, until they start "starving". And then we'll suffer penalties for having a "starving" population. Note that it also makes storage utterly meaningless.

>Would you have these same concerns if we were discussing Crystalids?
I think so. The numbers we're dealing with are still way too implausible for me to buy into. I'd go on, but 4chan's telling me I'm already typing too much. Probably for good reason.

By the way, the game's still good enough that I enjoy playing and haven't dropped it. I'm just agreeing with the other anon that this system is really weird and makes less sense the more I think about it.

>>4229731
I agree
>>
OP is IP range banned at the moment, please stand by.
>>
Update momentarily.
Updating the map took most of my set aside writing time and then nonsense, IP range ban, and sleep, have kept me from posting since.
>>
File: ElfCiv005.png (98 KB, 366x300)
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>Population Tier IV: Vital (23 -6 +6 = 23 pips)
>Health Tier 1 (3 -3 + 1 pips)
>Morale: ½
>Food: -5 Hunger (0 -23 + 10 + 8)

>Units: 7 of 11 Available: 3 Farmers, 3 Archers, and Edella
Farmer: +2 to Gather (Produce/Grain)
Archer: +1 to Gather (Game/Fish); +1 to Offense
Queen Edella Farn the Phoenix Heart: Firestarter (II): Either +1 Offense, -1 Attrition or +1 Gather Mystical Element; Used once per turn; Applies to every other allied unit in the hex; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): (+20 Pyro pips);
Phoenix Flame (II): Firey Beacon: Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn by unit or structure; applies to every other allied unit/structure in the hex (+20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Arrows (II): +2 to Gather (Game/Fish/Mystical); +3 to Offense (Ranged); (29 Archery pips +10 +15 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (12 MD pips)

>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged); (10 +19 "Archery" pips)

Earthen Construction: (10 Earth pips)
Earthen Defences (I): Earthen Wall +1 Defense Structure (+10 Earth pips)

Feathercraft (I): Feather Cloaks +1 Health; (10 +4 "Feathercraft" pips)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+28 Agri pips; 22 more needed for Farming (III))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

Hunting (0): (+9 pips)

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction
Farmed Food: 1 Hex; Stores (0); Grains, Produce
Foraged Food: 1 Hex; Stores (0)
Mystic: Vestan Djagger (Tier I)
Mystic: Edella Farn (Tier II)
Warrior: Hakken Brassclaw (Tier 0)

>Structures:
Elf Settlement (I): +1 Defense
4 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage

...
>>
>>4231938
Edella strongly encouraged all elves to try to develop their personal mystical abilities whenever their time allowed. And since their divine queen requested it many elves began studies and meditations, delving into the power of their minds.

Secretly, Edella pulled Vestan aside and requested that he hold off on teaching what he knew of pyrokinesis to any others without her approval, especially Phoenix Flame. She then selected a few talented archers and personally instructed them in the arts.

Under the close instruction of their beautiful and mystical queen, the archers learned to harness a form of Phoenix Flame focused on the head of an arrow. These arrows burned and ignited when they struck and also seemed to pull towards mystical elements as well.

Edella was quite pleased with the beginnings of her elite guard. As they trained and honed their skills, the other archers spread out, exploring the countryside in search of other surprises nearby like the burrow beast.

In the southeast where the grassland became sparse and the plantlife less lush, they discovered a grey stone, a little larger than a head, cut than a perfect cube aside from some weathering. There was a finger length circular hole in the top and some skeletal remains of what they believed was a human male.

The skull of the human had been crushed and, at first, the archers feared the square block might be the head of a giant's mace. But when one archer found a broken pole a few strips of wood buried in the grass nearby, a clever elf noticed the subtle makings of a long-forgotten path running roughly north and south with a third path heading southwest.

The block seemed to be the base of an old signpost at the crossroads, a waypoint between destinations of some lost civilization. Perhaps it was human, or the human could have just been a traveler.

The human remains held no clues aside from four rough copper coins bearing what looked like a crude symbol of a nest of eggs on them. The archers considered what to do with the remains.

...
>>
>>4231939
While the remains were not elven, they did belong to a sentient creature. They decided to treat the remains as they normally would for those of another race.

How do the elves treat the dead of other races?
>The archers left the bones where they lay as non-elf races are regarded as no better than other animals.
>The archers dug a small pit to conceal the bones as seeing the dead of even the lesser races is unsettling.
>The archers buried the remains, using the signpost block as a marker, for even the dead of humans deserve respect.
>The archers arranged the bones on display by the block for any others to see, as an intimidating symbol of the elves unquestioned dominion.
>Write-In

You have 2 Actions for the end of Summer:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 3
>Gather Food with up to 7 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train units into other units
>Train 4 additional units
>>
>>4231942
>The archers arranged the bones on display by the block for any others to see, as an intimidating symbol of the elves unquestioned dominion.

When we meet other sentient species we're going to eat them too.
>>
>>4232541
Supporting this. We going Bosmer

>>4231942
>Gather Food with 7 Units
>Send units out to tame the bodenaves
>>
>>4232541
>>4232700
+1
>>
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>>4231942
I guess anon wants to go go Queen Edella "The Consumer of Worlds" Farn the Phoenix Heart.

>>Actions
>Gather FOOD with 7 units
>Develop Technology: Animal Husbandry
Think we need the tech before we can really start getting the animals under use. If not, let's use the units. Or hell, do both, use units to expedite the process.
>>
Rolled 2, 3, 5, 4 = 14 (4d6)

Seems pretty unanimous.
Calling the vote.

>>4232541
>dominion 1
>>4232700
>Bosmer 1
>Gather Food with 7 Units 1
>Send units out to tame the bodenaves 1
>>4233536
>Gather Food with 7 Units 2
>Send units out to tame the bodenaves 2
>>4233696
>Queen Edella "The Consumer of Worlds" Farn the Phoenix Heart.
>Gather FOOD with 7 units 3
>Develop Technology: Animal Husbandry 3
>>
Just double checked and I made an error when adding the Archers to the Gather Food total so I am adding the 6 Food I miscounted earlier.
Some elves misshelved some stored food maybe.
>>
Hmmm, perhaps I should've just said dominion...
Do we roll with it?
>>
>>4234026
I took it as different shade of dominion.

Regardless, we have an update.
>>
>Population Tier IV: Vital (23 -5 +9 = 27 pips)
>Health Tier 2 (3 -5/2 + 1 pips)
>Morale: 1
>Food: 0 Hunger (6 -27 +13 + 8)

>Units: 7 of 11 Available: 3 Farmers, 3 Archers, and Edella
Farmer: +2 to Gather (Produce/Grain)
Archer: +1 to Gather (Game/Fish); +1 to Offense
Queen Edella Farn the Phoenix Heart: Firestarter (II): Either +1 Offense, -1 Attrition or +1 Gather Mystical Element; Used once per turn; Applies to every other allied unit in the hex; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): (+20 Pyro pips);
Phoenix Flame (II): Fiery Beacon: Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn by unit or structure; applies to every other allied unit/structure in the hex (+20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Arrows (II): +2 to Gather (Game/Fish/Mystical); +3 to Offense (Ranged); (29 Archery pips +10 +15 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (12 MD pips)

>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged); (10 +19 "Archery" pips)

Earthen Construction: (10 Earth pips)
Earthen Defenses (I): Earthen Wall +1 Defense Structure (+10 Earth pips)

Feathercraft (I): Feather Cloaks +1 Health; (10 +4 "Feathercraft" pips)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+28 Agri pips; 22 more needed for Farming (III))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

Hunting (0): (+9 pips)
Animal Husbandry (I): (10 AH pips)
Bodenave Handling (I): +1 Gather Birds; +1 Gather Feathers; +1 Gather Eggs; Convert Bird/Eggs to Food; (+5 AH pips 15 more needed for Bodenave Handling (II))

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction
Farmed Food: 1 Hex; Stores (0); Grains, Produce
Foraged Food: 1 Hex; Stores (0)
Bodenave Flock: 1 Hex; Stores (3,0,0); Birds, Feathers, Eggs,
Mystic: Vestan Djagger (Tier I)
Mystic: Edella Farn (Tier II)
Warrior: Hakken Brassclaw (Tier 0)

>Structures:
Elf Settlement (I): +1 Defense
4 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage
Bodenave pen (0): Earthen Corral: [3]

>>
>>4234090

Queen Farn was disturbed by even more signs of other, although seemingly gone, civilizations so near her own. She was quite pleased that the archers had taken the old tradition of displaying the bones of fallen outsiders as a clear sign of elven survival and dominance.

With the farms prospering, the archers finally had time to venture out to the Bodenave flock to the northeast and captured three of the large birds. A modest enclosure of earthen walls was used to enclose them so that they could run without tether.

Once comfortable and fed, the birds became rather docile and the three were able to be tamed within half a season. The lead bird handler said that in as little as another full season, they might even be able to be ridden.

Edella suspected that they might even be able to train them quick than that if the trainer had a mind to use the proper discipline. She would have to put some thought to it.

...
>>
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>>4234093

Once again, the Phoenixheart’s plans for the future were put on hold by more immediate concerns. Strange beings were seen on the other edge of the river bank and she rushed to the location herself.

Along the way, she was given an account of the creatures’ odd behavior. They had apparently been spending their time pulling little brown worms out of sack, dangling them over the water, catching fish, and throwing them back, all while laughing hysterically.

Upon arriving, she saw them doing it firsthand. The creatures were utterly horrid looking and she had the compulsion to drag them through the river just to wash them.

There were three groups of them and they were all indistinguishable from each other. They were half the size of elves, green skinned, and had ridiculous ears like bats.

When they laughed, which they did constantly and maniacally, she could see their sharp teeth even from this distance. Their clothes were disgusting knotted messes of vines and leaves and bark, all covered with mud and yet, strangely, each one of them carried a well crafted woven sack half-full with apparently an endless supply of worms.

A number of them noticed her arrival and alerted one particular worm tosser, perhaps the “leader”. He stared and waved to her, reached into his sack, and threw something directly at her. Her honed reflexes and returned youth allowed her to catch it with ease, unpleasantly so.

It was a thick yellow grubworm the size of an apple that seemed healthy enough, but its lazy squirm in her hand felt disgusting. This worm was unlike the little brown ones they had been playing with.

It was less than clear what these creatures wanted, but it was important to take the right action as this was her civilization’s first contact with another civilized race, or relatively civilized anyway.

What does Edella do with the grubworm?
>Dangle it over the water and catch a fish in show of skill.
>Throw it back to them in a display of dignity.
>Throw them a fruit an example of trade.
>Take a juicy bite out of it in a sign of consumption.
>Write-In

The Goblin Civilization has initiated Diplomacy
This first Diplomacy will not use an Action. The first two d6 I roll will determine their attempts at Diplomacy with you. The second to last d6 I roll with determine your attempts at Diplomacy with them.
What sort of diplomatic action do you want to attempt?
>Simple Introduction
>Establish Trade
>Military Alliance
>Meet with Leader
>Write-In

You have 4 Actions for the beginning of Autumn:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 3
>Gather Food with up to 7 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train units into other units
>Train 4 additional units
>Engage Diplomacy
>>
>>4234094
>skill
>introduction
>gather food
>build structure: more farms
>develop technology
>explore move units speed 3 east
>>
>>4234094
>Dangle it over the water and catch a fish in show of skill.

>Meet with Leader

>Gather Food with up to 7 Units
>Build Structure
Farm
>develop technology
Develop Bodenave Handling. Maybe try to find out what kind of feed they're best with to improve how much they grow and produce eggs? I don't have good ideas for this (a little drunk atm)
>Continue exploring
Kind of want to improve mysticism, but we should get our exploring in before winter sets in. Liking the map btw
>>
>>4234094
>>Event
>Throw them a fruit an example of trade.
>>Diplo
>Simple Introduction

>>Action
>Gather Food with 7 Units
>Develop Technology: Bodenave Handling
>Build Structure: Stables
Something to start auto-breeding/harvesting the Bodenave
>Explore - move
Send one north then along the river, one east, and one south
We'll probably want to pull them back for the winter though.
>>
>>4234094
>Dangle it over the water and catch a fish in show of skill.

>Simple Introduction

>Gather Food with up to 7 Units
>Develop Technology
Birb handling and domestication
>Continue exploring
go south
>>
Rolled 1, 4, 6, 5, 2, 2, 4 = 24 (7d6)

>>4234196
>skill 1
>introduction 1
>gather food 1
>build structure: more farm 1
>develop technology? 1
>explore move units speed 3 east 1.1
>>4234210
>skill 2
>Meet with Leader 1
>Gather Food with up to 7 Units 2
>Build Structure: Farm 2
>develop technology: Bodenave Handling: feed they're best with to improve how much they grow and produce eggs? 2
>exploring 2
>>4234270
>trade 1
>Simple Introduction 2
>>Gather Food with 7 Units 3
>Develop Technology: Bodenave Handling 2
>Build Structure: Stable: start auto-breeding/harvesting the Bodenave 3
>Explore - move one north then along the river, one east, and one south 3 .2
>>4234936
>skill 3
>Simple Introduction 3
>Gather Food with up to 7 Units 4
>Develop Technology: Birb handling 3
>domestication 4/3
>Continue exploring south 4.3

>Vote closed:
Skill
Introduction
Farm
Gather
Bodenave Breeding
Explore

Rolling:
Goblin Diplomacy 2d6
Explore East 1d6 1-2 East, 3-4 Pattern, 5-6 South
Bodenave Technology 2d6
Growth 2d6
>>
Rolled 1, 4 - 1 = 4 (2d6 - 1)

>>4235554
Knew I'd forget something and I still did anyway.
Elf Diplomacy roll
>>
>>4235563
Not that I want to ruin our already meh diplo with the Gawblins, but don't the +/- to rolls apply per dice? So that should be a minus 2 rather than 1? Similar to plus 4 on mysticism rolls?
>>
>>4235610
I'm trying it the other way and it's working out.
A -1 modifier can be pretty devastating if you roll 2d6 and get two ones.
I wanted racial perks to matter but less so than Developments.

But I also knew that all perks were not equal. Dwarven Alcoholism was even more brutal than I expected.
>>
>>4235610
It's not too bad. We got the exact same rolls, keeping in mind goblins also get a -1 to diplo just like we do (from their "Unethical" trait) and we both rolled a 1 and a 4. If we fail, so do they, and there's no way they're stupid enough to attack our civ across a river during winter. Actually, scratch that last point, they're goblins
>>
>>4234094
>>4234094
>>Take a juicy bite out of it in a sign of consumption.
>>
>>4235704
bit late anon
>>
>Population Tier IV: Vital (27 -0 +5 = 32 pips)
>Health Tier 2 (3 -0/2 + 1 pips)
>Morale: 1
>Food: 1 Stores (1 -32+13 + 20)

>Units: 7 of 11 Available: 3 Farmers, 3 Archers, and Edella
Farmer: +2 to Gather (Produce/Grain)
Archer: +1 to Gather (Game/Fish); +1 to Offense
Queen Edella Farn the Phoenix Heart: Firestarter (II): Either +1 Offense, -1 Attrition or +1 Gather Mystical Element; Used once per turn; Applies to every other allied unit in the hex; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): (+20 Pyro pips);
Phoenix Flame (II): Fiery Beacon: Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn by unit or structure; applies to every other allied unit/structure in the hex (+20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Arrows (II): +2 to Gather (Game/Fish/Mystical); +3 to Offense (Ranged); (29 Archery pips +10 +15 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (12 MD pips)

>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged); (10 +19 "Archery" pips)

Earthen Construction: (10 Earth pips)
Earthen Defenses (I): Earthen Wall +1 Defense Structure (+10 Earth pips)

Feathercraft (I): Feather Cloaks +1 Health; (10 +4 "Feathercraft" pips)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+28 Agri pips; 22 more needed for Farming (III))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

Hunting (0): (+9 pips)
Animal Husbandry (I): (10 AH pips)
Bodenave Handling (I): +1 Gather Birds; +1 Gather Feathers; +1 Gather Eggs; Convert Bird/Eggs to Food; (+12 AH pips 8 more needed for Bodenave Handling (II))

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction
Farmed Food: 1 Hex; Stores (1); Grains, Produce
Foraged Food: 1 Hex; Stores (0)
Bodenave Flock: 1 Hex; Stores (3,0,0); Birds, Feathers, Eggs,
Mystic: Vestan Djagger (Tier I)
Mystic: Edella Farn (Tier II)
Warrior: Hakken Brassclaw (Tier 0)

>Structures:
Elf Settlement (I): +1 Defense
5 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage
Bodenave pen (0): Earthen Corral: [3]

...
>>
>>4235982
Edella Farn, Phoenixheart Queen of the Desk Elves, waded out into the water and dangled the large grub over the water, mimicking the filthy goblins. The goblins however, immediately fell over on their sides pointing and laughing at her.

Calming her anger, Edella remained and withstood the indignity for several minutes without a single interested fish. Refusing to be outdone by savage simpletons, she extended her will into the water, searching for the primitive mind of a suitably large fish.

Finding one sleeping under a log, she carried images of the dangling grub to its mind. Shortly after, a river fish the length of her forearm leap up to grub and she seized it.

Holding it triumphantly over her head, she announced "I am Edella Farn, Queen of the Dusk Elves! Who do I have the pleasure of addressing?"
As an added measure, she threw them the impressive catch.

The foolish goblins ran away from it as it landed but then for some reason all jumped up and down on it, smashing it to the earth. They all started jeering and making faces at Edella, who stood confused.

"You stupid grubwasting elves! Grubsack Grubbers thought fancy elves smart and Grubsack friends but you stupider than mean demon friends.
We going to tell King about you, stupid elf queen!"

The goblins waved and slapped their backsides at the elves across the river and they ran north, disappearing into the grasses.
Edella looked back at the elves nearby, who were all equally shocked, confused, and more than a little angry.

She has the scouts keep checking the river for signs of goblins, but they were less than intimidating. She just didn't want to be caught unaware if the sta doing worse things than throw grubs.

...
>>
File: ElfCiv007.png (107 KB, 459x392)
107 KB
107 KB PNG
>>4235986
>>
>>4235986
The establishment of the fifth farm went very well, further securing their prosperity. Unfortunately, the breeding attempts with the captured Bodenave were going slowly despite the sages assuring Edella that progress was being made.

Edella knew how much raising Bodenave might change things for the settlement. She wished the trainers could command them as easily as she had lured that fish.

Her thoughts were interrupted by the report from the archers that had been exploring to the south. She hoped there was some good news.

What they had to report was startling to say the least. Roughly as far as the Bodenave flock was to the east, to the south there were some rocky hills and what looked to be the beginnings of a forest.

However, nestled in front of the hills was what looked to be a large field of cultivated grain. The archers had gone as far as they had planned to but were willing to venture further to investigate the discovery when they spotted the harvesters in the distance.

Great, massive men, three times larger than an elf, completely encased in rusting armor, hacked and slashed through the fields with great scythe blades attached to their arms. The harvesters did not seem to notice the elven archers but could easily slice an elf in two if it struck a blow.

Edella liked the sound of her southern neighbors more than the fool goblins to the north. They seemed to have food as well as the ability to defend themselves.

Edella wanted to know as much as possible about them before making contact. If they were half as strange as the goblins, she wanted to avoid another catastrophe.

How does Edella learn more about the southern harvesters?
>She sends an envoy to cautiously learn all they can diplomatically
>She sends her most stealthy scouts to get close and spend a few days spying.
>She sends a group of sages, with some archers, to learn what they can from the harvesters by studying.
>She sends a group of Vestan Djagger to use the best if his abilities to glean what he can mystically.

You have 4 Actions for the end of Autumn:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 3
>Gather Food with up to 7 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train units into other units
>Train 4 additional units
>Engage Diplomacy
>>
>>4235986
>Desk Elves
Top kek

>>4235988
>She sends a group of sages, with some archers, to learn what they can from the harvesters by studying.

>Gather Food with up to 7 Units
>Develop Technology
Finish bodenave domestication
>Build Structure
Wall
>Train 4 additional units
More archers and farmers
>>
>>4235988
spying

gather food
develop bodenave taming
develop technology: travel caravans
develop technology: river fishing
>>
File: DeskElves.jpg (78 KB, 740x416)
78 KB
78 KB JPG
>>4236002
>fml
>>
I'll leave the vote open for a bit since my updates were delayed.
>>
>>4235988
>>She sends her most stealthy scouts to get close and spend a few days spying.
>>
>>4235988
>>Event
>She sends her most stealthy scouts to get close and spend a few days spying.

>>Actions
>Gather Food with 7 units
>Develop Tech: Bodenave Domestication
>Develop Mysticism: Bodenave bonding/mental link
Basically trying to get a head-start on mounts/animal companions, but shamelessly through the power of magic rather than tech, to avoid more Luddite rolls.
>Develop Tech/Mysticism: River Fishing/Fish compulsion
Similar to how our queen fished, make the fish jump into our nets.
>>
>>4235988
>She sends her most stealthy scouts to get close and spend a few days spying.

>Gather Food with 7 Units
>Build Structure
Expand the root cellar for the coming winter. More for protection against cold than for keeping food.
>Develop Technology
Bodenave Handling (II) continuing
>Develop Mysticism
Figure out how to use the mystical forces to subtly manipulate people's wills to make them not notice you to strengthen our scouts/spies
>>
Rolled 3 (1d5)

>>4236002
>studying 1
>Gather Food with up to 7 Units 1
>Develop Technology: bodenave domestication 1
>Build Structure: Wall 1
>Train 4 additional units: More archers and farmers 1
>>4236012
>spying 1
>gather food 2
>develop bodenave taming 2
>develop technology: travel caravans 1
>develop technology: river fishing 1
>>4236363
>spying 2
>>4236424
>spying 3
>Gather Food with 7 units 3
>Develop Tech: Bodenave Domestication 3
>Develop Mysticism: Bodenave bonding/mental link 4
>Develop Tech/Mysticism: River Fishing/Fish compulsion 2
>>4236635
>spying 4
>Gather Food with 7 Units 4
>Build Structure: Turf House 1
>Develop Technology: Bodenave Handling (II) 5
>Develop Mysticism: Stealth 1

Vote Closed:
Spying
Gather
Bodenave Handling
Fishing

Rolling: 1d5
Wall
Train 4 Units
Travel Caravan
Turf House
Mystic Stealth
>>
File: DEBodenave.png (5.08 MB, 2000x2000)
5.08 MB
5.08 MB PNG
Rolled 6, 4, 4, 2, 6, 4, 4, 5, 5, 1, 5, 1 = 47 (12d6)

>>4236813
Bodenave Handling 4d6+1
Fishing 4d6+1
Travel Caravan 2d6
Growth 2d6-1
>>
>Population Tier IV: Vital (32 -0 +5 = 35 pips)
>Health Tier 2 (3 -0/2 + 1 pips)
>Morale: 1
>Food: -21 Hunger (1 -35+13 + 0)

>Units: 7 of 11 Available: 3 Farmers, 3 Archers, and Edella
Farmer: +2 to Gather (Produce/Grain)
Archer: +1 to Gather (Game/Fish); +1 to Offense
Queen Edella Farn the Phoenix Heart: Firestarter (II): Either +1 Offense, -1 Attrition or +1 Gather Mystical Element; Used once per turn; Applies to every other allied unit in the hex; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): (+20 Pyro pips);
Phoenix Flame (II): Fiery Beacon: Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn by unit or structure; applies to every other allied unit/structure in the hex (+20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Arrows (II): +2 to Gather (Game/Fish/Mystical); +3 to Offense (Ranged); (29 Archery pips +10 +15 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (+12 MD pips)
Bodenave Handling (II): Bodenave Bond: +2 Gather Birds; +2 Speed to units trained using Bodenave Resource (+17 MD pips +12 AH pips)
Mental Lure (II): +3 Gather Fish; IncludesFishing (I); (+20 MD pips)

>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged); (10 +19 "Archery" pips)

Earthen Construction: (10 Earth pips)
Earthen Defenses (I): Earthen Wall +1 Defense Structure (+10 Earth pips)

Feathercraft (I): Feather Cloaks +1 Health; (10 +4 "Feathercraft" pips)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+28 Agri pips; 22 more needed for Farming (III))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

Hunting (0): (+10 Hunt pips)
Fishing (I): +1 Gather Fish (+1 Hunt pips)

Animal Husbandry (I): (10 AH pips)
Bodenave Handling (I): +1 Gather Birds; +1 Gather Feathers; +1 Gather Eggs; Convert Bird/Eggs to Food; (+12 AH pips)
Bodenave Handling (II): Bodenave Bond: +2 Gather Birds; +2 Speed to units trained using Bodenave Resource (+17 MD pips +12 AH pips)

Travel Caravan (I): +2 Defense to units in hexes without allied structures; (10 +6 "Travel" pips)

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction
Farmed Food: 1 Hex; Stores (0); Grains, Produce
Foraged Food: 1 Hex; Stores (0)
Bodenave Flock: 1 Hex; Stores (3,0,0); Birds, Feathers, Eggs,
Mystic: Vestan Djagger (Tier I)
Mystic: Edella Farn (Tier II)
Warrior: Hakken Brassclaw (Tier 0)

>Structures:
Elf Settlement (I): +1 Defense
5 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage
Bodenave pen (0): Earthen Corral: [3]

...
>>
>>4237496

Edella sent the most stealthy scouts to get as close to the harvesters as the could to spy on them. They returned few days later after a terribly cold autumn rainstorm.

They reported that the armored harvesters worked slowly but tirelessly all day and all night, only ever leaving the field to carry grain leisurely back behind a rocky enclosure. Even when the freezing cold rain fell, they kept working, never changing their pace with incredible endurance.

Towards the end, when the scouts had decided to return anyway, one tried to get closer to see beyond the rocky enclosure. As he approached, he was spotted by a nearby harvester.

The scout froze, uncertain what to do, but the harvester simply returned to working, ignoring the presence of the elf. So, he cautiously crept forward and the armored behemoth continued to ignore him, until he stepped onto the field of grain.

As soon as he crossed into the field, the harvester twisted and chased after the elf, swinging the scythe and nearly slicing him apart. Luckily, the elf was quick and managed to run away, joining the rest of the scouts who stood, watching the harvester turn around and return to work.

The mysterious harvesters seem nearly as odd as the goblins, but Edella still saw potential there. Fortunately, she also saw grand things at home.

Her experience fishing was such a success that she taught the method to others and several elves took to it like natural luremasters. It also turned out that the river, unlike the tributary, is a deep resource of plentiful fish.

The powerful mental discipline applied to fishing was also useful to the Bodenave handlers. They learned to harness their ability and bond with the Bodrnave, making training them a simple matter and soon she had three birds able were able to be ridden or carry packs.

But traveling was still a dangerous concern, especially in winter and especially with goblins, harvesters, beasts, and who knew what else in the land. She tasked the sages with devising a way to come up with a way to travel more safely.

After some time they had a new form of fluid formation travel to use larger numbers to create greater defense when away from the settlement. It looked quite promising and made the traveling elves feel much safer.

...
>>
>>4237497

Later in the season, the sages came to Edella with a plan using a rope guided raft to safely and reliably ferry across the river in the spring, to patrol for goblins or explore further north. Edella thanked them for their work but was still uncertain if she even wanted to venture towards the Goblin lands.

No actions needed to be taken yet, but always thinking several steps ahead, Queen Farn considered the options regarding the river. Obviously, they needed to protect the northern border of their settlement as well as any elves fishing in the river, but there were several options.

They could try to concentrating the fishing to one protected region of the southern riverbank or let the fishing elves fish wherever the best fishing is. They could implement the ferry raft or simply rely on the strong swimmers of the settlement who could cross the distance with ease.

What's Edella considering for the river?
>Restricting the fishing to a fortified center on the southern bank and only crossing by swimmers who can do so safely.
>Use the raft dock as a core fishing area and the possible beginning of a center for trade.
>Allow the elves to fish where they want and use the raft in the spirit of expansion.
>Let our fishing elves defend each other and the riverbank themselves and use the raft to show the goblins, and anyone else, elven strength

You have 4 Actions for the beginning of Winter:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 3
>Gather Food with up to 7 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train units into other units
>Train 4 additional units
>Engage Diplomacy
>>
>>4237498
>-21 Hunger
Well shit, thank god we got fishing and birb wrasseling. Winter is going to hit hard.

>>Event
>Allow the elves to fish where they want and use the raft in the spirit of expansion.
I'm more keen to stay on our side and let the demons and goblins mess about without us bleeding in any conflict. Keep them on their side of the river and don't let them dirty ours. Meanwhile, exploring downriver with the raft will be super huge and getting used to traveling alongside the river will greatly expedite our empire's growth.

Also sounds like we got Golems on our southern border. So far, they seem like they're pretty bro-tier. Should check them out next turn or the coming spring. Just not really sure how to approach them and show an agreeable side.

>>Actions
>Gather Food with all units
>Gather Resource: Birds
I think if I understand it right, we need to do this to get more. Can we convert some to food immediately, or does that take another action? Also I assume its a 1-to-1 conversion of bird for a unit using a bird tech, or bird to food? Does fish to food work in 1-to-1, or are resources to food more effective than that?
>Develop Mysticism: Queen's Hearth
Basically a magic focused on the pyro path to make the winter more bearable for our people. Morale and possibly health. Make the winter less painful and our people more dependent on the Phoenix Queen.
>Explore - move units:
East most goes back to base for protection.
Middle one goes south to check out golems' land and possible wood sources. Bare in mind not to travel on golem's farms or fields.
Left one goes west.
>>
>>4237498
expansion

gather food
develop technology: fishing nets
build structure: watchtower at the raft dock
explore - discover resource (change this to gather food again if we will still be in negative food)
>>
>>4237498
>Let our fishing elves defend each other and the riverbank themselves and use the raft to show the goblins, and anyone else, elven strength


>Gather Food with up to 7 Units
>Develop Technology
A permanent solution to crossing the river. A bridge perhaps.
>Develop Technology
Defensive structures. We need to build a tower to watch and defend the river.
>Build Structure
Turf House
>>
>>4237564
Unfortunately, we can't gather food twice with the same unit. Gather food then gather resource, or gather food then move, or any other combination is fine. But no doubling up on actions.

Also, we really shouldn't bother with fishing nets, at least as a tech. We've got 4 dice on mysticism, and only 2 on tech. Why try to get fish in nets or on lines when we can just compel them to jump into our hands? It's why OP used the 4 dice last time to roll for our fishing development, rather than 2.
Don't limit yourself to humanoid thoughts of technological progression. We are elves, and we will make this realm ours. We will make this realm a magical one.
>>
>>4237570
ok changing to develop mysticism to something about gathering food
>>
>>4237496
>35 pips
>Pop tier 4
Shouldn't it be at tier 5, thus giving us 5 actions this turn (AP = Morale*Pop-tier, so 1*5)?

>>4237498
>Let our fishing elves defend each other and the riverbank themselves and use the raft to show the goblins, and anyone else, elven strength

>Gather Food with 7 Units
>Develop Mysticism
Supporting the use of pyro magic to help with winter.
>Build Structure
Make a second shelter underground to act as a sort of barn for our bodenave flock. We could also use it for our elves if we need the extra space. Use fire magic so we aren't digging through frozen ground
>Develop Technology
Advance feathercraft by incorporating bodenave feathers into our bedding, coats, that sort of thing during the winter months.

>>4237562
If we're going by the races listed in the OP, then it has to be golems. The strange thing is that they're growing food when, as far as I can surmise, they shouldn't be able to eat. They may be cooperating with another race that might not be so friendly towards us. I think on spring we should set up an outpost on the forests mentioned, defend it, and see what happens.
>>
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124 KB JPG
>>4237589
>Shouldn't it be at tier 5, thus giving us 5 actions this turn (AP = Morale*Pop-tier, so 1*5)?
Damn.
This is correct.
I slipped up and left the 32 at first and missed correcting the Pop tier when I fixed it.

You have 5 Actions for the beginning of Winter
>>
>>4237776
adding develop technology: better boats to my choice
>>
>>4237498
>strength

>Gather Food with up to 7 Units
>Gather Resource
Find birds to slaughter for winter
>Develop Mysticism
Make things so warm with our queen's magic that everyone goes around in bikinis for winter
>Develop Technology
Better defences. Learn how to build a fortified tower.
>Build Structure
Shelter/barn whatever you call it
>>
Rolled 1, 4, 3, 5, 2, 4, 6, 3, 4, 4, 2, 1 = 39 (12d6)

>>4237562
>expansion 1
>Gather Food with all units 1
>Gather Resource: Birds 1
>Develop Mysticism: Queen's Hearth 1
>Explore - move units: Pattern A 1
>>4237564
>expansion 2
>gather food 2
>develop mysticism: Gathering food 1
>build structure: watchtower at the raft dock 1
>explore - discover resource 1
>>4237790
>develop technology: better boats 1
>>4237568
>strength 1
>Gather Food with up to 7 Units 3
>Develop Technology: A bridge perhaps 1
>Develop Technology: Defensive structures. We need to build a tower to watch and defend the river. 2
>Build Structure: Turf House 1
>>4237589
>strength 2
>Gather Food with 7 Units 4
>Develop Mysticism: Supporting the use of pyro magic to help with winter. 2
>Build Structure: Make a second shelter underground to act as a sort of barn for our bodenave flock. We could also use it for our elves if we need the extra space. Use fire magic so we aren't digging through frozen ground 2
>Develop Technology: Advance feathercraft by incorporating bodenave feathers into our bedding, coats, that sort of thing during the winter months. 1
>>4237893
>strength 2
>Gather Food with up to 7 Units 5
>Gather Resource: Find birds to slaughter for winter 2
>Develop Mysticism: Make things so warm with our queen's magic that everyone goes around in bikinis for winter 3?
>Develop Technology: Better defences. Learn how to build a fortified tower. 3
>Build Structure: Shelter/barn whatever you call it 3

Strength

Gather Food
Barn 4d6
River Tower 2d6
Queen's Hearth 4d6
Gather Birds

Closing Vote.
Writing
>>
>Population Tier III: Growing (35 -21 +2 = 16 pips)
>Health Tier 0 (3 -21/2 + 4 pips)
>Morale: ½ (0 + ½)
>Food: -3 Hunger (0 -16+13 + 0)

>Units: 7 of 11 Available: 3 Farmers, 3 Archers, and Edella
Farmer: +2 to Gather (Produce/Grain)
Archer: +1 to Gather (Game/Fish); +1 to Offense
Queen Edella Farn the Phoenix Heart: Firestarter (II): Either +1 Offense, -1 Attrition or +1 Gather Mystical Element; Used once per turn; Applies to every other allied unit in the hex; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): (+20 Pyro pips);
Phoenix Flame (II): Fiery Beacon: Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn by unit or structure; applies to every other allied unit/structure in the hex (+20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Flame (II): Phoenix Blast: +1 Stone during Earthen Construction; (+20 +14 Pyro pips; 16 needed for Phoenix Flame (III))
Phoenix Flame (II): Queen's Hearth: +2 Health & +½ Morale in Winter; (+20 +18 Pyro pips; 12 needed for Phoenix Flame (III))
Phoenix Arrows (II): +2 to Gather (Game/Fish/Mystical); +3 to Offense (Ranged); (29 Archery pips +10 +15 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (+12 MD pips)
Bodenave Handling (II): Bodenave Bond: +2 Gather Birds; +2 Speed to units trained using Bodenave Resource (+17 MD pips +12 AH pips)
Mental Lure (II): +3 Gather Fish; Includes Fishing (I); (+20 MD pips)

...
>>
>>4239049
>Technology Development:
Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged); (10 +19 "Archery" pips)

Earthen Construction: (10 Earth pips)
Earthen Defenses (I): Earthen Wall: +1 Defense Structure (+10 Earth pips)
Turf House (I): Dugout Barn: + 1 Health

Stone Construction: (10 Stone pips)
Stone Defenses (I): Fortress Base: +1 Defense Structure (+6 Stone pips)

Feathercraft (I): Feather Cloaks +1 Health; (10 +4 "Feathercraft" pips)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+28 Agri pips; 22 more needed for Farming (III))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

Hunting (0): (+10 Hunt pips)
Fishing (I): +1 Gather Fish (+1 Hunt pips)

Animal Husbandry (I): (10 AH pips)
Bodenave Handling (I): +1 Gather Birds; +1 Gather Feathers; +1 Gather Eggs; Convert Bird/Eggs to Food; (+12 AH pips)
Bodenave Handling (II): Bodenave Bond: +2 Gather Birds; +2 Speed to units trained using Bodenave Resource (+17 MD pips +12 AH pips)

Travel Caravan (I): +2 Defense to units in hexes without allied structures; (10 +6 "Travel" pips)

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction
Farmed Food: 1 Hex; Stores (1); Grains, Produce
Foraged Food: 1 Hex; Stores (0)
Bodenave Flock: 1 Hex; Stores (3,0,0); Birds, Feathers, Eggs,
Mystic: Vestan Djagger (Tier I)
Mystic: Edella Farn (Tier II)
Warrior: Hakken Brassclaw (Tier 0)

>Structures:
Elf Settlement (I): +1 Defense
5 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage;
Turf House (I): Dugout Barn +1 Health; Queen's Hearth +2 Health & + ½ Morale in Winter;
Bodenave pen (0): Earthen Corral: [10]

...
>>
>>4239052
After careful thought, Edella felt that she felt her people were strong and that living in fear of some possible attack just wasn't the way she wanted to live or have her people live. They would fish where they wanted and cross the river however they damn well pleased.

The winter was a cold one, however, and she was concerned that the smallish turf house would be insufficient to protect everyone it needed to, plus, there were the birds to consider. The trainers had captured seven more birds, leaving them with ten that were outside in the cold.

She ordered the construction of a new, larger turf house by the Bodenave pen, to house the birds and elves in terrible weather. Unfortunately, the workers could not dig through the frozen soil.

Edella headed out to the site and intended to fan and grow her Phoenix Flame in order to thaw the soil. When she got there and looked deep within herself for her inner flame, she also searched deep within the earth where they were planning on digging out the area for the turf house barn.

She felt a large pocket of ice under the ground and reasoned that if she were able to convert it to vapor, it would move some the dirt out of the way. So instead of slowly and evenly heating the soil as she had planned, she rapidly heated an underground chunk of ice into super-heated steam.

The resulting blast cleared away much of the needed area, produced a good quantity of fieldstone, awed the elves that witnessed it, and terrified the nearby birds. She practiced this dynamic new technique a few more times to assure proper control and then had half the workers start on the dugout barn and the other half take the fieldstones to the river bank.

She had them begin construction on what would one day be a formidable defensive tower. But for now, it was a one-story fortress base on the river's edge providing decent defense and a better vantage point from atop it.

...
>>
>>4239054
The winter was productive, but as the cold weather dragged on and got colder, morale started to drop. Edella, who normally stayed within her own turf house, visited the new dugout barn to try to hearten her people.

She assembled a large pile of stones in the center of the barn and concentrated on awakening the sleeping heat that she could feel lying dormant with the stones, similar to the unrisen phoneix power that sleeps within her. Slowly, she created a perpetual warmth within the stones.

Very quickly, it was so hot inside the barn that the elves stripped off clothes until they were mostly naked. Elf and bird alike appreciated the warmth of what they called the Queen's Hearth.

Not long after, few elves approached Queen Edella and, after a brief moment of awkwardness, explained that while everyone had refrained from pursuing children while the settlement was starving, they were doing better now and the new, hot, and barely clothed environment in the barn was rekindling interest in procreation during their downtime.
It had never really been part of their culture to ask permission from a leader for such things before, but Edella imagined that her role as both leader and divine figure, as well as the settlement's precarious status, had led them to wait for her approval.

What does Edella tell her people regarding procreation?
>She forbids it for the time being and urges them to remain pure and chaste.
>She is not concerned with it and allows them to proceed at their own discretion.
>She actively encourages it in hopes of spurring population growth.
>She not only strongly encourages it, but she also occasionally visits the barn and participates.

You have 2 Actions for the end of Winter:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 3
>Gather Food with up to 7 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train units into other units
>Train 4 additional units
>Engage Diplomacy
>>
>>4239055
>she tells them to do it in their own homes between committed couples but to do it passionatly

>train additional farmers
>develop mysticism: something so we don't consume as much food during winter
>>
>>4239055
>She is not concerned with it and allows them to proceed at their own discretion.

>Gather Food with up to 7 Units
>Develop Mysticism
Have Edella experiment with bigger and bolder uses of fire magic towards Phoenix Flame (III)

Also, not to be the asshole guy who keeps pointing shit out about the rules, but shouldn't we have 1 morale and not .5. The logic is that mental discipline I and Queen's Hearth should stack to make morale 0+.5+.5=1. That is, assuming pre-modifier morale can't be in the negatives, which it could be for all I know (-21 hunger is fucking nuts and might just do it).
>>
>>4239055
>>She not only strongly encourages it, but she also occasionally visits the barn and participates.
Time to find a mate for the queen

>Gather Food with up to 7 Units
>Develop Technology
Further develop plans for the fortress.
>>
>>4239055
Encourage it and seek a partner of our own. Is it normal for elves to fuck openly?

>Gather Food with up to 7 Units
>Develop Mysticism
Phoenix Flame (III)
>>
>>4239049
>Units: 7 of 11 Available: 3 Farmers, 3 Archers, and Edella
Shouldn't that be 7/7, since we dropped down to Tier 3 pop + Queenie?

>>4239055
>>Event
>she tells them to do it in their own homes between committed couples but to do it passionately
Though I don't know if they actually have their own homes yet besides tents, so they'll just do it in the love shack I guess.

>>Actions
>Gather Food with up to 7 Units
>Develop Mysticism: Phoenix Flame (III)
Might as well see what new fancy things we can do with our main stay magick. Especially while the farms are down.
Idea about that actually. We haven't done that "+1 Gather Mystical Element" from Phoenix Flame 2 yet. So no idea what it could potentially give. Perhaps we should do that, then combined with a Develop Mysticism to create magical crops that grow in the coldest conditions. That way our diets expand and we get at least a little productivity out of our farms in the winter.

>>4239173
>Is it normal for elves to fuck openly?
These are our own elves, so I suppose it will depend on how we shape them and which event choices we choose.
>>
>>4239098
>not to be the asshole guy who keeps pointing shit out about the rules
No worries. Go for it.

>shouldn't we have 1 morale and not .5.
Morale bonus is OP.
Eagle's Will to Endure means that if your Morale total is ever 0 it turns into ½ instead. (a negative total would go to zero)
Whereas the bonus from Queen's Hearth is a straight +½, but only in Winter.

>>4239173
>Is it normal for elves to fuck openly?
That's up to you all.
>>
>>4239222
>Shouldn't that be 7/7, since we dropped down to Tier 3 pop + Queenie?
Yep. Damn it.
I gotta make a checklist or something.
>>
>>4239225
As written (and as used in previous seasons, I'm pretty sure) MD(I) applies the .5 bonus on either 0 (or less? I'm interpreting your comment as negative morale being a thing) or a .5, as .5 is less than 1. I'm not sure if you want to change it (bump up the tier requirement, reduce the number, w/e) or if you're misreading the effect of "+½ Morale if Morale <1".

If your concern is purely in the effects of morale bonuses we research being too strong, then why target mental discipline over the Queen's Hearth bonus? I say this since the second one is much stronger on paper in my view. Generally, low morale is a winter thing, and Queen's Hearth can allow for morale's of over 1, while it already provides a health bonus and thus a morale bonus in itself in theory (in practice our health will generally be mega negative in winter because of hunger).
>>
>>4239145
+1
>>
Rolled 6, 5, 5, 2, 5, 1 = 24 (6d6)

>>4239064
>she tells them to do it in their own homes between committed couples but to do it passionately 1
>train additional farmers 1
>develop mysticism: Winter Consumption 1
>>4239098
>discretion 1
>Gather Food with up to 7 Units 1
>Develop Mysticism Big Bold Phoenix Flame (III) 1
>>4239145
>participates finding a mate 1
>Gather Food with up to 7 Units 2
>Develop Technology: plans for the fortress 1
>>4239173
>Encourage it and seek a partner of our own 2
>Gather Food with up to 7 Units 3
>Develop Mysticism: Phoenix Flame (III) 2
>>4239222
>committed private shacking 2
>Gather Food with up to 7 Units 4
>Develop Mysticism: Phoenix Flame (III) 3
>>4239371
>participates finding a mate 3
>Gather Food with up to 7 Units 5
>Develop Technology: plans for the fortress 2

Vote closed.
Encourages and participates in looking for a mate.

Gather Food
Develop Phoenix Flame III 4d6
>>
Rolled 2, 3 = 5 (2d6)

>>4239241
>you're misreading the effect of "+½ Morale if Morale <1".
Damnit, you're right.
I was remembering the wrong threshold. I was originally going to go with if Morale = 0".

>Population Tier III: Growing (35 -21 +2 = 16 pips)
>Health Tier 0 (3 -21/2 + 4 pips)
>Morale: 1 (0 + ½ +½)
1 * 3
3 AP not 2 AP
Adding
Develop Technology: plans for the fortress 2d6

I'll try to do a checklist to keep this straight until I can streamline it.
>>
double the number of everything and stop using halves
>>
>>4239593
Half the numbers of everything and start using quarters.
>>
>>4239828
Number everything and start quartering used halflings.
>>
>Population Tier III: Growing (16 -3 +5 = 18 pips)
>Health Tier 2 (3 -3/2 + 4 pips)
>Morale: 1 + ½
>Food: 3 Stores (0 -18 +13 + 10 -2)

>Units: 7 of 7 Available: 3 Farmers, 3 Archers, and Edella
Farmer: +2 to Gather (Produce/Grain)
Archer: +1 to Gather (Game/Fish); +1 to Offense
Queen Edella Farn the Phoenix Heart: Firestarter (II): Either +1 Offense, -1 Attrition or +1 Gather Mystical Element; Used once per turn; Applies to every other allied unit in the hex; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): (+20 Pyro pips);
Phoenix Flame (II): Fiery Beacon: Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn by unit or structure; applies to every other allied unit/structure in the hex (+20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Flame (II): Phoenix Blast: +1 Stone during Earthen Construction; (+20 +14 Pyro pips; 16 needed for Phoenix Flame (III))
Phoenix Flame (III): Queen's Hearth: +2 Health, +½ Morale, & Pop divided by two for Food Consumption in Winter; (+20 +30 +7 Pyro pips; 53 needed for Phoenix Flame (IV))
Phoenix Arrows (II): +2 to Gather (Game/Fish/Mystical); +3 to Offense (Ranged); (29 Archery pips +10 +15 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (+12 MD pips)
Bodenave Handling (II): Bodenave Bond: +2 Gather Birds; +2 Speed to units trained using Bodenave Resource (+17 MD pips +12 AH pips)
Mental Lure (II): +3 Gather Fish; Includes Fishing (I); (+20 MD pips)

...
>>
>>4240730

>Technology Development:
Planning (I): Architecture: +5 to Development rolls for Construction Technology; (10 +5 "Plan" pips)

Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged); (10 +19 "Archery" pips)

Earthen Construction: (10 Earth pips)
Earthen Defenses (I): Earthen Wall: +1 Defense Structure (+10 Earth pips)
Turf House (I): Dugout Barn: + 1 Health

Stone Construction: (10 Stone pips)
Stone Defenses (I): Fortress Base: +1 Defense Structure (+6 Stone pips)

Feathercraft (I): Feather Cloaks +1 Health; (10 +4 "Feathercraft" pips)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+28 Agri pips; 22 more needed for Farming (III))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

Hunting (0): (+10 Hunt pips)
Fishing (I): +1 Gather Fish (+1 Hunt pips)

Animal Husbandry (I): (10 AH pips)
Bodenave Handling (I): +1 Gather Birds; +1 Gather Feathers; +1 Gather Eggs; Convert Bird/Eggs to Food; (+12 AH pips)
Bodenave Handling (II): Bodenave Bond: +2 Gather Birds; +2 Speed to units trained using Bodenave Resource (+17 MD pips +12 AH pips)

Travel Caravan (I): +2 Defense to units in hexes without allied structures; (10 +6 "Travel" pips) ***

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction
Stone: 0 Hex; Stockpile (0);
Farmed Food: 1 Hex; Stores (3); Grains, Produce
Foraged Food: 1 Hex; Stores (0)
Bodenave Flock: 1 Hex; Stores (10,0,0); Birds, Feathers, Eggs,
Mystic: Vestan Djagger (Tier I)
Mystic: Edella Farn (Tier II)
Warrior: Hakken Brassclaw (Tier 0)

>Structures:
Elf Settlement (I): +1 Defense
5 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage;
Turf House (I): Dugout Barn +1 Health; Queen's Hearth +2 Health & + ½ Morale in Winter;
Bodenave pen (0): Earthen Corral: [10]

...
>>
>>4240733
Edella was strongly in favor of her people pursuing procreation for an increase in general happiness as well as any possible increase in population that might result. While some elves in committed relationships chose to couple in the privacy of their tents, the atmosphere of the dugout barn led to some more recreational attempts.

While the others enjoyed the barn, Edella herself spent most of her time there focused on her success with the hearth. She had achieved such a dramatic effect that she wondered if she could do more.

She experimented with two full rations of food and ended up immolating them with her phoenix flames as she tried to tap into the nourishing heart of the food and bind and entwine them with the warmth of her hearth. The result was nourishing energy that doses along with the warmth.

It was far too warm to use any time of year outside of winter, but it might mean that fewer of her people would go hungry in the winters to come.

Taking a break from the dugout barn, she checked in on the sages' tent, where a few had told that they had somehow been working on the Riverside Fortress simply by scratching lines of charcoal on parchment. They showed her the drawings and it was indeed impressive.

They had determined exactly how much stone they would need to build a proper tower, each level would take at least as much as they had already used. The exciting thing was that their planning and drawing the construction out ahead of time was going to greatly hasten any construction in the future.

...
>>
>>4240736
This year, they had the Founding Celebration in the dugout barn and for the night, The Phoenixheart Queen didn't worry about her people. Instead, Edella Farn enjoyed herself as she sang, drank, and danced with her people.
She was finally feeling the full atmosphere of the barn and decided to act on an attraction she has been feeling for a while.
She knew that any unattached man would happily give themselves over to the pleasure of their divine queen and, she guessed, so would a number of the others. However, she didn't desire the fawning attentions of a worshiper. She wanted a mate.

There were few that still treated her as Edella the Leader and not The Divine Queen. The first that sprung to mind was coincidentally the one that looked the best nearly naked in the dugout.

Aside from one hand, the ever stoic Hakken Brassclaw was incredibly physically fit and attractive and his strength of will matched her own. His terse nature was both a blessing and curse for he would likely never annoy her with foolish prattle, neither would he enthrall her with intelligent conversation.

There was also Vestan Djagger, who she had grown quite close with as the two of them focused and developed their abilities together. His mind and energy were a fair match for hers but he was much younger than she looked and far, far younger than she was and the differences in their experience might prove to be a problem.

In terms of experience, there was no better match for her than the unofficial leader of the sages, Conrys. He was far from the eldest sage, but his words were always heeded by those he spoke with.

Conrys's dark grey hair had been fading to white, but his strength not yet faded enough to slow his work on the fortress, often picking up and moving large stones to better positions. And if Edella had a Bodenave for every elf woman that had confessed to her some form of dalliance with the handsome sage over the years, she'd probably need a second barn.

And there was also Keb, the master of the northern farm. He was intelligent, knowledgeable, experienced, and still in his prime but also quite unremarkable.

The only thing about Keb was that every time she spoke with him, he welcomed and respected as a fine elven woman, not the phoenix, not the queen, not the leader, just Edella. Keb made her feel comfortable, normal, and herself despite the fact that he was also a charmingly and aggravatingly decent elven man.

...
>>
>>4240741
Who does Edella choose as a mate?
>Hakken Brassclaw the stoic warrior scout and unmatched physically.

>Vestan Djagger the talented young wielder of mysticism who alone might understand her power.

>Conrys the sage whose strength, intelligence, and charm are only outmatched by his wisdom.

>Keb the farm master who is just normal, kind, and decent.


You have 5 Actions for the beginning of Spring:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 3
>Gather Food with up to 7 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train units into other units
>Engage Diplomacy
>>
Page 9 Optional Survey Question:
Should the next OP image be:
A variation of the elf used in the OP
My Bodenave "art" >>4236826
Something else, maybe better elf art

I'll be reusing the frame again either way.
>>
>>4240743
>explore - look for stone
>gather food - farmers and archers
>build another farm
>research food storage 2
>research/train bodenave rider cavalry
>>
>>4240743
>>Event
I guess getting a holy harem of queen worshipers is out. Ah well, this is probably for the best. Not sure which would be the best for both the queen's personal life, her reign, and the country though.
Waffling between Hakken Brassclaw or Vestan Djagger. Hakken may or may not have had a supernatural interaction with the Ice Phoenix, while Vestan would give us even greater mystical prowess.

>>Actions
>Gather Food with 7 Units
>Explore: Move Units
Explore more un-discovered terrain. If its still like >>4235987 then W S E for L M R.
>build another farm
I guess we might as well max out the farms in our starting hex.
>research food storage 2
Or possibly go for some mysticism style for earth or ice magic perhaps?
>Develop Mysticism: bodenave rider bonds
Might as well keep it tied in with the Mental Discipline path. Let the mount and the rider act in glorious harmony.

>>4240754
The Bodenave art is pretty damn good, plus its original. I'd go with that.
>>
>>4240743
Harem option all three of them.

>Gather Food with up to 7 Units

>Explore - Move Units to the Southwest

>Explore - look for stone

>Build another farm

>Develop Mysticism: bodenave rider bonds

Gonna need some time before deciding our mate. Hakken and Brassclaw are good options but maybe we need someone like Keb to act as our guide and conscience. Vestan is too young, we're going to scare him to death every night.

>>4240754
Birb art is original but may not look too interesting enough for people to click.
>>
>>4240754
BTW QM that's a lot of development stuff that you must post every turn. Might want to streamline things before you get overwhelmed and burnt out like all previous civ quests.
>>
>>4240812
>Vestan is too young, we're going to scare him to death every night.
He's gotta learn somehow, and he'll have a long life time to learn at that.
Plus, if we don't figure out how to get another Phoenix heart at some point, we'll have to deal with the fact that we might outlive our mate by a long time possibly.

>>4240833
I figure most of it is saved in a document somewhere, but yeah, perhaps a picture or something could work?
That way you could also potentially use colors or dividing lines to better isolate each section?
>>
>>4240812
>hareming all three of them
But there are four!

>>4240754
I was going to ask earlier, is that artwork of Final Fantasy Chocobo's with some kind of photoshop magic? If not, and you did it yourself, it's certainly impressive. My personal style is more along the lines of shitty meme """photoshops""", but the art is definitely of OP pic caliber. I would advise you make sure that the text is readable when scaled down and contrasts well with the background it's put on.

>>4240743
Before anything
>Pop divided by two for Food Consumption in Winter
Holy fucking shit. That's a gamechanger if I've ever seen one.

Anyway, for regular actions

>Gather Food with up to 7 Units
>Build another farm
>Develop Mysticism: bodenave rider bonds
In line with >>4240800's suggestion
>Explore
Move bodenave mounted scouts southwards towards the forested area they saw in the autumn. There were also some "rocky hills" there, so if we're looking for stone, that's our best lead
>Develop Technology
Develop some custom equipment, such as stirrups and bow types, for future use in mounted archery. Enhanced by our fire magics, our mounted archers could be absolutely devastating while being very mobile

As for the event, I would like to know if the "harem option" we're going for is legal. If not,

>Vestan Djagger the talented young wielder of mysticism who alone might understand her power.

If it is, I'll go with it, even if I don't normally like harems and vote for
>All of them. Fuck 'em all
>>
OP does a lot of autistic text editing like all those halves of stuff and the various weirdly named resource pools that go up and down and it is nice that he has a static IP and can keep using the cool text formatting and coloring options he likes all thread long, I am surprised he didn't burn out yet with gratuitous amounts of bookkeeping he does here
>>
I don't vote because I don't understand your system by the way, it is too weird. I don't know what is a good thing and a bad thing to do, nothing seems intuitive so rather than shitting up the quest with random votes I mostly lurk.
>>
>>4240866
>>4240872
The system is definitely weird, but I've grown used to it over the course of playing and have even come to like it. Maybe it's just Stockholm Syndrome from 90+% of civs being one off garbage, but I like how there's actual effort put in it and structure. It is a very mechanistic, bookkeeping heavy system though, for sure. Granted, I've played in games that have had even more bookkeeping, but this is certainly in the upper tier.
>>
>>4240872
The only thing I understand completely is that we need to gather food every turn. I appreciate the effort the qm put though which make this civ 99% better than the garbage low effort civs that gets posted here every week.
>>
File: Nausicaa-horseclaw.gif (1001 KB, 500x258)
1001 KB
1001 KB GIF
>>4240858
>I would like to know if the "harem option" we're going for is legal.
Technically, all things are legal.
If you guys vote full harem, I'll make it work.

>>4240858
>I was going to ask earlier, is that artwork of Final Fantasy Chocobo's with some kind of photoshop magic?
I had an idea for some shop magic I wanted to try, but I didn't want to spend the time drawing something original first, in case it did't work, so I started with the horseclaw from Nausicaa and the Valley of the wind.
With the Bodenave, I've been trying to find anything that's not literally a Chocobo.
>>
>>4240743
>Hakken Brassclaw the stoic warrior scout and unmatched physically.
I'm down for a queenly harem though if it's possible

>Gather Food with up to 7 Units
>Build another farm
>Develop Mysticism: bodenave rider bonds
>Explore the hills and forest with our mounted scouts
>Develop Technology mounted bodenave archery
>>
>>4240866
>>4240872
>>4240938
One thing I've definitely found is that the system is not intuitive and I want to fix that.

I have discovered that the core mechanic of the civ is this: The needs of the people and the system act as obstacles in the way of the players having more actions to accomplish things. This is resolved by the players bashing at the system with developments until they can do what they want.

If I can make the mechanical needs more clear and intuitive, it may help.
>>
Rolled 4, 3, 3, 2, 2, 6, 3, 2 = 25 (8d6)

>>4240777
>explore - look for stone 1
>gather food - farmers and archers 1
>build another farm 1
>research food storage II 1
>research/train bodenave rider cavalry 1
>>4240800
>harem, Hakken Brassclaw, or Vestan Djagger 1
>>4240800
>Gather Food with 7 Units 2
>Explore: Move Units: W S E for L M R 1
>build another farm 2
>research food storage II 2
>Develop Mysticism: bodenave rider bonds 2
>>4240812
>Harem of three 2
>Gather Food with up to 7 Units 3
>Explore - Move Units to the Southwest 2
>Explore - look for stone 2
>Build another farm 3
>Develop Mysticism: bodenave rider bonds 3
>>4240858
>Harem 3
>Gather Food with up to 7 Units 4
>Build another farm 4
>Develop Mysticism: bodenave rider bonds 4
>Explore: Move bodenave mounted scouts southwards 3/1
>Develop Technology: mounted archery 1

Vote closed.
Harem. All of your lelf are belong to Edella

Gather
Farm (technically has to be in another hex (6 farms a hex or 5 farms plus buildings) I'll put in in the north hex.
Riders 4d6+1
Explore Move: 1d6: 1-2 WSE, 3-4 SW, 5-6 S

1d6
Food Storage II 1-3
Explore Discover Stone 4-6
Growth 2d6-1
>>
>>4241185
>Harem of four
Its fucking happening. What the queen wants she gets. are we gonna roll 1d4 to decide who the real father was when we have kids?
>>
>>4241185
Polygamy elves get
>>
This update is three kinds of involved and I have had all manner of interruptions. Rather than put out a hastily slapped together one before I have to leave my home IP, I'm going to wait and put a nice polished one together with a new map, chastely described elf sexcapades, and new vistas of exploration and discovery.

Teaser:
"Cackling, eldritch energies, and a riverside home", "a great wealth of resources alongside fiercely defended territory", "It's literally nothing!", and as a surprise bonus... "The Return of the Fishstealer!"

I really hope that I can post it before the thread falls off the board. Beginning a second thread with the Queen claiming a harem might send the wrong message.
>>
>>4242878
>"Cackling, eldritch energies, and a riverside home"
Oh Phoenix God please no, not "She who thirsts", or we are turbo-boned. I guess I should've expected it was a possibility once we initiated state-wide elf orgies.

Also yeah, probably don't want to start the new one off like that. On the plus side, we have 12 threads between us and death, so unless /qst/ picks up super fast we shouldn't have any problems.
>>
>>4242878
>Beginning a second thread with the Queen claiming a harem might send the wrong message.
on the contrary, it sends a great message
>>
>>4242971
Using extremely shoddy math based on how long it takes for 10~ threads to be created by sorting by creation times, I think OP has about 24~ hours. If thread drops before that and OP has to make a new thread, then that's not too bad either. It would certainly be starting things off with a bang (or four). Sets it apart from other civs by showing how off rails things have gotten. That and just by having a thread 2 at all
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Year Three: End of Spring

>Population Tier IV: Vital (18 -0 +4 = 22 pips)
>Health Tier 2 (3 -0/2 + 4 pips)
>Morale: 1
>Food: 6 Stores (3 -22 +13 + 12)

>Units: 7 of 11 Available: 3 Farmers, 3 Archers, and Edella
Farmer: +2 to Gather (Produce/Grain)
Archer: +1 to Gather (Game/Fish); +1 to Offense
Queen Edella Farn the Phoenix Heart: Firestarter (II): Either +1 Offense, -1 Attrition or +1 Gather Mystical Element; Used once per turn; Applies to every other allied unit in the hex; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): (+20 Pyro pips);
Phoenix Flame (II): Fiery Beacon: Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn by unit or structure; applies to every other allied unit/structure in the hex (+20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Flame (II): Phoenix Blast: +1 Stone during Earthen Construction; (+20 +14 Pyro pips; 16 needed for Phoenix Flame (III))
Phoenix Flame (III): Queen's Hearth: +2 Health, +½ Morale, & Pop divided by two for Food Consumption in Winter; (+20 +30 +7 Pyro pips; 53 needed for Phoenix Flame (IV))
Phoenix Arrows (II): +2 to Gather (Game/Fish/Mystical); +3 to Offense (Ranged); (29 Archery pips +10 +15 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (+12 MD pips)
Bodenave Handling (III): Bodenave Bond: +3 Gather Birds; +3 Speed to units ≤ total Bodenave Resource (+30 MD pips +12 AH pips)
Mental Lure (II): +3 Gather Fish; Includes Fishing (I); (+20 MD pips)

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>>4244097
>Technology Development:
Planning (I): Architecture: +5 to Development rolls for Construction Technology; (10 +5 "Plan" pips)

Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged); (10 +19 "Archery" pips)

Earthen Construction: (10 Earth pips)
Earthen Defenses (I): Earthen Wall: +1 Defense Structure (+10 Earth pips)
Turf House (I): Dugout Barn: + 1 Health

Stone Construction: (10 Stone pips)
Stone Defenses (I): Fortress Base: +1 Defense Structure (+6 Stone pips)

Feathercraft (I): Feather Cloaks +1 Health; (10 +4 "Feathercraft" pips)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+28 Agri pips; 22 more needed for Farming (III))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

Hunting (0): (+10 Hunt pips)
Fishing (I): +1 Gather Fish (+1 Hunt pips)

Animal Husbandry (I): (10 AH pips)
Bodenave Handling (I): +1 Gather Birds; +1 Gather Feathers; +1 Gather Eggs; Convert Bird/Eggs to Food; (+12 AH pips)
Bodenave Handling (III): Bodenave Bond: +3 Gather Birds; +3 Speed to units ≤ total Bodenave Resource (+30 MD pips +12 AH pips)

Travel Caravan (I): +2 Defense to units in hexes without allied structures; (10 +6 "Travel" pips) ***

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction
Stone: 0 Hex; Stockpile (0);
Farmed Food: 1 Hex; Stores (6); Grains, Produce
Foraged Food: 1 Hex; Stores (0)
Bodenave Flock: 1 Hex; Stores (10, 0, 0); Birds, Feathers, Eggs,
Stone: 2 Hex; Stockpile (0);
Wood: 1 Hex; Stockpile (0);

Mystic: Vestan Djagger (Tier III)
Mystic: Edella Farn (Tier III)
Warrior: Hakken Brassclaw (Tier 0)
Sage: Conrys Shon (Tier I)
Farmer: Keb Nettle (Tier II)
>Structures:
Elf Settlement (I): +1 Defense
6 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage;
Turf House (I): Dugout Barn +1 Health; Queen's Hearth +2 Health & + ½ Morale in Winter;
Bodenave pen (0): Earthen Corral: [10]

...
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>>4244103
As Edella danced, she spotted Vestan standing off to the side so she approached and asked him why he wasn't dancing. He confided in her that he had been focused on training as a scout and now the mystical arts so much that he had never really danced with a girl before.

Not letting that stand for a moment longer, Edella dragged her partner in mysticism out to dance, pressing his body and guiding his movements until he got into the rhythm of the music. And when they had their fill of dancing, she pulled him to a free bedroll and introduced him to other new rhythms and movements to enjoy.

Vestan's youthful enthusiasm was infectious and the mingling of their energies was beautiful, but as he drifted off to sleep, Edella found herself less than fully satisfied. When Hakken happened by, she pounced on the opportunity to test the physical endurance and stamina of his muscled body and she was not disappointed.

Well after he had been sated, he strived to satisfy her in every way to the point where she needed a break to get something to drink as Hakken quietly sat watching the flickering dance of the candlelight.
While she was resting and enjoying the drinks of the Founding Feast, Conrys saw her and sat with her for a conversation.

At first it began like all their ones previously had, as a discussion between a queen and a sage, but in her new relaxed state, she started to appreciate his charming manner and handsome graying features. He was not blind to the changes within her either and smoothly suggested they finish their drinks and their conversation while resting more comfortably at his bedroll.

While Vestan had eager enthusiasm and Hakken had athletic prowess, Conrys wielded experienced skill that brought Edella trembling heights that left her so blissful that had no memory of him slipping away from her side. Dozing slightly as she watched her people enjoy the afterfeast as dark shapes and glimmers of reflecting firelight, she felt comfortable, distant, surrounded, and alone all at once.

Keb approached her, holding a drink he had perhaps intended to offer her but seeing her own drink and, more importantly, her expression, he set the drink aside and wordlessly lied down next to her, wrapping his strong arm around her and pulling her close. Edella embraced him, letting her head rest on his large chest, and fell asleep in peace.

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>>4244109
When she awoke in the morning, for the first time since they settled in the valley, it was not alone. Wondering if Keb was awake, her thoughts were answered by his callused fingers gently brushing her hair from her face.

Edella knew that the feast was over and there was already some work that needed to be done, but she refused to let go of the comfort she had opened herself up to in the previous night and decided to claim all four men as consorts to the queen. As a symbolic gesture of claiming them, and as a proper welcome to the morning, she climbed on top of Keb and exhibited a riding session to outdo even the most rigorous and closely bonded Bodenave Rider.

A few elven women came to Edella days later, politely and respectfully expressing their displeasure at her claiming four of the most desirable mates in the settlement at once.
She made it clear to them that her claim to the men meant that they were 'hers first and foremost" not "hers alone".

She expressed that, as far as she was concerned, the men could pursue their other interests when they were not with her. The women immediately apologized, diminishing, and afterward there were no further complaints.

While Conrys and Hakken occasionally enjoyed the company of other women, Keb and Vestan were content to only share their nights with her. Legends surrounding the queen's prowess quickly spread and speculation regarding the next royal generation became a popular topic of gossip.
Perhaps in an unnecessary, and yet successful, attempt to impress Edella, Keb worked especially hard to expand the northern farmlands well beyond the settlement's border defenses. For once, Edella was more concerned about the stores of food remaining preserved through the summer than remaining empty.

Vestan was hard at work as well. Emboldened by the miraculous success of the Queen's Hearth, he spent the rest of the season exploring the potential depths of the bond between the trained Bodenave and their rider.

He was eventually able to achieve an indelible imprint upon all of their Bodenave that acted almost like a mental link between rider and bird, allowing even the most inexperienced elf to control the bird. This instantaneous understanding of their elven rider's intent freed the bird's rider for such things as mounted archery, but it also freed the bird of any hesitation or expectation of a new command, allowing the birds to race at much faster maximum speeds.

...
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>>4244114
The Queen of the Dusk Elves was not one to allow such a resource to go to waste and immediately sent three groups of archer scouts to the west, south, and east, all were instructed to search for a new source of stone for construction. The reports she received from them seemed strange and each was wildly different from the next.

The scouts she sent east of the field of sparse grassland found only more sparse grasslands as far as they could ride. They found tracks of a herd of lightweight, hooved herbivores but not the animals themselves and the only other thing they found was what seemed like a field of purple before a large forest far to the northeast.

The scouts she sent south of course found, but did not enter, the harvesters' field and rocky enclosure. Instead, they explored just east of that region and discovered not only an abundance of stone within the hills but also a decent sized forest suitable for gathering wood.

The southern scouts did find a rough line of animal carcasses smashed and slashed and left to rot on the hill, lacking all of the beautiful symmetry and poetry of the displays left by the elves. The scouts were speculating on what the dark and sinister purpose of the dead animals was when the answer was revealed by a passing rat.

The rat had darted to a recent corpse and was beginning to gnaw off a chunk of a corpse when a previously undetected harvester erupted from the underbrush, sliced the rat in half, and slowly returned to hiding, ignoring the scouts entirely. The scouts took careful note of where they thought the harvesters' territory was and kept well clear of it.

The western scouts rode as far as they could west, finding only more green grassland, until the end when they discovered a large river flowing north. It was larger still than the settlement's river and across its wide waters was a tall, rock outcrop with a visible cave within it.

The scouts were considering and discussing the position's potential as an outpost when hideous, high-pitched cackling burst forth from deep inside the cave, followed by an even more dramatic burst of white lightning that scorched the cave entrance and struck the ground a good distance from where the scouts stood.
At first, the scouts assumed they were under attack by a demonic god but when no further attack came, they listened closely to the cackling and made out the mixed sounds of an intense argument and unbridled mirth.

However, they could only hear one voice and make out one phrase clearly, as it was repeated several times: "Glorious night sky!"
The scouts had no idea what to make of any of it.

...
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>>4244118
Edella had a lot to go over and think about and needed to put her thoughts in order before making any decisions, so she found Hakken and invited to a riverside stroll. When she needed ideas she turned to Conrys or Vestan and Keb was always a treasured source of advice, but when she needed to organize her thoughts there was no better company than the endlessly patient Hakken.

Walking arm in arm along the beautiful water, sounding out her thoughts and possible actions to the silent Hakken, Edella nearly didn't register the warning cry from the lookout atop the fortress, pointing towards the water where a few young elves were fishing. The elves leaped up and started away from the water, but there was no preparation for what happened next.

The scaled reptile swam out of the water and was into the air faster than she thought was possible and was upon one of the elves in moments. As it held the elf up by the throat in its clawed grip for her and all to see, she realized by its large and maliciously sharp-toothed smile that it was a Fishstealer and no mere beast.

Despite the naked savagery of the creature, there was planned and deliberate malevolence in this action, proven when it spoke.
"We are the Kulwek! You are the weak! You now serve us!"

Edella's first thought was to wonder how many "we" meant and a quick glance at a signal from the lookout confirmed that there were two more Fishstealers in the water that she could not see.
Hakken tensed like a cobra at her side, waiting for a chance to strike.

"You will serve us by growing us food!" The Fishstealer continued. "You will bring us twenty bundles of your food here, by your silly pile of stones, at the end of the harvest season, or we will kill as many of you as we like as we take all your food anyway."

"And if you do really good and give us extra food, we might not kill anyone next time."
With that, the Fishstealer lifts up the scared young elf, whose name Edella remembers is Soll and that he's the son of a farmhand named Kant on the southern farm and has a hobby of making tea grown from herbs in their personal garden.

"...next time."
With a sickening crack audible from her distance away, the monster snaps the elf's neck, spins, and swats the elf's body with its high reptilian tail.

She stares at Soll's limp, lifeless body for the briefest of seconds before snapping her eyes back upwards. Angry and hurt as she was, she had to admit that killing Soll and using that as a distraction to get away was a clever strategy and possibly one of the only ways he was likely to leave here with his life.

So, she was deeply surprised to see that he was still proudly standing there, almost daring them to attack.
That's when she understood what he was doing.

>>
>>4244127
Power.
It was all about power.
Snatching up Soll and killing him was about making her people feel powerless and it had worked because they had been powerless to stop it.

And now, it was about demonstrating that the elves had no power to intimidate or resist the Fishstealers and this thug was no mindless goblin; He knew what their arrows could do.
He intended to fearlessly take any wrath they unleashed in order to prove his people's power.

His play was that of power and dominance, of putting the Kulwek's foot on the neck of the Dusk Elves and lifting it just to see how the elves would resist and show that it doesn't matter.
There was one question that remained.

How was Edella going to respond?
>By showing them unprecedented levels of wrath and killing them all in a furious attack. (This combat won't use AP)
>By tending to Soll's body and disregarding the posturing Fishstealer with utter indifference.
>By playing the part of fearful, powerless elves in order to defeat them later with treachery.
>By refusing to play his games and telling him and everyone else how you've seen through his tactics to defeat his intimidation with superior elven reason.
You have 4 Actions for the end of Spring:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 4
>Gather Food with up to 7 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train units into other units
>Train 4 additional units
>Engage Diplomacy
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>>4244129
>treachery
>research: poisons
>research: metalworking
>scout w/ archers: where the fishstealers come from
>gather food with farmers
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>>4244129
>>By showing them unprecedented levels of wrath and killing them all in a furious attack. (This combat won't use AP)

so. fishstealers are lizardfolks. currently I believe we should attack and show no weakness. need to think and form a plan to use our superior mysticism to destroy them.
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>>4244103
Mind explaining the Bodenave Handling 3 buff? Does the +3 speed apply to all units as long as we have less than or equal amount of units to the number of Bodenave? Or does that only apply to cavalry units we train in Bodenave handling/Bodenave Cavalry?

>>4244129
>>Event
Well shit, why is everyone but the golems a bag of dicks? I mean, we're pretentious cunts, but at least we aren't actively attacking anyone on the first visit.
I don't really want to engage now, but I'd really like to get scouts up fast to see what's going on up further the river so we can potentially find their village. Take the fight to them or at least have a better intel to protect ourselves with.

>Treachery or attack
He's a warrior, or worse a thug, and would probably respect martial might if we can actually pull it off. We have 2 hero units (magical and physical) and a bunch of civilian units, with a defensive feature to our aid.

>>Actions
>Gather Food with 7 units
>Build Structure: Use wood (and maybe 1 stone) to build proper palisades/walls for the main village
Or develop the tech to use wood construction, I guess
>Build Structure: Use stone to build some better housing and or storage for the village
>Move Units: East Archer to the North, look for Lizardfolk. South Archer to NE, round out that Fog of War a bit. West Archer back to base for protection.

Getting some of the basics for living in the village is important. Year 3 and we are still in tents or mounds of dirt. We got wood and stone, so lets use it. The defenses for the village are also more pressing with the lizard menace looming.
I also want to talk to the Golems sooner rather than later, and set them up as either an ally or at least a trade partner. We need to have at least one direction not at risk. Especially if we can get them to start collecting stone or wood for us, as they have a large supply right next to them.
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>>4244129
Regarding
>By showing them unprecedented levels of wrath and killing them all in a furious attack.
Are our archer scouts still out in the field or have they reported back and are available? I'd think no, but it doesn't hurt to ask. If not

>By tending to Soll's body and disregarding the posturing Fishstealer with utter indifference.

Actions:
>Gather Food with up to 7 Units
>Build Structure
Make an encampment in the hex with the forest. Might take a few turns for the elves to travel all the way there, but best to get a head start. And tell them not to fuck with the golems (I'm fairly certain they're golems).
>Develop Mysticism
Have Vestan and the other mystics develop a way to use the mind magic not to influence a particular mind, but to "probe" the surrounding area for any minds. Basically, a crude magical means of radar. Not expecting much, but we'll have time to develop it.
>Move Units
Move the western archer unit towards the settlement, going up the river to explore that last bit of space. Move the eastern archer units to the settlement. due north west. Move the southern unit northeast and then northwest to cover the unexplored area, ending somewhere near the forest hex.
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>>4244342
This brings up a question for QM. Do we need to have infrastructure set up to exploit the resources outside of the area outside of our settlement? If so, do we need to have just a structure (lumberer's camp, quarry, etc) or do we need more, such as a road network (Bodenave Express!?)

Also, for defenses, we should have bodenave dragoons patrolling up and down the river and elves in the fort. What do you think of a small river navy? We could research dugout canoes or some other sort of easy to make vessel. Put mages in them for a simple, but hopefully effective navy we can use to transport troops and protect our fishers. It make take time away from more important things, though. I dunno. Another thing is that we basically know the fishstealers will come from the river, so we only have 1 area to defend from them.
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>>4244196
I might as well explain my plan.
My plan is to poison the food we tribute them using hopefully undetectable/delayed poisons (research poison). We secretly build up our army including melee units and bodenave riders (research metalworking). Mysticism is also important for our future attack. When they are suffering from poison we strike (scouting where they came from).
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>>4244342
>Does the +3 speed apply to all units as long as we have less than or equal amount of units to the number of Bodenave?
Correct. You no longer have to separately train the unit to ride.

>>4244355
>Are our archer scouts still out in the field or have they reported back and are available?
The units are out in the field. How did Edella get the reports? A bird wizard did it? Maybe.

>>4244387
>Do we need to have infrastructure set up to exploit the resources outside of the area outside of our settlement?
You need a presence at the hex, either a unit or structure.
To Gather, you just need a unit.
But you definitely need a structure to auto gather.
Technically, in order for the Archers to help Gather the Food, they should be in range of the resource. But I got so used to to counting them that I forgot about that. We'll say they foraged.

+If so, do we need to have just a structure (lumberer's camp, quarry, etc) or do we need more, such as a road network (Bodenave Express!?)
Camp or quality would act like a farm while a road network would simplify transporting resources, which I don't have a mechanic for so it's not needed but could be done to force me to come up with something.
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>>4244196
>treachery 1
>research: poisons 1
>research: metalworking 1
>scout w/ archers: where the fishstealers come from Plan A1
>gather food with farmers 1
>>4244256
>attack 1
>>4244342
>Treachery or attack 1
>>4244342
>Gather Food with 7 units 2
>Build Structure: palisades/walls for the main village Or develop the tech to use wood construction 1
>Build Structure: Use stone to build some better housing and or storage for the village 1
>Move Units Plan B 2
>>4244355
>indifference 1
>Gather Food with up to 7 Units 3
>Build Structure forest camp 1 or 2
>Develop Mysticism: crude magical means of radar 1
>Move Units Plan C 3

>Event:
Treachery: 1-2
Attack: 1-2
Indifference: 1

>First Two Actions:
Gather Food with 3 Farmers, Edella, (and foraging with 2 Archers because I mistakenly posted "Gather 7")
Explore Move: 1d6: 1-2 Plan A, 3-4 Plan B, 5-6 Plan C

>Second Two Actions:
Forest Camp 1.5 votes (wood construction tech)
Poison
Metalworking
Palisades (needs wood Gather or Forest Camp)
Mystic Radar
Stone houses (needs Stone Gather)
I'm going to leave the vote open for a bit because everything is close and I have to run an errand anyway.
>>
>>4244398
>My plan is to poison the food we tribute them using hopefully undetectable/delayed poisons (research poison). We secretly build up our army including melee units and bodenave riders (research metalworking).
>>
>>4244714
I'm not suggesting any particular course of action here, by the way.
There is no "right" answer.
I just thought this was an interesting coincidence.
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>>4244714
I think using red lead to poison them would only work over a long ass time and I intend to slaughter them all as soon as we are ready.
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>>4244256
>Gather Food with up to 7 Units
>Gather Resource
Stone
>Develop Mysticism
Fish stealer early warning device. Use magics to detect any fish stealer approaching an elf before they can even be seen.
>Build Structure
Stone walls, more and taller fortified watchtower.
>>
>>4244129
Attack

>Gather food
>Research mysticism to detect fishstelears
>improve and build more defensive structures
>Get the scouts back to defend the settlement and our riverside fort.
>>
Rolled 3, 1, 2, 4, 5, 2, 6, 4, 2, 1, 6, 5, 6, 1, 4, 5, 2, 3, 5, 6, 2, 6, 3, 2, 3 = 89 (25d6)

>>4244713
>>4245009
>>4245294
Closing Vote
Attack 17d6
Gather food
Fishstealer Radar 4d6
Gather resources to improve defensive structures 2d6
Move Scouts
Growth 2d6
>>
>>4245408
A break down of the rolls and their meaning for those who can't wait for the update (which will probably end up being next thread):

Kulwek Offense 16
Elf Defense 15
Kulwek Combat Score 1

Elf Offense 19
Kulwek Defense 13
Elf Combat Score 6

Elf win by 5
Kulwek suffers -5 Attrition


Mysticism 17
Technology 9
Growth 4
>>
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See you next thread when the Phoenix Queen shall rise again.



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