[h1]Turn 4[/h1] Map update: First non-player civilization discovered! The bloodthirsty redskinned orcs of Maktor have made their home upon the fields in the eastern part of the continent. [hider=Map][IMG]http://i58.tinypic.com/2vxke9l.png[/IMG][/hider] [@KaiserAuto] [hider=Ironborne]As your blacksmiths construct new and bigger terrace-farms (improving upon the already existing ones as well), the expedition returns from the depths below! It appears you lost two dwarves to a cave-in, but the others are in high spirits as the tools are in better shape than you thought they would be. With these, the blacksmiths finish up construction of the terrace farms as they become fully operational foodsources for your people. As dwarves always do when they are in high spirits, you feast with the new food-wealth you have been granted. A few craftsmen are spared to construct holding pens for the different animals you've captured out in the woods. Rams and boars prove to be perfect for you and you begin breeding them for food, mounts, their horns, their pelt, anything. Your people are renewed, Ultor. You have vowed to claim this mountain as your own, as a new home for your people. Will you succeed in your quest and claim the mightiest mountain the realms have ever seen, or will you be crushed beneath it's weight, by the tests of time? It is all decided in what path you choose to take your people in. [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 175 men, 125 women, 15 children. [b]Livestock:[/b] 20 boars, 10 rams. [b]Military:[/b] - Roughly 70% of adult population. [b]Food level:[/b] - Good [b]Resources:[/b] Furs. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Average [b]Morale:[/b] High spirits! [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@Evangelyne] [Hider=Tribe of Lumen]As you have not taken an action this turn, your people focus on settling themselves rather than anything specific. Think of it as a "prep-turn". [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 109 men, 89 women, 29 children. [b]Military:[/b] - Roughly 30% of adult population. [b]Food level:[/b] - Average [b]Resources:[/b] Requires prospection and industry. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Low [b]Morale:[/b] Happy [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@ActRaiserTheReturned] [hider=The Saurians]Vitamins! By foraging the junglescapes you find several types of fungi you've never encountered before. Some you realize are edible, some you realize are not, but it seems some are rich with nutrition and so when added to your regular diet, they help bolster your immunesystems. The Saurians will never find a cure to their biology, but perhaps they can tame it. Certainly, these newfound herbs and now the fungi have made your people healthy. [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 97 men, 87 women, 50 children. [b]Military:[/b] - Roughly 70% of adult population. [b]Food level:[/b] - Average [b]Resources:[/b] Herbal medecine (low quantity) [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Average [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@SgtEasy] [Hider=The Dunewalkers]Since you haven't taken any action this turn, your people focus on settling down. Your next action will have increased successrate and effect. [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 126 men, 72 women, 12 children. [b]Military:[/b] - Roughly 20% of adult population. [b]Food level:[/b] - Low [b]Resources:[/b] Furs, leather (medium quantity). [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Low [b]Morale:[/b] Hopefull [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@Voltus_Ventus] [hider=Ventium]Returning from the plains with a herd of wild horses, your people rejoice. For you are the people of the steppe, the masters of horses, the nomads that settled down, and you have taken yet another step to become something greater. With the newly acquired horses you are able to travel faster should you wish to explore or go somewhere, and plowing your fields became a bit easier! [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 115 men, 111 women, 63 children. [b]Animals:[/b] 33 Horses. [b]Military:[/b] - Roughly 30% of adult population. [b]Food level:[/b] - Average [b]Resources:[/b] Requires prospection and industry. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Average [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@solamelike] [Hider=Greenland Goblins]Grot leaves the tribe to find adventure in the world. Who knows what he will find, and when he will return? If he will return at all... Since no other action was taken than a single goblin leaving to explore the world, your next action will have increased successrate and/or effect. [Grot might return any turn with new findings] [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 345 adult goblins, 90 goblin spawnlings. [b]Military:[/b] - Roughly 40% of adult population. [b]Food level:[/b] - Average [b]Resources:[/b] Requires prospection and industry. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Average [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@Zendrelax][hider=Pantref Y Obaith Terfynol]You dub the mountain 'The Misty Mountain' after it's strange surrounding mists and mysterious atmosphere. When investigating the effects that the mountain has on your people, your elders are uncertain about any conclusions as of yet. Some of your people appear to grow weaker, while some appear to grow stronger after having been exposed to the mountain's aura under a longer period of time. It appears however the fatigue or empowerment fade back to normal after a certain amount of time away from the mountain however. The longer they are exposed to the mountain however, the longer the side-effects stay. Your elders are certain they will come to a conclusion soon about the mystical qualities of the misty mountain. [Result comes next turn. You may take a new action meanwhile.] [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 98 men, 93 women, 36 children. [b]Military:[/b] - Roughly 30% of adult population. [b]Food level:[/b] - Average [b]Resources:[/b] Furs (medium quantity) [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Average [b]Morale:[/b] Hopefull [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@barkmeat2][hider=Citrus Crest]Indeed, the beasts prove to be a very helpfull tool for farming, moving supplies from one end of the village to another, plow the fields and your food production. When a youngling returns with tales of smoke and campfires to the north, some are sceptical. But maybe there are others up the river? [A star has been marked on the map as a point of interest.] [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 133 men, 107 women, 55 children. [b]Livestock:[/b] 50 cattle. [b]Military:[/b] - Roughly 30% of adult population. [b]Food level:[/b] - Average [b]Resources:[/b] Requires prospection and industry. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Average [b]Morale:[/b] Happy [i](Bonus, 5 turns left)[/i] [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@TheWildHost][hider=Spiregull]When asked to lead your warriors to the village, the redskins' eyes widen. [i]"You would stand up to Gal'rash?!"[/i] they ask, baffled. Nobody has ever stood up to the Warlord Gal'rash before, for he was the strongest most ruthless redskinned orc ever known (at least to the tribe). Somewhat unwillingly, they take you to their village - Maktor - where you attempt to assault them during the night to swiftly kill the warlord. What you had not counted on, however, was that they would be feasting this night. When sneaking into the village, Gal'rash the Warlord and his bloodthirsty warriors are feasting around a giant bonfire. Women are taken, forcefully or not, and men are shouting. It seems they have recently crushed another tribe of green-skinned orcs in battle because some of the savage redskins are roasting greenskinned limbs over the huge bonfire. - Disaster! While attempting to assassinate the warlord, you failed and alerted the savages to your presence. Battling to escape against their superior numbers, many of you were taken captive and many more killed. While most manage to flee, the redskins shout curses and taunts after you as you run. [i]Cowards![/i] they scream. [i]We will find you! You will not hide from us![/i] You have lost 30 warriors to the redskins. 10 of them are still alive, now prisoners. You don't even want to imagine what is happening to the few warrior-women you had with you that were captured... When you return home from your devestating loss, you are worried that the redskins might have followed you. What if they know the location of your village by now? Your people are low on morale. You must salvage the situation in any way you can! From the battle you managed to figure out however that Maktor are simple wooden huts, and the redskins' weapons are simple stone ones. It appears their true strength comes from their bloodthirst and ferocity in combat. Almost every orc in Maktor seemed to be a warrior more or less. [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 109 men, 51 women, 39 children. [b]Military:[/b] - Roughly 50% of adult population. [b]Food level:[/b] - Low [b]Resources:[/b] Requires prospection and industry. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Low [b]Morale:[/b] Worried [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@Cyclone][hider=Ard]With renewed spirit, you finally construct your new settlement on a nearby hill. Although wood seems to be scarce in this region, you find smaller patches of forestation scattered around the grassy fields. With proper housing, your people can begin focusing on making their lives comfortable. [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 105 men, 105 women, 57 children. [b]Military:[/b] - Roughly 50% of adult population. [b]Food level:[/b] - Average [b]Resources:[/b] Requires prospection and industry. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Average [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@Pirate][hider=Genevy]With plenty of schools in the oceans close to the shore, your crude fishing boats prove to be effective for now. While you do not care about exploring the rest of the island and instead follow the fish, you realize you don't have to venture far away from the village to find them. Your people are fed for now. [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 104 men, 103 women, 54 children. [b]Military:[/b] - Roughly 30% of adult population. [b]Food level:[/b] - Low [b]Resources:[/b] Requires prospection and industry. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Low [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@ForeverBWFC][hider=Crooked Arrow]Foraging the woods, your orcs find this 'island' to be bigger than you first thought. The woodlands are full of stag, deer, elk and moose to hunt. Occasionally you run into a pack of wolves, but they seem not to care of you yet. This tells you quite a bit about the wildlife of the region however, and you can't help but wonder what other predators might lurk among the pinetrees? You bring back plenty of meet to keep you fed for now. You choose a suitable clearing to build your huts on. It's close to the river and close to the lake, and of course close to the woods. [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 100 men, 100 women, 4 children. [b]Military:[/b] - Roughly 50% of adult population. [b]Food level:[/b] - Nonexistant [b]Resources:[/b] Requires prospection and industry. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Nonexistant [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@Murtox][hider=Tasphira]The proximity to both grassland, mountain and woodland prove to be effective when searching for food. Near the grasslands you construct your farms and from the woods you find game to hunt. Before long, your people grow a healthy routine of how to keep themselves fed. No one has to grow hungry! [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 100 men, 100 women, 50 children. [b]Military:[/b] - Roughly 50% of adult population. [b]Food level:[/b] - Average [b]Resources:[/b] Requires prospection and industry. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Average [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider]