Fungclaw looked at his rowdy mess of a civilisation and grinned. It was perfect. He looked to where some Goblins (or as the goblins called eachother "Gob's") where building homes, large pieces of wood where leant against trees and natural mounds of dirt to create small crude hovels. The less lucky where digging small holes in which they would sleep.
Fungclaw realised that their was a severe lack of food however, and so began to rally the goblins into the middle of the settlement. When a few had gathered, Fungclaw began to speak.
"Alright mud brains listen up! We don't got no grub, and no grub means no livin' so I want'cha all to move out of the settlement and find us some fresh byters. Nice big ones with gnoshing teeth and thick hides. We can use them fo' grub and also fo' weapons and bags. Any Gob who brings back a byter gets to keep it an' trade the rewards! " With a roar the goblins dispersed, many to go and do what the leader had said, others to go nap.
Send out scouting parties to find 'Byters' and bring them back for breeding. Hoping to use the hide for clothes and bags, the teeth for weapons and tools, and the meat for feeding the goblins.
Summary: Te Chi hunt for food and dry them to preserve them using special techniques. Te Chi makes primitive tents and sleep for the night. This is not permanent.
"The people are looking for hope, Sier Dovah. This colony will give it to them"
A 7 foot, black giant stood ahead of the others. His rugged brown cloak was shredded, a sign of strength in the society of the Te Chi. Those who have worn cloaks have travelled far, and deserves the respect of the people. For they are wise, mighty and victorious in an otherwise harsh land. Sier Dovah stepped onto the beaches and looked far into the plains. To some it was an oasis. A land of adventure and perseverance. But to him, it was a land of New Hope.
They were the first to land onto the Northlands. A place of green pasture, and food as far as the eye can see. Rolling dunes, green dunes, not the wicked sand dunes back in the land of the Te Chi. These hills did not try to swallow anybody, and drown them under meters of sand.
Sier Dovah stopped his gazing and looked behind him, eager eyes staring at his face mask. He saw hope in the colonials, a hope the people who nameth Te Chi has never seen since the founding of the fire. "Brothers and sisters!" Dovah shouted to the crowd, all waiting for him to continue. "We have come to these new lands. A land of green pastures and still water. A land of adventure. A land that we can finally be free! We are free from the oppressive clutches of our island, from the wicked Dunes of our land. We are Te Chi! We have persevered for centuries, hiding in our holes. We are the first to come here..... TO THIS NEW HOPE!" (This is all in their lyrical language by the way. The y will never speak this much ever again in other posts.
The crowd goes wild with excitement, jumping and hooting. This was a good day to be Te Chi.
Later that day, the Te Chi was boosted with morale. They set about their day with efficiency, hunting the local wildlife with the iconic Te Chi spears. Sharp to the point, light, and lethal when put into the right hands. Sier Dovah oversaw the Te Chi men and women worked to gather local wildlife, stripping them for their fur, cutting the meat and drying them for the day.
The Te Chi lay down primitive tents out of local flax and sticks. They made a huge fire and had a big feast. They settled down for the day. Sier Dovah slept the latest. The land was beautiful to his eyes. And he was not one to overlook beauty
The Lumen, the enlightened high elf tribe had at last reached their destination. Setting up a camp by the big lake the people could finally rest. The journey had been long and wearing, food had been scarce and many had died, but faith and determination kept the strongest alive. For we are on a holy mission, a holy mission to keep these lands sacred as they once stood in the first days. Elodie had given us a vision of this place and it's importance, this is where it all began. The first order of business is establishing a base of operations here and for that we need food to grow and prosper. Surely the ground here is fertile, being so close to the lake. The Lumen will try to set up farmlands outside the village to supply their people.
Twas Elodies first light which tore through the canopy of darkness. It sparkled with such radiant bright that the once black and dead lands rose tall and green.[...] Tis why the peasants keep their land rich and lush. So we remind the void of its' foul fate and our people of the hope lightness bring. - The scroll of prosperity. S.42 R.8
The bows of our great ships cut through the mist like swords through the soft flesh of lesser men. After many days of sailing, fleeing from Father Frost and the frigid grip that he has sent to slowly claim our once habitable lands, we at last found shore. Not many of us were left; as our homeland has grown colder the crops died, cattle died, kindred died. Their blue, hoarfrost-coated bodies now rest beneath a grave of snow, the blizzards having claimed every last rock and tree of our island.
Fortunately, many had been wise enough to sense the winds of change. Acting preemptively, they ceased participation in the endless wars and feuds of our belligerent tribes, and devoted every moment of their waking moments to finding a way to escape our lands before the ever colder winters killed us all. Some prayed to Father Frost for mercy, some to the Fire Giants of legend for their return, and others took the matter upon themselves and built great boats that could sail for days.
Those that prayed froze like everyone else. The boatbuilders also died. They were the wisest of us, yet they were weak and unworthy. We, the Ards, the last tribe alive, grew stronger from the frigid winds and ceaseless snow. When the great ships had at last been built from the last trees of our island and filled to the brim with the last supplies that our kind had to offer, our mighty warriors made their move. The boatbuilders' blood stained the snows as we fell upon them, leaving their cold bodies behind as we stole their ships, for the endless winter has made us strong; our hearts are cold and some say that ice flows through our veins. Led by Danr, our great Chieftain, we sailed south for many days in search of warmer lands.
We heard land before we saw it; the sound of mighty waves crashing upon the fjords boomed like thunder. Many of our ships were caught in the currents and pushed into the rocky cliffs, broken and toppled, those families aboard condemned to watery graves as the rest of us were helpless to do anything yet steer away from them, lest our ships wreck as well. As we sailed around that bleak island and saw nothing but cold and wet stone and sheer cliff faces, we deemed life upon that wretched rock impossible and sailed on further south.
Now, we have at last spotted another land, and this one is much larger and lively than any we have seen before. There are great forests of pine where our fatherland had naught but the occasional, lonely tree poking out from the thin and rocky soil. The snows still fall, but we are Father Winter's chosen people. If the cold takes chase, we will move further south, but until then, this land is comfortable. The cold winds that would freeze lesser men fall upon our bare chests and feel warm in contrast to the bitter cold that even the youngest of us remember. This will be our new homeland. Upon beaching our ships upon the shores of this new land, our Jarl Danr made of them a sacrifice to the gods and put them to the torch. With our great ships now reduced to ashes on the beach, and the knowledge of their construction known only by the dead boatbuilders, there is no turning back for us.
Our fatherland once had tens of thousands of people, but then the cold winds swept away the lesser tribes. We, the Ards, once had many more people as well, but our long and harsh journey has culled the weak. Now, the remaining 250 of us are strong. We will build a new home and become a great tribe once more.
You have constructed your huts, tents or whatever buildings your settlement consists of and began to make a life for yourselves. After not too much time, families begin having children and mates find each other to create new families. You realize however that this world is huge and you have only seen a fraction of what this continent has to offer.
At the foot of the mountain where the rock meets the grassy hills you construct terrace farms. They are fairly simple for now, but enough to feed your people. Your 'Blacksmiths' have already manage to set up temporary housing under the mountain's watchfull gaze. They only await the return of the expedition to actually start constructing something real Dwarves would construct!
While the 'Boars' forage the woods around you they find plenty of game to hunt and have managed to get a general sense of the area. The woods seem calm, as if welcoming the dwarves to their new home.
Some of your men and women have found love, or decided to consumate their love together now that they have a new home. Before long, four healthy babies are born in the new ragged shelters you have built. However, your growth will start up very slowly since you haven't had any children with you on the exile. Once you settle, however, you are hopeful that families will begin to form.
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
Population: 175 men, 125 women, 4 children. Military: - Roughly 70% of adult population. Food level: - Low Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Low Morale: Indifferent Foreign relations: You do not know any other civilizations.
The lands surrounding the lake and the mountain before it are temperate, with mostly rough soil and pinetrees around. It is obvious to you that if you venture further north, the climate will grow colder. The soil however is very ideal for long-lasting crops, and you immediately begin the construction of farms. Hungry and battered, but driven by their strong belief, your people manage to operate farms that will from now on supply your people with food.
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
Population: 102 men, 83 women, 22 children. Military: - Roughly 30% of adult population. Food level: - Average Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Low Morale: Happy Foreign relations: You do not know any other civilizations.
The lands you have decided to settle are ideal for your kin. The forests are hot, dense and damp, and at the heart of it all, your settlement is built. The forest here is more of a jungle than a forest, really. It seems something about the trees and the clouds in this region make these woods immensely hot. Perfect for your people!
In your efforts to study the diseases that haunt you, you manage to find out that a certain herb in this forest is able to combat disease and strengthen immune systems. Although it does not halven the symptons or reduce the disease's symptons by up to 80%, it does help to cure the sick. You realize however that this is not a permanent solution, as the herb is quite rare and you have only managed to gather a very small quantity of it. In your search however, you find that the jungle/forest is full of game to hunt. Everything from stag and rabbit on the outermost rims of the forest to leopards and monkeys near the center. In the tiny springs of water that run through the forest, colorful fish swim around. These serve you well as a food source for now.
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
Population: 93 men, 82 women, 35 children. Military: - Roughly 70% of adult population. Food level: - Low Resources: Herbal medecine (low quantity) Wealth: Nonexistant Trade: - Nonexistant Growth: Low Morale: Indifferent Foreign relations: You do not know any other civilizations.
To the north, your hunters venture into the forest to find game to bring back as food for your people. To the west and the east are grasslands where you find critters like rabbits, mice and moles that you occasionally manage to catch. To the south is the vast sea, where hot winds sweep in.
For now you have managed to stabilize your food level. But you realize fast that you cannot live on the game of the forest to the north forever, however efficient you are in hunting them. The furs provide you with clothes and other leatherwork.
Because no children had survived the journey here, the growth of your people begins slowly. Four new children are born in the temporary tents you live in, and their parents are overjoyed.
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
Population: 125 men, 70 women, 4 children. Military: - Roughly 20% of adult population. Food level: - Low Resources: Furs, leather (medium quantity). Wealth: Nonexistant Trade: - Nonexistant Growth: Low Morale: Hopefull Foreign relations: You do not know any other civilizations.
With determination and sheer force of will, your people manage to dig down into the earth to the moist soil where you hope to plant your seeds. Indeed your leader was right, for the earth just a few feet below you are ideal for farming. While the diggers rest, others starts working the field. Before long, you have constructed farms that will supply your settlement with food. As your population grows, so will the extent of your farming.
Your next action lies before you, people of the steppes.
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
Population: 104 men, 103 women, 53 children. Military: - Roughly 30% of adult population. Food level: - Average Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Indifferent Foreign relations: You do not know any other civilizations.
Strangely enough, it seems these new lands indeed have the beasts you call Byters. Although common folk of this continent would simply call them "Boars", these types of boars differs from the usual ones. How? Only a true goblin could tell. As surely as it was said, your people soon bring back loads and -loads- of Byters into your settlement, so many in fact that you wonder if there are any left in the forests? No matter, Fungclaw is big and sorta dumb but he had a brilliant idea! Why not create fences to keep the Byters from running away? Not that he knows what fences are, mind you, but the concept isn't that hard to grasp.
He has the idea, but will he execute it?
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
Population: 330 adult goblins, 80 goblin spawnlings. Military: - Roughly 40% of adult population. Food level: - Average Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Indifferent Foreign relations: You do not know any other civilizations.
Your people get to work quickly, putting their knowledge to use by creating new farmland near the river. Although you have plans of creating canals to provide your farms with more water, you realize you do not need to extend there yet. Through the survival skills you have learned on your flight from your homeland, you manage to also hunt the wildlife to provide your people with not only food, but also furs. The climate is slightly colder here, but it seems hot streams course through the sea around the islands, and occasionally hot winds blow in from the east. The climate here may be cold, but it seems the air and the seas have blessed you with this location. For now.
Your foragers soon discover that the grasslands are not only full of deer, stag and moose, but also bears. Big, brown grizzly bears.
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
Population: 93 men, 87 women, 27 children. Military: - Roughly 30% of adult population. Food level: - Average Resources: Furs (medium quantity) Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Hopefull Foreign relations: You do not know any other civilizations.
With high spirits and a few lingering chuckles after the somewhat comical meeting, your people begin to plow the earth and plant seeds. They surround their fields with fences, and build storage huts for whatever you harvest. You have constructed a series of farms that will provide your people with food from now on. As your population grow, so will the extension of your farms.
It seems things are going your way, so your people are happy. You gain a morale boost for 5 turns. What's next?
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
Population: 129 men, 104 women, 52 children. Military: - Roughly 30% of adult population. Food level: - Average Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Happy (Bonus, 5 turns left) Foreign relations: You do not know any other civilizations.
You are mighty Orcs who control one of the few passes in this mountain-chain that leads directly from the north to the south without having to go around all the mountains. These chains are called "The Spine" and it seems to run along very far into the distance. You came here recently when you gathered some orcs and sought new lands to call your own. It appears you have also found some orcs of different tribes (or clanless) among the mountains and plains in the area.
But what kind of orcs are you? 1) Brownskin Orcs The brownskins are known for their beastmastery and powerful shamanism. Taming beasts, big or small, is quite formidable in battle and very useful in everyday life and orcish society, but none does it as good as the Brownskins. Riding wolves is your dream, isn't it? 2) Redskin Orcs The Redskins are known for not needing to drink water as much as other races. Barely a mug a day. Legend says this is because of ancestor orcs drinking the blood of their slain enemies, gaining red skin and increased stamina as a blessing from their bloodgod. Needless to say, the Redskins are the most brutal, ferocious and savage orc warriors there is, but don't have much in the ways of magic. 3) Greenskin Orcs The most average of orc breeds are the greenskins, but they have a focus on druidic spiritualism instead of a shamanistic kind. They generally also have better growth and are better builders. 4) Blackskin Orcs The best smiths, builders and siege-engineers of all orckind, the Blackskins use brute force in the form of superior weaponry to dominate their foes. Generally average in everything else. 5) Brute-Orcs A not too strange name for a breed of orcs, the Brute-Orcs are a breed sharing all the characteristics of the other orc-breeds, and can therefore gain all their bonuses, but never achieve quite the height as the individual breeds can.
Due to your savage nature, more than half of your adult population can be drafted in times of conflict. However, a drawback to the orcish race is that only 1 out of 5 children are born female. This usually doesn't make breeding a problem since orc children are born much quicker than humans, but it does tend to leave some orc males fighting over 'who gets the girl'. But perhaps your tribe are above such savagery?
Whatever orc breed you are, your warriors have brought back some wandering Orcs among the cliffs. What is your first action on your new home?
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
Population: 130 men, 50 women, 30 children. Military: - Roughly 50% of adult population. Food level: - Low Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Low Morale: Indifferent Foreign relations: You do not know any other civilizations.
From the cold winds of the north, your people arrived on battered ships. Ships that were smashed against the cliffs once you set your feet on land and ships that you will never be able to salvage. Venturing not far into land, you quickly decide to settle and make new lives for yourselves. What you escaped from and why, only you know.
You are sturdy folk, extremely adapted to cold climates and as such, the cold sea-breezes are nothing to you. Because of your strong will and muscle, a higher percentage of your adult population can be drafted at a time of conflict. Higher than most human kingdoms.
What is your first action, people of Njor?
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
Population: 100 men, 100 women, 50 children. Military: - Roughly 50% of adult population. Food level: - Nonexistant Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Nonexistant Morale: Indifferent Foreign relations: You do not know any other civilizations.
With jubilant cheers and hard earned satisfaction the Ards watched as the ships that had carried them so far were burned on the beach. When the salt air had killed the last embers, a grim realization began to silently spread through the hardened men and women, and even the children as they too had seen a good deal of hardship and were aged beyond their years. The realization was that they were in as precarious a situation as ever; they had eaten the last of the preserved food that they had brought on their ships. Now they had nothing save the clothes on their back and the armor and weapons of the warriors.
Sensing that his people needed their leader, Danr assembled his tribe on the shore. The 250 Ards watched as their chieftain stooped down to grab a fistful of loose earth. Shouting over the crashing of the waves and the sea breeze, he held the handful of dirt high and proclaimed, "Be joyous! This land- I shall call it Njor, North in our old tongue, for our old lands to the North are no more- this is our land now, and it is a rich enough land. Yet there are still more trials before us: our bellies will soon be empty, and our longhouses have yet to be built. We have much work before us."
Without wasting much time, Danr set about arranging the Ards into groups. Food was desperately needed. The warriors, of which there were many since the Ards were a strong and warlike tribe, carried one of three weapons: longspear, bow, or axe. The warriors that had spears and bows were better suited for hunting, so they were ordered to explore the nearby area in search of food. Those that had axes were ordered to fell trees for firewood, as cooking fires would be needed. The women and children did not venture out as far as the warriors that went hunting, but several of them still searched the nearby, boreal landscape for any plants that could be gathered and used for food. The rest of the women and children would try to fish along the coastline.
Danr hoped that between hunting, fishing, and gathering for some time, his people would be able to stockpile enough food so that they could focus on other things without worry of starvation.
The humans who call themselves Genevites have appeared on the eastern island, far away from home the waves carried them ashore. Fleeing from forgotten pursuers they found themselves castaway but at peace. The land seemed liveable and it was covered in forests which provide the much needed materials for shipbuilding, the favoured craft of the Genevites. Full of hope they named their new home Genevy after their ancient homeland. Here they hoped to be able to settle down and live freely, surrounded by the water which has always provided their people with food, trade and refuge. ( not sure what color, most are already taken )
The new 'byters' where everything Fungclaw had wanted and more, they had big pointy bits and tasted delicious. The only problem was that they have a habit of running away! If a goblin didn't keep an eye on it they would screech and run amuck amongst the settlement. Fungclaw was looking over his kingdom, attempting to figure out how he could stop the creatures from escaping.
He looked to a group of goblins, for whatever reason 2 goblins where biting each other as others watched. It could be because they had eaten each others food, or possibly one had attempted to steal from another. The most likely reason though was because they where bored. As Grumclaw watched he noticed one of the combatants fall into a ditch. The poor goblin attempted to scratch his way out but could not for the life of him. The other Goblins left as the trapped member was stuck for good.
The cogs in Grumclaw's brain began to move and he soon ran down to the center of town to decree the new project.
Holes and fences!
Begin digging pits and building small walls/fences to keep the boars from escaping.
The Orcs of the "Black Peaks" tribe were blackskinned orcs, however Hazjul Gaunt's vision of future has orcs of every color inhabiting the spine.
The first action will be to C)improve infrastructure
Gaunt may be an orc but he knew that their current state wouldn't be enough. The men complained about food, as women and children were fed first, but the men could work on scarcely filled stomach for the time being. A new rule was instituted that any found food during building could be eaten, but this was a mere band-aid to the problem at hand. The would carve paths and roads for ease of travel, and use the stone taken from carving to improve the buildings in place and structure new ones. Tools and weapons would also be created, however these would be discarded soon enough. Small groups went down the mountain and brought back trees for much needed lumber.
F) Improved resources/technology: The people still attempted to find better ways to improve their adult's health, and rummaged through the jungle forests. As they continue to hunt for the herbs in the jungle forest, they also experiment with ways to fortify health of everyone in the tribe, attempting to domesticate plants such as fruits and vegetables, and see how strong the sinews of slain hunts are. Hopefully they would discover the use of the bow. For now all they had use of were slings, which, to be fair, were as accurate and even more powerful than other tribe's bows, due to the use of the Saurian's hard muscles. Perhaps experimenting with the hardness of animals hides, or even just wearing clothes like other tribes, lion skins, or other sorts of skins and leathers could help with preventing unwanted contact with the skin and therefore entering of the body with bacteria.
"And I says to him, 'WHEAT! MEN CANNOT SURVIVE ON BREAD AND WATER ALONE!' and he says..."
"Yes, thanks Elder Rye, we...we just went over that; And we don't just have bread, we got a fair bit of veggies and frui-"
"LET THEM EAT CAKE!" Elder Rye shouted to the heavens. The other elders where sure poor rye had finally hit the deep end. Also what in the spirit's name was a cake? The lucid Elders feared that the 2nd Small Council would be a wasted effort when Elder Lime came screaming into the room.
"DANGER! DANGER! HORRIBLE HORNED BEASTS! THEY ARE RAMPAGING ABOUT THE TOWN. THE WOMEN AND CHILDREN, THEY- THEY-" A pair of hands clamped down on his shoulders and shook vigorously.
"CALM DOWN. CALM DOWN." A slap came across Lime's face. "Now, what exactly is happening."
Still panicked but less now, Lime managed to rasp out "It-it'd be better if you saw for yourself..."
He led to procession out and what they saw was truly horrific! A group of 3 beasts were tromping upon Lime's vegetable garden and the women and children...they...they were petting them.
"WHAT HORRORS! MY CABBAGES! LIME'S WIFE AND GRANDCHILD FORCED TO SUBMIT TO THEM! AND HARK, IN THE HORIZON SCOUTS REPORT MORE! SOME LARGER THAN THESE, WITH GRAYER HAIRS! SOME SPORTING GROTESQUE MOCKERIES OF OUR WOMEN'S TEETS! AND YET SOME OTHERS ARE WALKING SPEAR CARTS!"
Elder Rye looked around and pointed to a nearby teen that was on the cusp of the beasts' psychic influences, tempting him closer, to touch it "YOU BOY, TAKE SOME OF THE OTHERS! ATTEMPT TO APPEASE THESE CREATURES. SHOW THEM SOME WHEAT, (yeh they'd like that)." He grew calmer as an idea struck him,
"Yes, gain their trust, bring them in, lull them into a false sense of security. Take their children, indoctrinate them to see us as friends...and soon... masters. In a some time we might dine on them like they dine on our cabbages!"
The teen looked to the elder, a look of worry, 'surely he knew his death would come soon' Rye thought, 'but this was for the greater good. Sacrifices must be made.'
"(Geez, Elder, they don't seem too bad. They're like cats...but tall. Catt-tal. Cattle. Hmm?)"
AND THUS CATTLE (or World equivalent of dumb lumbering beast) WERE DOMESTICATED
Voltus looked down into the expansive pits where wheat was grown and smiled, long stalks of swaying gold grew from the fertile soil and were ripened by the loving rays of the sun until they were ready to harvest. Those who were tasked to maintain the farm were already down in the growing pits, pulling the wheat from the ground as children ran behind them, collecting the sheaths and tying them into bundles with loose bits of straw before carrying them out to where a big pile developed. Then a thought dawned on Voltus, 'how are we to make bread with no kiln?' he had heard stories of how wheat was turned into bread by crushing it and mixing the pounder with water and carpet moss but with every variation of bread making he had heard, a kiln was needed to heat the mixture so it became bread but the knowledge of how to make a kiln had been lost.
Voltus left the grainers to their work and walked back to where most of the tribe was, at the coast, catching clams and setting up flimsy tents to rest in, he would have to address housing later but food seemed to be a higher priority. As he walked he saw a crying child holding the wrist of his mother and pointing into a crackling fire where a doll was burning but as the sovereign looked closer, it wasn't burning, it was just sitting there. He approached the distraught mother and weeping child and crouched by the fire. He darted his hand in and retrieved the doll, burning his hand on the hot charcoal and the toy itself, Voltus dropped the toy on the ground and waved his hand a bit to cool it of it's burning sensation. Upon turning his attention back to the doll, he found it was made of rock and this was strange because the rock would have cracked under the heat of the flame.
"Tell me child, what is your doll made of?" instead of the child, who was too busy looking at her toy, her mother answered.
"I made it of the mud from under the bitter river, my liege." she said, pointing to the ocean.
"What is your name?" Voltus asked the little one and with a meep she replied.
"Clay."
After he went to the shore to see if this mud was still there, he was pleasantly surprised ro see that it had not been washed away by the waves of the bitter river. It was a reddy-orange color and had a thick, rich textured consistency. He scooped some up and inspected it, 'if I were to mold this to hold the wheat mixture, it would work well.' he was confident in his judgment, this mud seemed to be resistant to fire once heated and didn't crack.
Voltus began working on his kiln, making a tunnel out of it that was one cubit high from start to end and three cubits long, with a hole in the back. He smoothed the inside so there was a flat base for the bread to sit on. A group of villagers started to gather around him, holding stone vessels filled with the bread mixture. A mass of hot charcoal was fed into the kiln through the feeding hole behind and the stone vessels were placed in the kiln and slowly, over the period of an hour the bread started to rise and by the end, there was a loaf of bread for each family to enjoy.
A tribesman approached him, chewing on some bread, "what did you make the kiln from, my liege." Voltus pondered his words for a few moments before answering.
"Clay."
Synopsis: A kiln was made, a long tube 3 meters long and 1 meter in diameter. Hot charcoal would be fed into the back and via radiation of heat traveling down the furnace, the dough rose and bread was made.
Bonus: Pottery was discovered, heavy stone bowls and vessels become obsolete, replaced with lighter, easier to make clay pots and dishes.
We must plan for the future. Naturally we will need to maintain the stability of our food supply, and some of the elders know have an incantation, drafted by the priests of Llyr in Mae’r Boddedig Deyrnas, to call fish forth from the sea that saw some use during more difficult stretches of our long journey. Should something drastically alter the state of our food supply, they could certainly teach it to those more physically able to gather fish. Realistically, this is going to happen, but we have other things we need to focus on unless the situation becomes dire. No, for now we have other work that needs doing.
We need to know what is on this island. It has already been named—Y Obaith Terfynol, the same name as the village—but what has filtered in through the hunters is not enough. We are sending out teams, armed for their own security, to see what we have to work with here. There is the animals life, we know of the ample game, and of the bears, but also what native plants there are. We need to know what caves there are in the mountains, and whatever veins of ore might lie therein. Most importantly, perhaps, we need to know if there are any other thinking creatures on this island, or that can be seen from the shore.
E) Explore the island, newly named Ynys (which means island) Y Obaith Terfynol.
Race: Orc Desired Location: The forest on the west bank of the lake next to the mountains on the west side of the world. Background: The Crooked Arrow Tribe were once a proud and mighty band of orc marauders, using their ramshackle fleet of mostly stolen ships to raid coastal villages and intercept merchant ships from their base in Bad Rock Cove. All of that changed when Broken Tooth, the leader of the Tribe, led his "fleet" straight into an ambush by the King's navy. Against well-armed and organised sailors and ships, the Crooked Arrows were scattered and put to the sword, with many of their ships sent to the depths, along with their crews. A couple of orc ships, racing for cover from the relentless pursuit, beached their ships on an unknown island, and fled into the woods inland, hoping to avoid the humans on their tail. The navy, however, didn't follow them ashore. Maybe they decided that the now shipless orcs weren't worth the trouble, or maybe they knew something about the island the orcs didn't, all that matters now is the couple hundred orcs that survived are now trapped here, and looking to make the best deal of it they can!
As long as their lust for plunder, booty and a good 'ard scrap doesn't get in the way, at least...
Ultor rallied his fellow dwarven kin at the mouth of the gaping tunnel leading far below. He crafted himself a great speech, and spoke with his kin, trying to morally support them in these great, troubling times of new beginnings. He made it clear that he understood their feelings, where the Dwarves once had unending mines and supplies, they are now stuck with dwindling food and water- however, he attempted to rally them under one common thing all Dwarves enjoyed: A feast!
He encouraged them heavily and in the end they all rushed to the forest below the mountain in order to claim their feasty rewards and solidify their natural standing amongst the animals of the forest.
A Dwarven saying goes: "With hammer and axe in hand no dwarf is stoppable: dumb or foolhardy"
As the newly created terrace farms are being tended by a pair of Blacksmith workers, there are still trouble to be dealt with. Whilst the majority of the group are dwelling deep within the mountain, attempting to reclaim the wonder that is dwarven tools, the food supply still needs to be improved and dealt with. Ultor began to gather the men and women who weren't tending to the farms, or their newborn children. He spoke true, and many agreed with him. "We have crafted wonderful farms, once we crafted towering statues, fashioned out of the earth itself; the earth used to bend to our wills- now we need to survive, however." He became silent, just as silent as those around him. He let them take in his words before he continued on.
"I know that many of you look back on our great past, one of gold and riches beyond belief. Now, though, we must look beyond our past and live in the present. We have dwindling food supplies- where we once had great meals and feasts every day, we are now left with regulated meals and drinks." Ultor ended his second segment as he was met with nodding and silent agreement within the crowd of dwarves below him. "We are warriors- let us take our riches by hand! Let's forrage the forest, slay the beasts, and have see to it that we can have great feasts once more!"
Ultor raised his hammer, one which was broken and trashed to disbelief- one hammer which had seen many things. However, he was not alone. The dwarves roared aloud, raised their axes and hammers of numerous appearances- a custom is for each dwarf to bring with them his/her own axe from their own house. They were all broken and battered: as were their armours.
"To the woods, my kin! Make the beasts fear us tonight!"
The dwarves rushed to the forests, prepared to take on each beast they would come across, with their great experience and unified will, surely they would return ripe with reward.
As you get settled in these new lands, other civilizations arrive without your knowledge. But whatever you seem to flee from, nobody seems to follow. What is it they fear on this unknown continent?
By rallying your kin, you have managed to secure food for your workers for the time being. But no game lasts forever, Ultor. You may hunt the beasts now, but for how long will the forests be lush with animals? How long before they leave for greener grounds? At least for now you will survive. You have ensured it.
Five dwarves return from the deep tunnels ahead of the expedition to let their people know that they have found the wagon and that it will arrive soon (next turn). These ones were sent ahead of the rest to prepare the others for their arrival.
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
Population: 175 men, 125 women, 8 children. Military: - Roughly 70% of adult population. Food level: - Average Resources: Furs. Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Indifferent Foreign relations: You do not know any other civilizations.
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".
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
Population: 105 men, 85 women, 25 children. Military: - Roughly 30% of adult population. Food level: - Average Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Low Morale: Happy Foreign relations: You do not know any other civilizations.
With your strong hands and somewhat clever craft, you manage to craft yourselves bows, making it easier to hunt in the dense forests. It may also be used for range combat.
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
Population: 95 men, 85 women, 37 children. Military: - Roughly 70% of adult population. Food level: - Low Resources: Herbal medecine (low quantity) Wealth: Nonexistant Trade: - Nonexistant Growth: Low Morale: Indifferent Foreign relations: You do not know any other civilizations.
Since you haven't taken any action this turn, your people focus on settling down. Your next action will have increased successrate and effect.
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
Population: 125 men, 70 women, 8 children. Military: - Roughly 20% of adult population. Food level: - Low Resources: Furs, leather (medium quantity). Wealth: Nonexistant Trade: - Nonexistant Growth: Low Morale: Hopefull Foreign relations: You do not know any other civilizations.
With clever ingenuity and sentimentality, you discover the use of clay (and it's name in the process, who would've thought?) you have discovered how to create ovens and in turn bread to feed your people.
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
Population: 110 men, 107 women, 58 children. Military: - Roughly 30% of adult population. Food level: - Average Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Indifferent Foreign relations: You do not know any other civilizations.
Goblins have never before been called clever, but when Fungclaw figured out how to keep your byters from escaping he was not even called the biggest and strongest among you, but suddenly also smartest!
Your infrastructure has been improved, and therefore your growth.
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
Population: 340 adult goblins, 85 goblin spawnlings. Military: - Roughly 40% of adult population. Food level: - Average Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Indifferent Foreign relations: You do not know any other civilizations.
((ops, forgot to increase your view in the fog of war)) The fields surrounding the mountain are green and vast. You find wild sheep roaming the grasslands and a few lonely trees. There is no real forest on this island, but for now it will be enough. The grassfields are covered with weed, flowers, grass and other herbs yet to identify. Some of them prove to be edible, some of them prove to be healthy and some of them prove to be ... Unedible, so to speak.
However, the closer you come to the mountain, the air becomes heavier. Your scoutingparties don't know what it's all about, but they feel a terrible weight upon their chests when nearing the mountain. When getting even closer, they can see a faint mist surrounding the peaks... Is it magic? A curse? Simply a lack of oxygen?
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
Population: 95 men, 90 women, 30 children. Military: - Roughly 30% of adult population. Food level: - Average Resources: Furs (medium quantity) Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Hopefull Foreign relations: You do not know any other civilizations.
You have discovered bull-cattle to domesticate and to keep as food and perhaps ... Milk? Wait, that'd be crazy, who would try that?
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
Population: 133 men, 107 women, 55 children. Military: - Roughly 30% of adult population. Food level: - Average Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Happy (Bonus, 5 turns left) Foreign relations: You do not know any other civilizations.
By creating roads, you secure your dominance over the mountain pass! You control the way through, and nothing passes without your knowledge. A few stray orcs are found and taken into your tribe. They are redskinned, and tell you of how their tribe is to the northeast on the plains. They tell of a horrible warlord that has driven all the game in the area and treat his people inhumanely. Bloodthirst are driving their clan into the ground, and thus the 4 redskins had fled (it is a family of man, wife and two children).
However, all the hard work and your populace growing you are growing increasingly hungry...
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
Population: 136 men, 52 women, 34 children. Military: - Roughly 50% of adult population. Food level: - Low Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Low Morale: Indifferent Foreign relations: You do not know any other civilizations.
Venturing out into the land, your hunters soon return with plenty of game to fireplaces and cookingpits. You need not go hungry for now, but this is temporary and you know it. What will you do to ensure your people's survival?
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
Population: 102 men, 103 women, 54 children. Military: - Roughly 50% of adult population. Food level: - Average Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Low Morale: Indifferent Foreign relations: You do not know any other civilizations.
You have arrived upon a new land, with a long island with plenty of woodlands to the north and rocky hills to the south, with a smaller mountain at the furthest end. You haven't explored the entirety of the island yet, however.
As your people came from the sea, the knowledge of how to craft boats and use them for different ends are already available to you. It's up to you to craft them, however.
You may take your first action.
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
Population: 100 men, 100 women, 50 children. Military: - Roughly 30% of adult population. Food level: - Nonexistant Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Nonexistant Morale: Indifferent Foreign relations: You do not know any other civilizations.
Fleeing from the humans who defeated you, you feel ashamed. Defeated. Cowardly. You ran to survive and thus you did what you had to do, but it pains you to leave your kin behind to die at the hands of the wretched humans. As you set foot on land, however, the human armada make an abrupt turn. They will not follow you onto land.
But what are they afraid of?
You may take your first action on this new continent... If you dare.
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
Population: 100 men, 100 women, 0 children. Military: - Roughly 50% of adult population. Food level: - Nonexistant Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Nonexistant Morale: Indifferent Foreign relations: You do not know any other civilizations.
The several groups of hunters eventually returned to the shore where the rest of the Ards awaited. Fortune had favored the tribe, for the men had brought back a variety of game, small and large, perforated by arrows and impaled by spears. After skinning the animals, a fair few were immediately roasted and eaten. The rest of the meat was preserved through drying and smoking.
Now that the Ards had a small stockpile of food, they set about building shelter to protect themselves from the cold wind's bite and provide some much needed working space. They would build their traditional longhouses, just as they had done in their previous homeland. A squat hill that overlooked the coast were the site chosen by Danr to be the site of Njor. The hill offered a decent view of the surrounding area and were the most defensible spot in sight, while still being close enough to the coast to allow easy access to the sea. The hill was also fairly flat on their top and had no large boulders or trees that would impede construction.
Unfortunately, the lack of trees immediately accessible on top of that hill posed a problem. The warriors that bore axes were once again set loose to fell trees in the nearby forest, though they now needed entire logs of lumber for construction rather than mere twigs for firewood. As such, the strongest men were organized into teams to help carry the lumber to the top of the hill. Some of the largest of the trees took a dozen men to move, but in the end a sizeable pile of lumber was accumulated.
All of the Ards worked together to begin building one great mead hall on the very center of the hilltop to be the heart of Njor, and four much longhouses arranged around the central hall. The longhouses were much smaller than the central hall yet still huge when compared to the houses of most other people; it would be extremely crowded, but all the some 250 Ards would live inside of these five buildings until more housing could be created. All of the buildings would have frames of solid wood, with entire trees used as beams and support pillars in some places. Between the wooden frame of the walls, a mixture of hardened mud and turf would be used as those materials were easily accessible and would effectively insulate the buildings. The roof would be made of dried grass and foliage carpeted over light wooden rafters. For floors, the Ards simply pounded the dirt beneath the buildings until they were hard. Perhaps when their tribe was more wealthy the floors could be made of cobbled stones, tiles, or even planks of wood, but until then such luxuries could not be afforded.
The longhouses were divided into four sections: each had a central hall with a firepit in the middle and many benches and tables around the fire, with bedding along the walls. The end of the longhouse behind the central hall was to be used for storage, and the end that one entered was reserved for use as a working space. At this point the Ards had no industry and nothing but a little bit of food to store, so the storage rooms and work spaces were temporarily being used as sleeping areas. The longhouses were large and warm, but with about fifty people in each longhouse and a hundred sheltering in the mead hall, calling them crowded would be an understatement. Still, conditions were far better than they would be if the Ards were forced to continue sleeping in the open, exposed to the elements.
Now that they have some food, the Ards are building four longhouses and a central mead hall atop a nearby hill. The warriors with axes are chopping down trees from a nearby forest and a large amount of manpower is being used to simply carry the logs up to the hill.
Grot was a normal looking Goblin, he was a few inches smaller than average but none the less he seemed like any other green skin. What made Grot different from the others was that he wished to explore, he would tell all of the goblins in town
"Im gunna go and find the biggest baddest byter and ride it" He would proclaim, the other goblins ignoring him "Im going to find the best grub and make me more powerful then Fungclaw!" Again the other goblins would ignore these boasts, and so Grot never did leave the settlement, talking about doing so was enough for him. That was until today.
Grot was at the north side of the settlement, he carried a handful of food and a pointy stick. "Seya later losers!" He proclaimed to no-one in particular "I will be back when I find something that will make you all jealous!" With that, the goblin called Grot left the tribe. Many expected him to die before he could even leave the forest, but others wondered what he would find past the place they called home.
A single adventurous goblin will leave the settlement, returning if he finds another civilisation, landmark, or new animal larger and deadlier than the boars.
F) improve Resources: Technology: The people still attempted to find better ways to improve their adult's health, and rummaged through the jungle forests. As they continue to hunt for the herbs in the jungle forest, they also experiment with ways to fortify health of everyone in the tribe, attempting to domesticate plants such as fruits and vegetables,
Ultor, a dwarf who has seen many legends live and die. Having lived long enough to be recognized as a Runebeard: a Dwarf of unprecedented skill in his own craft, he is now confronted with a small remainder of his once prideful legacy- the Ironborne Legion. What lied before him as he took his morning watch, atop a small look-out outcrop a bit further along the mountains ridge- was his people.
Where once he had witnessed endless columns of battle ready dwarves carrying shields and weapons all clad in dutiful family lineage, now that was all but worn out and useless. Simply due to tradition do they still wear it- even when they border on pure inefficiency. He chose to look down on his own hammer, the Drakkenhammer.
He could see its scars, he saw before him how they had appeared and before him now flashed images of him and his trusty kin fighting back countless hordes of Deep-Ghouls, protecting the wagon which now stands as nothing but a nuisance.
He turned, looked up towards the towering peaks; Hazan-Khar. He thought “To live and die a dwarf- rather to live and die as steel. My legacy to my people will be this mountain, and it will become a mighty citadel.”
Suddenly a wind blew, catching Ultor off guard, as if even the mountain spoke back to him. If it agreed with or distasted his vow bothered Ultor naught for he vowed once more, with the mountain as his witness. “I will live and die as Iron and before me, on my dying bed, will be you; the great, the powerful Hazan-Khar- Lord of these Lands.”
Suddenly, however, there came cheers of joy from the settlement of dwarves who seemed to become more and more restless. It would seem that the commotion grew greater and greater to the point where even the farmers took off their time by the crops. Soon every dwarf in this unworthy slum gathered by the great mouth of Hazan-khar, Ultor was no different.
From the gaping jaws of the Lord of mountains came but five dwarves, at first Ultor became weary, however military protocol quickly kicked in and he came aware as to the fact that these were but messengers.
“My lord Drakkenhammer! We bear important news from Mjoll- We’ve discovered the tunnel wagon!”
The crowd roared to life, it seemed that the dwarves’ spirit came to be rejuvenated time upon time again in these times, something Ultor had great joy in witnessing. “What terrific news!” Even Ultor caught himself letting out a small laugh! “When would you say these warriors will return?”
“My lord Ultor, I’d say they’d arrive within short notice, it wasn’t as far away as we’d previously thought-“
“Ultor, my lord, he means that they will arrive soon!”
Ultor turned to the crowd with hammer in hand, held up high. “You heard that lads and lassies? Soon our dwarvish might may yet form mountains!” A fountain of cheering and joy spewed out from the gathering, however Ultor had one last assurance to make before anything else. “I am all too aware we are still unable to use any of the materials found within this great rock- however, we are still far from independent! Without working farms and diminishing food supplies only the worst may come if we fail to prepare!”
He turned to silence, but suddenly continued before his kinsmen had lost their interest. “The Blacksmiths must fashion together new farms in image of the first, and we, the Boars, must capture the remaining beasts within the forest for meat- who knows, maybe they will become faithful war beasts!”
By now Ultor had found himself lowering his own hammer, maybe due to fatigue, but certainly not out of a loss of faith. “Listen here Boars; the hunting will begin as soon as you’ve all understood your roles…”
Ultor paused and gathered his fellow Boars next to the entrance to the deep caverns- the Mouth of Hazan-khar.
“We will encircle the forest, when the moon shows itself on the heavenly play will we strike- whilst the sun still stands. With the remaining might found within us we will pin the beasts within the forest.”
“After two hours pass, when half the Blacksmiths will have finished creating a small holding pen fashioned from the remaining wood we gathered from the forest, Higmar will create an exit for the beasts to flee from, when we hear their hooves and paws shake the earth we will have to rush, or if we do not funnel them into the pens with our own bodies we will not be able to successfully capture whatever animals find themselves our way.”
Ultor gazed into the kindled eyes of his most trusted, his lieutenants.
“If anyone falls victim to assault, then they will not be allowed to fall victim to the claws- they will be saved! I’ll even ride a bear myself should it threaten my lads, aye?”
“Aye!”
“Aye, Ultor!”
“I’d do anything for a feast, aye!”
Ultor smiled, one of the few occasions he removed his serious façade.
“Let’s greet our friend Mjoll with a fine welcome, aye!”
Ultor, the dwarven leader and former Warmaster of the Ironborne Legion swears to Hazan-Khar, the lord mountain, that he will claim it's graceful walls as his own- and it's heavenly resources; the same. However, the wind quickly blows heavily; An omen.
Be it good or bad, it did not stop Ultor from finishing his vow, and thus he continued.
However, his peaceful watch over his people was abruptly ended when great cheers came from the 'slum' below- it was 5 dwarves, they had returned ahead of the main force!
In the spur of the moment Ultor gathered his people to perform the last task in terms of food gathering and formulated a great plan.
Half the blacksmiths would replicate the current terrace farm- these would result in greater access to wheat.
The second half would assist Ultors' Boars in capturing beasts of any kinds from the forest by crafting holding pens fashioned from the remaining wood in their supplies.
He once again vowed, that if one of his fellow kin were to be threatened, he'd take on a bear if necessary.